L.A. Noire: The VR Case Files :Game Review

The virtual reality game is a violent crime thriller set against the theme of 1940’s Los Angeles, now in stunning virtual reality. The gamer is placed directly in the place of a Detective named Cole Phelps and he or she solves serious crimes, conspiracies, and plots inspired by cases that are real from 1947 Los Angeles, one of the more violent and corrupt times in L.A. history. However, seven missions are only what it features, which provide roughly eight hours of gameplay and that is down from twenty-one cases in the original LA Noire game. If you’ve never before experienced it in its entirety, it will be confusing seeing a new partner for each mission without any added context. Due to the missions’ very episodic nature, however, it largely still works.

The VR Medium

The unique character delivery puts forth a sense of urgency and often disdain, unlike any other video game experience. The game goes into the VR medium strengths by putting the gamer in the direct face with digital human beings who are pretty convincing. The VR game presents an argument that is unwavering for VR as a compelling entertainment medium and should be welcomed as yet another stepping stone to the true presence in digital worlds.

Featuring seven cases explicitly rebuilt for virtual reality, the VR game adds new layers of realism and immersion to Rockstar Games’ crime thriller as you solve select cases from the original blockbuster game spanning the detective’s mysteries of Traffic, Arson, Homicide, and more. Regarding changes and gestures as compared to the original L.A. Noire game, some of the pleasant moments are introduced by the ability to point fingers and draw old-timey glasses/beards on suspected persons in your handbook.

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The Virtual Reality game has been entirely overhauled so that you can pick up a wide variety of objects that are highlighted in the world. As much as it is not up to the level of Job Simulator regarding interactivity, Rockstar games do a good job of convincing the gamer that LA Noire was built from the ground up for VR. The player can pick up plates, cups, and simply toss them around. Where this interactivity becomes impactful is when, for instance, the player is standing over a dead body examining how it happened.

The first-person view brings forth the illusion that the player is a detective by allowing the gamer to pick up and examine clues like he or she might come across in real life. The game makes the player think in a new light about evidence. However, not all these interactions are positive. For example, you may have to hold a matchbook with a hand and then use another hand to open it and look inside for additional clues. However, the answer isn’t as apparent in VR since you don’t know what objects might have a second layer of interactivity using your free hand.


As much as the game has some graphics and interactivity flaws, it functions well at making the player think and feel like a detective in a way that the base game can not. As much as the virtual reality version isn’t a replacement for the original game, it allows the gamer to put himself or herself in the best moments from the original game in a new realistic way.

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