I was always excited to question suspects and prove them wrong and at times, I became arrogant and I fooled to believe that I had all the evidence. The one thing that strikes me about the questioning sequences was that it got gradually harder and more complicated. You really had to think and judge a situation carefully in order to solve a case. As much as this was important in gameplay, its unfortunate that it didn't involve the character's story. In the end, whether you solved the case or not, you ended up getting promoted after a few cases. But I still found my motivation to get all the clues and crake the cases. In the sequel, there should be multiple endings to prove to the player that all choices are crucial in gameplay and the character's story.
The open world was more of a tourist location or attraction like Disneyland except there wasn't much to do, but drive to locations of murder victims. Yes you could spot famous landmarks once in a while, but you were never given a chance to interact with stores, buy clothes or go to lounges. And even the people walking around the street were rarely given any personalities. Because you were playing as a detective, you were not allowed to harm any Samaritans outside of the police station or crime scene. So running over people from time to time was somewhat of a bore. Rock star knows open world games. They have recreated so many beautiful cities in Grand Theft Auto and Red Dead Redemption, at least put in some interactive places, an apartment and maybe a gentlemen's lounge. Just so that when you are too clouded with stress from the main story, you can drive off to the jazz bar, spend money on hookers with scabies, beat up trendy cars with baseball bats and get drunk with the fellas.