LA Noire PC – Review

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It’s a port, a straight port but with an extra tidbit or two of settings and smoothing for the graphics. You have ansiotropic settings, and FXAA (x1, 2, or 3). The textures do appear scaled, as in they look as good at 2560×1600 as I remember them being on PS3 but many of the facial textures appear a bit more blurry. The view distance is still very low – you see the fog and blur on anything further then a block away so you don’t quite get the full immersive city feel as GTA. I like the time period though, no other game has done it, and the actual reading of people’s faces is something you learn. It’s frustrating when you haven’t quite made the leap between the piece of evidence you have and how (more importantly when – after which question) you’ll spring your evidence on them but that’s the real challenge in this game.

It’s no action game – it’s a lot of slow methodical collection, thinking, and getting the evidence you need to back it up. Your first instinct is normally right but there were definitely some surprises. It’s amazing how even though they’re the same cases I’m playing through again on PC – I really only remember the overall idea of the case, not the specific clues – or else I could probably have been doing better by now. You do some running and shooting here and there, but that’s the street crime (which I rather like – I try to grab any that I come accross). I got about 25% through the PS3 version before I heard it was coming out on PC. I expected big things, and it somewhat disappointed, but I’ll be more then happy to finish up the game on computer instead.

I especially like spotting the actors I know, it’s like many big TV actors came out to do various spots in this game, lending their unique facial characteristics. It’s a great use of the technology, and though it could be useful for general animation – it lets actors give these 3D references actual emotions.

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