Furthermore, the inherent jitteriness of the Move, something I have gotten used to over the years, makes it tricky to perform some of the game’s more precise actions, like choosing questions and presenting evidence as listed in Cole’s notebook, or aiming at a perp with your service pistol. Gun combat, in particular, feels clumsy and unreliable. Not only that, it was too easy to behave in a way that puts the wands outside of the PlayStation Camera’s field of view. The Move makes things, like examining bodies and picking up items, feel clunky and uncomfortable in ways I could never get used to. Even though Rockstar deserves a lot of credit for really thinking through connecting the game’s mechanics to the Move’s unique control design, the result is hardly an ideal recreation of the smoothness afforded to a gamepad. Noire’s gameplay - rummaging around crime scenes, examining dead bodies, questioning suspects, and getting into the occasional fist and gunfights - have been preserved with the exception of enhanced controls tied to the PlayStation Move wands.
This time played from the first-person perspective, all of the elements that defined L.A. The VR Cases is a whistle-stop tour of the full game, breaking up the story of Cole Phelps and his meteoric rise as a detective in the Los Angeles Police Department into standalone chunks.