L.A. Noire is not GTA in 1940s drag. The game revolves around real police work: interviewing suspects, collecting data, and piecing together the facts to reveal the truth. To do that, you have to be able to read faces and decide whether or not youre being lied to something only possible through the stunningly realistic facial capture Team Bondi has worked so hard to accomplish.
Its obviously cool technology, but the key thing for us is that when youre interrogating someone, you can read their face and tell if they are lying, McNamara claims. Thats a key component of the gameplay.
Producer Jeronimo Barrera considers L.A. Noire an adventure game that plays like a GTA.
At the beginning of our demo, Phelps and his partner Stephan Bekowsky pull up at a freight yard to check out a report on an abandoned car. Something fishy is going on. Phelps inspects the scene, noting that the cars interior is drenched with blood. Nearby is a bloody pipe, which seems to suggest foul play. A street cop on the scene tells us the car is registered to a Mr. Eugene White, who has been reported missing.
Walking around, Phelps gathers more clues from the scene, showing off another of L.A. Noires important features. Instead of finding simple items that sit on top of tables with an otherworldly glow around them, this game forces you to use your powers of observation to gather information. Thousands of period items have been fully modeled, and can be manipulated by the player. Near the car, Phelps sees a pair of broken glasses and a wallet. Opening the wallet, he pulls out the various cards and photos, jotting down Whites address while noting a picture of White and his wife in happier times and the name brand of the glasses. Phelps picks up the bloody pipe, rotating it around to view the inscription Instaheat. Elsewhere, he sees a receipt for one live pig purchased by an A. Hogan.