MovieChat Forums > L.A. Noire (2011) Discussion > What do you want from a sequel?

What do you want from a sequel?


Loved this game even though it was somewhat monotonous. The setting and production design were fantastic, the gameplay was innovative and immersive (though kind of monotonous, as mentioned), and the story, dialogue and voice acting were all impeccable and created a spellbinding tone and atmosphere, second to none. And the score, so goddamn good. But the game was lacking in certain areas.
First of all they need to let us explore the world more. LAN was way too linear. I think the game would have benefited greatly from a layout closer to GTA, an open world where you have several mission locations, one could be the precinct he's working at at the time, and then add some characters he's working with on the side. Making the main character a corrupt cop who takes his job seriously but get's into some questionable extracurricular activities would be cool. That way you could add add all perks that entails, like in the GTA series. Or just take the Red Dead approach. Good guy who can do bad stuff. Making him a P.I. would actually be perfect, that way he isn't bogged down by the whole being a good cop thing. Basically more freedom is what I want. More side quests.
Hmm what else? That would be a good start, if LAN had these elements it would have been absolutely fantastic.

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Everything that you said basically. Definitely more freedom and more realism.

Sadly I don't think a sequel will happen as the company that created it (Team Bondi) had financial issues and I think they're working on a new game. Hopefully Rockstar will step in.

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http://www.gamespot.com/articles/take-two-has-extensive-pipeline-of-un announced-titles-in-development/1100-6404968/

Well there is news like this. Granted, that was in March, but it does seem like Rockstar intend on moving forward with a sequel. And apparently Rockstar retained the L.A. Noire intellectual property after Team Bondi's acquisition by KMM. So I remain hopeful.

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Just got through playing this. I agree that after playing GTA, the mission progression was hard to get used to. I wanted to explore the world more, but the fact the game jumps directly from case to case discouraged that. I was surprised you had actually had to quit the game to enter the "Free Range" mode, considering all the collectibles and other bonuses the game offered.

One shortcoming of the game was how it dealt with Cole Phelps' personal life. They make the odd mention of his wife and kids, but since you have no interaction with them (and minimal interaction with any potential love interests), their sudden appearance as a major plot point seemed incongruous; a more "open world" model could allow players to experience life outside the police force, which would have smoothed over the collision between Cole's work and home life.

Anyways, even while playing I thought having the main character become a PI for the sequel would be a great idea, particularly after seeing the police corruption evident throughout the game (obviously the ending changes that possibility). Still, considering how key PI's are to the 40's noir genre, it surely will be something they consider if they end up producing an LA Noire 2...

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[deleted]

After watching Zodiac for the umpteenth time recently, I was thinking along those same lines. I could definitely see an LA Noire type game taking place in the early to mid 60s, taking cues from sources like Dirty Harry, Bullitt, the French Connection and even more contemporary period sources like Mad Men and the aforementioned Zodiac.

Personally, if they did so, I think San Fran would be the perfect setting. Its cold, wet and gloomy, a great backdrop for a noir story. I'd have the player play the role of a Private Investigator instead of a cop however- procedure, protocol and red tape just gets in the way of good hardboiled detectiving IMO. What if instead of truth, doubt, lie you had trust, coerce and force? As a PI the player-character would be forced to rely more on his wits and toughness than the authority from his badge, meaning getting information would require a bit more 'motivation' than simply threatening the guy with an arrest. Instead, 'force' would have you slug the uncooperative hump, or give the dame a shake if she's holding out on you. 'Coerce' might be something like offering a payoff or threatening to snitch the informant to the cops on something.

I'd add more side content as well. As great as the city of Los Angeles was in LA Noire, it was pretty much devoid of anything to do except case work and the occasional street crime. My game would have 'open cases'; as a PI you'd probably have a drawer full of cases yet unresolved- missing persons, blackmails, surveillance jobs, stolen goods, insurance scams. These could be done at your leisure, and would offer cash rewards in games, enabling you to participate in social activities like dinners and dates, movies, drinking or even purchasing new clothes, autos, guns, booze, whatever. I'd also have a social aspect where you meet informants and create a kind of clandestine information network. This network would work similar to the way intuition worked in the original game, except instead of just a thing you select out of a notepad, you'd actually have to go meet an informant who'd have some special dope for you that could really make or break the case. As your network increases, the more opportunities to get these tidbits of info you'd get for each case.

Ultimately I'd want my LA Noire sequel to be less Dragnet and more Maltese Falcon. Less procedural, more hardboiled. True Noir.



--This is me now!--

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[deleted]

If they made a sequel, I'd like if they opted for a "fast" type of replay version.

If you've done a play through, and you want to go back and explore some, you have to sit through so many cut scenes with no option to skip ahead.

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