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L.A Noire 2: What we want to see

This is our list, but what do YOU want to see?

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Most games carrying the Rockstar logo have a knack for well balanced, high-speed chases, giving the player enough of a starting handicap to provide a decent but fair challenge. The chase would evolved naturally with the player gaining on the AI slowly but constantly.

In L.A Noire the technique used to keep players at bay until the game felt they had been given enough of a run was a little bit crude.

As much as we loved the car chases in Noire, and the crafty little routes that were picked by the AI, there were two many occasions where we were stuck at a set distance from the perp with apparently no way of closing the gap.

If we did beat the system with some smart driving, the AI car would all of a sudden get a burst of speed to prolong the chase.

This was especially the case in chases on foot where both characters would be running at exactly the same pace until the AI reached a set destination where he would choose to turn and fight. It rendered the actual chase sequence almost redundant.


This is how games work a lot of the time, we'd just appreciate it if it was disguised a bit better in L.A Noire 2.


We don't want to spend the whole article picking apart L.A Noire. It was, after all, hugely successful in a lot of ways and a brilliant foundation for a sequel.

We'll end on an optimistic addition, then, rather than a picky fix. We think that our next detective (because it probably won't be Cole) should have more in his oratory arsenal than a load of questions and a couple of mood swings (chalk that one up as well).

We think detective work should be just as much about making friends, managing associates and maintaining relationships as grilling poor old landladies.

Without wanting to get too far into RPG land, L.A Noire could benefit from taking a look at the likes of Mass Effect, where a developed conversation tree moves dialogue onto more varied conversation.

Successful gambles on a character's personality might mean they become useful to you again later in the game as an ally or potentially dangerous as an enemy.

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