Compare L.A. Noire: The VR Case Files [VR] prices across 50+ stores and find the best deal. Developed by Rockstar Games. Published by Rockstar Games. Released on 12/15/2017. Available on PC. Genres: Action, Adventure. Metacritic score: 82/100.

Seven rebuilt cases, a massive 1940s city, and a VR realization that gets uncomfortably close to what detective work might actually feel like - tempered by thin content and controls that occasionally fight you.

My first hour with L.A. Noire: The VR Case Files was the closest I've come to genuinely believing I was somewhere else in a headset. Physically turning a car key to start an engine, unholstering a revolver, crouching beside a body to rotate evidence in your hand - the tactile layer Rockstar added on top of the 2011 source material is the whole argument for this version's existence. If you've ever wanted a detective game that asks your actual body to participate rather than just your thumbs, this is the clearest answer the medium has produced. The case structure covers seven hand-picked investigations rebuilt from scratch for VR - spanning Detective desks from Patrol through Traffic, Homicide, Vice, and Arson. Cases like 'The Silk Stocking Murder' and 'A Different Kind of War' offer a decent spread of tones and settings, and each one mixes crime scene work, witness interviews, driving, fistfights, and occasional gunfights. That variety holds up across what amounts to roughly five hours of content. The interrogation system has been reworked from Truth/Doubt/Lie into Good Cop, Bad Cop, and Accuse, which sounds cleaner but plays about as ambiguously in practice. Sitting face-to-face with a suspect at life size, reading their expressions without a flat screen between you, is genuinely arresting - the facial animation that impressed on a monitor in 2011 becomes something different when a lying witness is a foot from your nose. The weaknesses are real and worth naming plainly. The open city - eight square miles of 1940s Los Angeles reconstructed in impressive detail - is nearly empty. Side missions are gone, street crimes are gone, and the sparse NPC population turns what should feel like a living city into something closer to a film set after the crew has gone home. The seven cases don't connect into a meaningful narrative arc either; finishing one simply loads the next, so newcomers who skipped the original game will notice gaps. Controls are the other friction point: reaching for objects in tighter environments can feel imprecise, gunplay aiming has been widely criticized for being loose, and the play-space boundary system interrupts immersion regularly with fade-to-black resets. The Mixed rating on Steam (48% positive) largely reflects those two complaints - content shortfall and control jank - rather than a verdict on the underlying concept. Who is this actually for? People who already own a capable PC VR setup and either loved the original game or have never played it and want a cinematic detective experience that isn't a wave shooter. Veterans of the 2011 release will get the most out of recognizing how well specific scenes translate - the interrogation table gains new power in three dimensions, and driving down a noir Hollywood Boulevard in a vintage car while navigating by landmarks is a memorable moment even if the world around you is quiet. Complete newcomers can still enjoy the cases individually, though the absence of connective tissue between them will be felt. If five hours of high-production VR detective work sounds thin for the price point, that frustration is fair and widely shared. Alex, Scout Team

L.A. Noire: The VR Case Files [VR]
ActionAdventure

L.A. Noire: The VR Case Files [VR]

Dec 15, 2017Rockstar Games
GamerScout Says

Seven rebuilt cases, a massive 1940s city, and a VR realization that gets uncomfortably close to what detective work might actually feel like - tempered by thin content and controls that occasionally fight you.

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About L.A. Noire: The VR Case Files [VR]

My first hour with L.A. Noire: The VR Case Files was the closest I've come to genuinely believing I was somewhere else in a headset. Physically turning a car key to start an engine, unholstering a revolver, crouching beside a body to rotate evidence in your hand - the tactile layer Rockstar added on top of the 2011 source material is the whole argument for this version's existence. If you've ever wanted a detective game that asks your actual body to participate rather than just your thumbs, this is the clearest answer the medium has produced. The case structure covers seven hand-picked investigations rebuilt from scratch for VR - spanning Detective desks from Patrol through Traffic, Homicide, Vice, and Arson. Cases like 'The Silk Stocking Murder' and 'A Different Kind of War' offer a decent spread of tones and settings, and each one mixes crime scene work, witness interviews, driving, fistfights, and occasional gunfights. That variety holds up across what amounts to roughly five hours of content. The interrogation system has been reworked from Truth/Doubt/Lie into Good Cop, Bad Cop, and Accuse, which sounds cleaner but plays about as ambiguously in practice. Sitting face-to-face with a suspect at life size, reading their expressions without a flat screen between you, is genuinely arresting - the facial animation that impressed on a monitor in 2011 becomes something different when a lying witness is a foot from your nose. The weaknesses are real and worth naming plainly. The open city - eight square miles of 1940s Los Angeles reconstructed in impressive detail - is nearly empty. Side missions are gone, street crimes are gone, and the sparse NPC population turns what should feel like a living city into something closer to a film set after the crew has gone home. The seven cases don't connect into a meaningful narrative arc either; finishing one simply loads the next, so newcomers who skipped the original game will notice gaps. Controls are the other friction point: reaching for objects in tighter environments can feel imprecise, gunplay aiming has been widely criticized for being loose, and the play-space boundary system interrupts immersion regularly with fade-to-black resets. The Mixed rating on Steam (48% positive) largely reflects those two complaints - content shortfall and control jank - rather than a verdict on the underlying concept. Who is this actually for? People who already own a capable PC VR setup and either loved the original game or have never played it and want a cinematic detective experience that isn't a wave shooter. Veterans of the 2011 release will get the most out of recognizing how well specific scenes translate - the interrogation table gains new power in three dimensions, and driving down a noir Hollywood Boulevard in a vintage car while navigating by landmarks is a memorable moment even if the world around you is quiet. Complete newcomers can still enjoy the cases individually, though the absence of connective tissue between them will be felt. If five hours of high-production VR detective work sounds thin for the price point, that frustration is fair and widely shared. Alex, Scout Team

Tags

steamVR-NativeTactile ControlsDetective InvestigationNoir AtmosphereFirst-Person VRCrime Scene ExplorationMotion Controller CombatShort Playtime

System Requirements

System requirements for L.A. Noire: The VR Case Files [VR] aren't listed yet. Check the store page for the latest specs.

Reviews & Ratings

Metacritic
82
Steam
48%(1,157)

Game Info

Developer
Rockstar Games
Publisher
Rockstar Games
Release Date
Dec 15, 2017

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