Showing posts with label Los Angeles. Show all posts
Showing posts with label Los Angeles. Show all posts

Saturday, September 24, 2011

Call of Juarez: The Cartel

Sometimes a game’s concept is just flat out better than the final product.  That is the case for Call of Juarez: The Cartel.  The concept is there; a Mexican drug cartel bombs a U.S. law enforcement agency.  In response, the U.S. government puts together a task force to take them down—pretty straightforward story.  Now, take into account the dynamic range of the characters like Ben McCall, a brutal LAPD cop and descendant of Ray McCall (from the previous Call of Juarez titles); Eddie Guerra, a DEA agent with a gambling habit; and Kim Evans, a gang-affiliate turned FBI agent, and you get a pretty diverse range of characters to build a story off of.  Throw in the idea that depending on the character you choose to play as, the story itself can reveal certain things according to that character’s point of view.  Each character has their own personal agenda and reasons for being a part of the case, and those motivations are made clear through cut-scenes and the gameplay itself.  So far the concept seems golden, right?
Well, this is a classic example of how the execution fails to live up to the concept.  Each character has their faults, and they could have built off of these weaknesses to develop characters who you truly can root for in the game.  Instead, what they create are characters that are boring and hard to form a real bond with.  This leaves you not caring what happens to them.

Watch Call of Juarez: The Cartel Launch Trailer
The story is a modern take on the Wild West.  It takes place in Los Angeles and throws in elements of the West.  I guess this was their way to keep the Call of Juarez name on it.  The story is slow to develop and filled with repetitive one-liners.  There’s only so much praise you can get from your partners for blowing people up before it drives you crazy.
The level design is bland and follows a very linear path.  All you do is move down a pathway, shoot the enemies that pop-up, and continue moving.  The rest is just rinse and repeat.  Also, there is a lack of interesting weapons, consisting of riles, pistols, and grenades.  It’s like they updated the year the game took place, but not the weapon selection.  They do attempt to break up the monotony by throwing in some other gameplay mechanics like hand-to-hand fighting and some driving sequences, but they just seem like they were thrown together last minute.

Aside from the gameplay mechanics and design itself, the graphics are not much to look at.  The textures are bland at best and not something you’d expect from a next-gen game.  The guns look like plastic.  Details are nonexistent, and in a game where gameplay lacks, you sometimes have to turn to graphics to enjoy it.  Unfortunately, this game doesn’t deliver on either.
I will say, this game does offer a fun multiplayer experience.  Call of Juarez: The Cartel offers a nice drop-in/out co-op for up to three players.  Before the level is a lobby, designed to look like a parking lot, hotel room, or whatever is appropriate for the upcoming mission.  This is where you can wait for people to join or switch weapons.  The multiplayer modes are actually quite fun.  There is the traditional team deathmatch mode, but they throw a nice partner system spin on it that gives you bonuses for performing actions with your partner.  So rather than running around solo, you have some incentive to stick close to your teammate.  It’s actually quite similar to the “high-five” in Uncharted 3.  One of the strongest modes is Objective Mode, where you and your team must complete a series of objectives.  This could mean getting drugs into your car and driving through the streets to progress to your goal.  Upon arrival, you are met with another objective.  It flows nicely together, and it seems like you are working towards an overall goal rather than a bunch of smaller missions that end right away.

To sum it up, Call of Juarez: The Cartel has great potential, but just doesn’t deliver on it.  The repetitive gameplay, the corny one-liners, and the lackluster graphics make it an unenjoyable experience.  The few redeeming features are multiplayer and the ability to play as three of the main characters to reveal the different points of view of the story.  Unfortunately, the story isn’t one you are likely to care about.

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Tuesday, May 24, 2011

L.A. Noire Review

The Good

  • Authentic and outstanding 1940's style and atmosphere   
  • Solid performances and good use of motion capture   
  • Compelling investigation and interrogation mechanics  
  • Memorable noir story   
  • Some great shoot-outs and action sequences that make use of real LA locations.

The Bad

  • Early investigations are very limited   
  • Disconnection between cases leads to jarring moments   
  • Some restrictions during pursuits and shoot-outs feel artificial.
What awaits Cole Phelps at the next crime scene? Will it be a couple of hopheads who overdosed on morphine and are now on the midnight train to nowhere? Or maybe a young lady whose dreams of Hollywood stardom were chewed up and spit out by the studios and who now lies naked in a park, the victim of a brutal murder? L.A. Noire confronts you with these sad situations and many more. Inspired by film noir classics and hardboiled crime fiction, this tale of a complicated and troubled cop in postwar Los Angeles makes the business of detective work absorbing and rewarding, and it's drenched in so much authentic late-'40s style that you'll practically be able to smell the acrid mix of glamour and corruption in the air.
L.A.P.D.! You have the right to die!
The City of Angels is one of the stars of L.A. Noire, and it gets the red-carpet treatment here. The game re-creates a vast swath of the city circa 1947; though it's by no means accurate down to the tiniest detail, those who know Los Angeles will appreciate the tremendous amount of research that clearly went into designing this version of it. (You expect to see the historic Egyptian Theatre in its proper place on Hollywood Boulevard, for instance, but seeing the Pig 'N Whistle right next to it, which has been there since 1927, is impressive.) Your journey takes you from filthy flophouses and hobo camps to elegant mansions and the sleek, modern offices of a company that's shaping the development of postwar Los Angeles. The architecture, which includes cookie-cutter housing developments that are springing up in droves to capitalize on the return of soldiers from the war, as well as jazz clubs where cops and gangsters alike relax after night falls, is authentic and makes this Los Angeles an absorbing and immersive place.
And it's not just these big things that the game gets right. As a detective, your work investigating crime scenes is often about the smallest details, and the richness of these details in L.A. Noire makes rummaging around grisly crime scenes and perusing the personal effects of victims a compelling process. The homes of murder victims feel lived in as a result of pictures on the walls, notes pinned on refrigerators, and clothing tossed on the floor and forgotten. Pick up an official document while rummaging through some files and you'll see that it looks genuine right down to the fine print. This attention to detail makes the often unsavory business of being a detective deeply absorbing. On top of this, the period fashions, actual automobiles, and music of the era--along with a score that evokes the style of some of the great composers of film noir--weave an intoxicating spell that's sure to stir the heart of anyone with a fondness for 1940's style. The art direction that pervades every aspect of L.A. Noire is simply outstanding, and it's a huge part of what makes this game such a memorable experience. And if you want the game to look more like Out of the Past than Chinatown, there's an option to play in crystal-clear black and white.
But all that attention to detail wouldn't amount to much if it weren't in the service of a game that was worthy of it. Thankfully, L.A. Noire is worthy. You play as Cole Phelps, a young veteran of World War II who enlists in the L.A.P.D. in 1947. Phelps is played by Aaron Staton, best known for his role on Mad Men, and thanks to L.A. Noire's use of a new technology called motion scanning, his performance goes far beyond voice acting. Phelps' face is Staton's face, and while motion scanning doesn't quite capture all the soul of an actor's performance, it nonetheless allows for a great deal of the subtlety of that performance to come through. It may take a bit of adjustment, seeing almost-but-not-quite-real faces on these characters, and there's sometimes a bit of a blurriness around the lips that can be distracting. But for the most part, it's very effective, allowing for rich and nuanced performances that seem to fully inhabit the world of the game. And this isn't just for show. The story of L.A. Noire hits harder because its characters look and sound so believable. Phelps' commanding officer Captain Donnelly has a passion for swift, merciless justice and a preacher's gift for oratory, while the weathered face of Herschel Biggs, one of many partners you have throughout the game, speaks volumes about his years on the force. The performances have a concrete impact on gameplay, too. When you're interrogating a suspect or questioning a witness, it's the facial expressions of a real person that you're reading when determining what approach to take.
You start out playing Phelps as a newly recruited uniformed officer. When a call comes in over the radio that a few homicide detectives need some assistance, you make your way to the crime scene and get your first crack at investigation. While investigating, you move Phelps around the environment and look for clues. Of course, not everything in any given location is going to be relevant to your investigation, and at first, the process can feel a bit silly. You might pick up empty beer bottles, hairbrushes, rolling pins, and other meaningless stuff, making Phelps move them around in his hand as if they might conceal vast significance while he mutters to himself (and to you) that these particular items have no bearing on the case. But as you progress, you develop a sharper eye for what things in an environment might be relevant. By default, the game indicates that you're near something you can examine with chimes and controller vibration, but with this option turned on, investigations often boil down to just walking Phelps over every inch of an area, waiting for those indicators to go off. Turning these off makes investigation far more involving and encourages you to carefully study the environment looking for anything that might give you insight into the case. You still know when you've found everything important in a given location because the investigation music fades out, though if you like, you can also turn this indicator off.
Phelps goes above and beyond the call of duty to close this first case himself, but it's not out of a selfless wish to protect and serve. He has a cold ambition to rise up the ranks in the department, and it's not long before his drive pays off politically. This determination also isolates him from his fellow cops and makes him a bit hard to root for initially, but this only makes him a better noir protagonist. He's a deeply flawed hero, and as the game progresses, you learn more about the experiences that turned him into the man he is today, and he develops in some fascinating ways as the narrative approaches its powerful conclusion. It takes quite a while for the story to build up steam, but the excitement of the later chapters makes the more deliberate pace of what came before well worth it. And you don't need to be a fan of film noir and hardboiled crime fiction to appreciate this tale, but if you are, you may take particular pleasure in the inspiration L.A. Noire takes from many terrific sources. (James Ellroy's bloody epic L.A. Confidential is a particularly clear influence.)
As Phelps makes a name for himself in the department, he's called upon to start heading investigations himself, and that means questioning witnesses and interrogating suspects. During interrogations, you select something to question the witness or suspect about from a list in your notebook. (This is partly why thorough investigation of a crime scene is important; if you miss an important clue, you won't be able to ask people about it, which may prevent you from getting vital information.) Once the person responds to your question, you have three choices. If you believe the person is being honest and forthright with you, you can select Truth, which results in Phelps responding positively to the witness or suspect and coaxing more information out of him or her. If you think a person is being less than entirely honest, you can select Doubt, which often translates into "press the witness or suspect harder," and if your instincts are correct, this generally results in the suspect giving up something useful. But if your instincts are wrong and the person was cooperating, this approach results in him or her reacting negatively, which gives you nothing. Finally, if you think the person is lying to you and you have a piece of evidence that proves it, you can select Lie. In this case, you have to back up what you're saying with evidence. For instance, if you ask a suspect what shoe size he wears and he tells you he wears a size 9, you can use the size 8 work boots you found in his home to prove that he's lying.

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