Weapons are an important feature in L.A. Noire. The player will draw his default pistol when weapons are needed. He can acquire different weapons from the hands of deceased enemies or from the trunks of police cars. Most fire-arms’ ammunition will eventually deplete. Although there is no HUD to show how many rounds have been depleted, the player will make an alerted comment about the ammunition when he is running low. Once all the ammunition has been depleted, he will switch back to the default pistol, or select a different weapon. In some circumstances, the weapon acquired will have unlimited ammunition. The default pistol will never run out of ammunition.
After a gunfight, the player will drop the weapon he was using, holster his side-arm, or reload the weapon.
Weapons[]
Useable Weapons[]
- Fists
- Colt Police Positive
- Colt M1911
- Nickel Plated Pistol
- Browning Hi-Power
- Ithaca M37
- Thompson M1
- Chicago Piano Gun
- M1 Garand
- M1918A1 Browning Automatic Rifle
- .38 Detective Special
- Flamethrower
Melee Weapons[]
Side-Arms[]
- Colt M1911
- Browning Hi-Power
- Colt Police Positive
- .38 Detective Special
- Smith & Wesson Model 27
- FN Browning 1922
- Nickel Plated Pistol
- Star Model P
Sub-Machine Guns[]
Shotguns[]
Rifles[]
Other[]
See Also[]
Trivia[]
- In a scenario wherein a gun is taken out, the player will kick open doors, instead of opening them normally.
- You can freely-roam with guns in several cases, such as "A Slip of the Tongue", "The Fallen Idol", "Reefer Madness", and "Nicholson Electroplating". This allows him to explore certain areas not normally accessible where instead of trying to open doors but finding them locked, he will be able to kick down them (e.g., Leland Monroe's office at Elysian Fields Development, which has a gold handle, but is in a "locked" state).