Compare Face Noir prices across 50+ stores and find the best deal. Developed by Mad Orange. Published by Phoenix Online Publishing. Released on 10/17/2013. Available on PC. Genres: Adventure, Indie. Metacritic score: 59/100.

When a two-person Italian studio tries to bottle 1930s New York in a point-and-click adventure, the atmosphere almost works. Almost.

My first instinct with Face Noir was generous: the rain-slicked Depression-era streets, the wail of a jazz saxophone threading through the menus, the painted cutscene stills fading one into the next. This is a game made by two people, Gabriele Papalini and Marco Sgolmin at Mad Orange, and for the first twenty minutes, that handcraft ambition is genuinely touching. The detailed backgrounds carry real grimness. The bluesy instrumental score lands with the weight the setting deserves. You want to like Jack Del Nero, the ex-cop-turned-private-eye with a drinking problem and a new murder charge hanging over his head. Then you start playing in earnest. The game's standout mechanical idea is Reflection Mode, a detective-deduction screen where you pair clues to form new lines of inquiry. It sounds promising, and occasionally it does force you to think like an investigator rather than just cycling through your inventory at random. There are also mouse-driven interaction flourishes: lock-picking sequences that require you to jiggle the cursor back and forth, valve puzzles, a pitch-dark apartment opening where the only light bleeds in through window blinds. On paper these add texture. In practice, several of them devolve into swinging your mouse until something clicks, and the lock-pick specifically resets on you with enough regularity to shift the experience from tense to tedious. The broader puzzle design suffers from a recurring problem: you are handed a large inventory early, solutions always require the most circuitous path possible, and Jack will refuse to pick up an item until the game has decided you know you need it, even when the answer is obvious to any functioning adult. The dialogue is the steeper wall. Face Noir was originally written in Italian and localized into English, and the seams show throughout. Characters deliver monologues that stretch well beyond their narrative purpose. Conversations are essentially checklists: you exhaust every topic, each producing a single response that can be repeated indefinitely without variation. Jack's sardonic internal commentary starts charming and becomes grating by the first hour. The voice cast is uneven, some performances landing as wooden, others trying so hard to channel Humphrey Bogart that the effect tips into parody. The character models compound things visually: stiff animations, no meaningful lip-sync, faces that register almost no expression. The lovely hand-painted backgrounds sit in odd contrast to 3D character geometry that looks a generation older. What Face Noir does earn, fairly, is its atmosphere and its willingness to commit to a specific mood. The Great Depression backdrop feels genuinely oppressive in the right moments. The story threads in some unexpected supernatural turns that not everyone will accept but do at least give the plot somewhere unusual to go. The runtime of roughly eight to nine hours is honest for the genre. A sequel was teased, though it never materialized, so the story ends as half a tale. That incompleteness stings most for players who pushed through the friction because they were genuinely curious where Jack's case was heading. I respect the reach here. Two developers, a bespoke Wintermute engine build, a fully voiced cast, a period-accurate soundtrack that stands on its own. The gap between ambition and execution is wide, but it is a gap built by people who cared. Noir fans with a high tolerance for translation quirks and adventure-game friction may find enough here to hold them. Everyone else should calibrate expectations carefully before stepping into the rain. Kai, Scout Team

Face Noir
AdventureIndie

Face Noir

Oct 17, 2013Mad OrangePhoenix Online Publishing
GamerScout Says

When a two-person Italian studio tries to bottle 1930s New York in a point-and-click adventure, the atmosphere almost works. Almost.

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Screenshots & Media

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About Face Noir

My first instinct with Face Noir was generous: the rain-slicked Depression-era streets, the wail of a jazz saxophone threading through the menus, the painted cutscene stills fading one into the next. This is a game made by two people, Gabriele Papalini and Marco Sgolmin at Mad Orange, and for the first twenty minutes, that handcraft ambition is genuinely touching. The detailed backgrounds carry real grimness. The bluesy instrumental score lands with the weight the setting deserves. You want to like Jack Del Nero, the ex-cop-turned-private-eye with a drinking problem and a new murder charge hanging over his head. Then you start playing in earnest. The game's standout mechanical idea is Reflection Mode, a detective-deduction screen where you pair clues to form new lines of inquiry. It sounds promising, and occasionally it does force you to think like an investigator rather than just cycling through your inventory at random. There are also mouse-driven interaction flourishes: lock-picking sequences that require you to jiggle the cursor back and forth, valve puzzles, a pitch-dark apartment opening where the only light bleeds in through window blinds. On paper these add texture. In practice, several of them devolve into swinging your mouse until something clicks, and the lock-pick specifically resets on you with enough regularity to shift the experience from tense to tedious. The broader puzzle design suffers from a recurring problem: you are handed a large inventory early, solutions always require the most circuitous path possible, and Jack will refuse to pick up an item until the game has decided you know you need it, even when the answer is obvious to any functioning adult. The dialogue is the steeper wall. Face Noir was originally written in Italian and localized into English, and the seams show throughout. Characters deliver monologues that stretch well beyond their narrative purpose. Conversations are essentially checklists: you exhaust every topic, each producing a single response that can be repeated indefinitely without variation. Jack's sardonic internal commentary starts charming and becomes grating by the first hour. The voice cast is uneven, some performances landing as wooden, others trying so hard to channel Humphrey Bogart that the effect tips into parody. The character models compound things visually: stiff animations, no meaningful lip-sync, faces that register almost no expression. The lovely hand-painted backgrounds sit in odd contrast to 3D character geometry that looks a generation older. What Face Noir does earn, fairly, is its atmosphere and its willingness to commit to a specific mood. The Great Depression backdrop feels genuinely oppressive in the right moments. The story threads in some unexpected supernatural turns that not everyone will accept but do at least give the plot somewhere unusual to go. The runtime of roughly eight to nine hours is honest for the genre. A sequel was teased, though it never materialized, so the story ends as half a tale. That incompleteness stings most for players who pushed through the friction because they were genuinely curious where Jack's case was heading. I respect the reach here. Two developers, a bespoke Wintermute engine build, a fully voiced cast, a period-accurate soundtrack that stands on its own. The gap between ambition and execution is wide, but it is a gap built by people who cared. Noir fans with a high tolerance for translation quirks and adventure-game friction may find enough here to hold them. Everyone else should calibrate expectations carefully before stepping into the rain. Kai, Scout Team

Tags

singleplayertrading-cardstier:sub-5Film Noir1930s SettingReflection ModeDetective MysteryWintermute EngineAtmospheric SoundtrackLinear Puzzle DesignTwo-Dev StudioIncomplete Story Arc

Steam Deck & Linux

ProtonDB Gold

Runs great on Linux after minor tweaks. Based on 7 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP/Vista/7/8
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
2 GB available space
Graphics
128MB or higher
Processor
Pentium 2.0 GHz or higer

Community Discussion

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Reviews & Ratings

Metacritic
59

Game Info

Developer
Mad Orange
Publisher
Phoenix Online Publishing
Release Date
Oct 17, 2013

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Frequently asked questions about Face Noir

Where can I buy Face Noir cheapest?

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What platforms is Face Noir available on?

Face Noir is available on PC.

When was Face Noir released?

Face Noir was released on 17 October 2013.

Who developed Face Noir?

Face Noir was developed by Mad Orange and published by Phoenix Online Publishing.

Is Face Noir worth buying?

Face Noir holds a Metacritic score of 59/100, making it one of the standout Adventure titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.