$19.99L.A. Noire Every face is a lie to read
Work 1947 murder cases in a noir Los Angeles, hunting for clues and calling out suspects when their stories crack.
Is L.A. Noire worth it?
L.A. Noire is worth it if…
- you want a slow, patient game where listening matters more than shooting
- you like solving cases yourself: searching scenes, checking alibis, naming the liar
- you enjoy 1940s crime stories with a grim, film-like tone
- you would rather follow one strong story than fill an open world with chores
Screenshots
A city built on secrets
Post-war Los Angeles is booming, and rotting under the boom. Corruption runs through the LAPD, the drug trade is exploding, and murders pile up faster than the morgue can handle. As Cole Phelps you climb from patrol to detective, working case after case: arson attacks, racketeering conspiracies, killings inspired by real 1947 crimes. The cases start looking separate. They are not. Slowly, threads connect, and the trail leads up to people who would rather you stopped looking, including colleagues in your own department. The city looks glamorous in the evening light and tired in the morning, and both faces are the point.
Reading faces for a living
The heart of the game is the interrogation. Actors' faces were captured in remarkable detail, so when you question a suspect you watch for the small stuff: a flicker of the eyes, a jaw that tightens a beat too late. You judge each answer: accept it as truth, press with doubt, or call it a lie and back it with a piece of evidence from your case file. Get it right and the story cracks open. Get it wrong and you look foolish in front of a suspect who knows you have nothing. It plays like a conversation you can lose, and it is still unlike anything else in games.
Detective work, clue by clue
If you want to be the detective, not just watch one, this is the game for that. Each case sends you to a crime scene to comb it yourself: turning over bodies, opening drawers, checking notebooks and receipts for what does not fit. Everything you find goes into your journal, which you lean on when a suspect's alibi and your evidence refuse to match. The game helps when you stall, with hints and ways to soften the hard parts, so the pressure never becomes punishment. Between cases there is a full open city to drive through, with side missions and street crimes waiting if you want them.
What should you know before playing?
How much action is in it?
Less than you might expect. There are chases, fights and gunfights, and they are staged like film set pieces, but most of your time goes into searching scenes and questioning people. The pace is deliberate: you listen, you watch faces, you decide who is lying. If you come in expecting a shooter with a detective skin, it will feel slow. Come in expecting a crime story you play, and the pace is the appeal.
Can you explore the open world?
You can drive all over a detailed 1947 Los Angeles, respond to street crimes and visit landmarks. But the city exists mainly to serve the cases, and there is not much to do outside them. If your favourite part of open worlds is filling the map with side activities, this one will feel thin. It is a stage for the story first.
Does the story hold together across all the cases?
The game is structured as a run of cases across different desks, more like a detective series than one continuous plot, and the connections between them build gradually rather than showing up early. The overall arc about corruption in the city and in Phelps's own department does come together by the end. Some players find the middle cases and the ending less strong than the homicide desk; the individual cases themselves are the consistent pleasure.
Is it difficult?
Not in the twitchy sense. The challenge is judgement: choosing truth, doubt or lie in an interrogation, and picking which piece of evidence proves a lie. Sometimes the right call is not obvious, and the connection between a clue and a lie can take a moment to see. Help exists if you get stuck, so a wrong guess costs you pride more than progress. Patience is the real requirement.

















