Considering the entirety of the game bases itself around the world of L.A. Noire, the character, the ambience, and general immersion, Hamilton hit the nail on the head. He's looking at everything beneath the skin because it's the kind of game that begs to be taken at more than face value. It's not a game about doing what you want. You can't even take out your gun at any moment - you don't even have an ammo counter. When you shoot bad guys, they fall down like stunt men in a movie. Or mannequin props. Everything feels so plastic, so fake, so set up. So, dare i say, Truman-esque.
A review can be more than simply looking at the technical proficiency of something, or the gameplay aspect. We've all seen gorgeous games that were garbage, and if you were to judge L.A. Noire solely on its gameplay elements, it would fare pretty poorly. It's nothing but gentle walking, pressing the same button over again to examine things, and then picking one of three buttons every five minutes during an interview. Gunplay is unchallenging and driving is not mandatory. Gameplay wise, it's terribly weak. But that's not its strongpoint and not the focus of the game.
The game creates the city of Los Angeles for you to explore its darker side, in a time period you were likely not around to experience for yourself. It's simulating that experience, and the fact nearly every NPC facilitates and comments on your sole rise to fame emphasises that fact. The world is a simulation to which Cole Phelps is a part of. Nothing feels real. Do you not find it odd that everyone comments on your profession? Or that you're always the first one on the scene who finds evidence, despite policemen having been there some time before you? The world is a simulation, built for you. We don't know much about Phelps, his motivations, his fears, his desires, his sins, what he enjoys, what he hates, who are his friends, his loved ones, his enemies. We just know he fought in the war, he has a wife and a kid. He is a blank slate, not exhibiting any of the character of his partners. He isn't stuck in his ways like Galloway, or overly confident like Bakowski. He is simply Cole Phelps; and when you consider this world has been created entirely for him, it's no wonder that his personality is absent. He is an observer being observed and enabled by the world around him.
The fact this reviewer was willing to talk about and examine this aspect of the game speaks more about the quality of his journalism than other reviewers who simply say "it's technically proficient, no bugs, looks pretty, novel game design, A+". If L.A. Noire is going to pride itself on being a deeply involving experience, then it deserves deeply involved criticism. I think people have missed that.