Tuesday, December 24, 2013

LA Noire: completed!

I had only a few missions to complete in that game, it turns out, all of which involved hunting down various corrupt officials and getting them to talk.

I think that shooting him in the leg was probably a bit excessive, but as I said previously the game has taken control of my character's actions in order to progress the story.  This has just got worse as the game's progressed - it's not longer merely Phelps being over-zealous in questioning; it's now Kelso shooting people during cutscenes.

Still, at least I get to drive between these and watch people being shifty.

The endgame saw me exploring a creepy dilapidated house, in which a madman had been holed up.  The game carefully told you that he was mad several times, before showing him folding origami cranes over and over again.  Finding these in the house was quite a shock.

The final missions turned into a run-and-gun cover shooter, with the madman seemingly able to convince dozens of men to lay down their lives just to keep me away from him.  Naturally, that didn't work, but it was pretty tense, running around the sewer systems and popping out to shoot people.  It felt pretty familiar in some ways, reminding me of gameplay in Red Dead Redemption.

I finally found the flamethrower man, who turned out to be someone that Phelps and Kelso had served with.  Funny that all the main characters turned out to be linked in some way, given the size of the city the game's set in.

And then the end of the game sees Rockstar killing off the main character again, but this time I have little sympathy left for him - even after he helped to save everyone else.

After the credits, you can go back and play in free roam mode, which means that you no longer need to worry about how much damage you cause when driving.  I enjoyed that, and ended up with some amusing accidents.

Overall, a great game, but the story was crowbarred in a little, which spoilt the interactivity somewhat.  I hope a sequel could improve on that.

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