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The case lay comfortably on the leather couch. All sleek green curves and embossed lettering set against a deadly background. In the simplest of terms, it looked stunning. The blurb running down the back got down to business, an accompaniment to the serious face on the other side. It remained silent as I put the disc inside the desperate tray. I was clouded and mesmerised by the artwork of my desires, ready to play the cunning fox, complete with light dalliances of my fingers over the controller. Only it was really I who was being played. After all, it’s always the quiet ones that have the most problems... While Red Dead Redemption was an amazing Western videogame, narrative-wise, it paled in comparison to its cinematic influences. The main offender being too many sub-genres in one tale, enough to lose focus of the subject matter halfway in. In essence, there was the creation of something new and yet it was self-analysed before the credits rolled. L.A. Noire is a similar title that suffers from a schizophrenic approach to incorporating a cinematic style into videogames. Throughout the narrative, you’re treated with the pulp fiction of post-war cinema and contemporary post-modernism drama. It’s a juxtaposition that constantly struggles to meet the demands of either noir representation. It’s certainly successful with the former, but with the constant interuption of a deconstructive approach to the original material, fans of both ends of the spectrum should ask themselves: Should L.A. Noire be regarded as a decent replication of B-movie novella adaptations or a failure of emulating complex contemporary works? Even so, should the awkward assimilation of styles be a major concern, when it’s videogame above all else?
L.A. Noire is reminiscent of the 90’s anthology series Fallen Angels; a show featuring famous actors in short noir adaptations. More importantly, they were told from an evocative perspective of what noir signified at that time. We had post-modern use of period music, direction and lighting, all in the name of indulgent emulation. Really, it’s up to the viewer to really decide if it was shallow or if it successfully captured a style that had no influences beyond its early expressionist roots. L.A. Noire plays out “The Big Gumbo” of evocation in a similar fashion. Pull away the curtain and it’s a modern conspiracy thriller doused in post-Chandler, pulp novella aesthetics. Throughout, the narrative juggles two different period perspectives, origins and evolvement, pushing a post-modern ideal onto another form that hadn’t developed self-awareness yet. In layman’s terms, it’s as if L.A. Confidential’s Detective Ed Exley was placed squarely in Humphrey Bogart’s final movie, The Harder They Fall; which is exactly what happens in a Vice Case called The Set Up. L.A. Noire actually feels like the spanning era development of noir, albeit played out of order, but still moving from influential police procedural The Tattooed Stranger right through to the corruption of L.A. Confidential. Along the way, there’s a heady mix of name-checking, not least from the “Now Playing” signs of local cinemas and dialogue debunking dime store “Johnny Gossamer” antics. While L.A. Noire achieves pulp recreation with it’s episodic Dragnet approach, when it attempts the complex personality issues found in James Ellroy’s novels, it fails to compete with its cinematic peers, through rushed storylines and underdeveloped strands, e.g. Phelps’ home life and subsequent affair.
Of course, L.A. Noire is a videogame, not a movie. You can’t expect a videogame to put the cart before the horse right out of the gate. It’s a title at odds with its material; where the dangerous situations are heightened because of that need to constantly engage. An interactive schizophrenia develops in scenes where Phelps has to shoot fleeing suspects without condemnation, drive endlessly into oncoming traffic or fire at red barrels to clear an escape route, before arriving at a “realistic” crime scene investigation. Sadly, that improvised, tectonic world becomes detrimental within the interrogations. Here, we have the complexity of the human face to decipher, but to do so, we’re given simplified choices, told to pick evidence that tenuously relates to the “Lie”, which also in theory is sufficient enough for selecting “Doubt”.
Yet, there is no place for your own plausible connections in the world of L.A. Noire. It’s somewhat an insult of intelligence which negates the point of examining quirks and listening to strained answers, when in actual fact, it boils down to staying restrictive for the intentionally circumstantial script. If you have the complexity of facial animation, then surely, there should be an allowance for the complexity of the human mind. As a post-modern noir study of one man’s misunderstanding of duty and responsibility, L.A. Noire could have been something special. As it stands, it never manages to reach the intimacy of Hotel Dusk and Last Window; both narrative driven adventures that have an unique Eastern perspective on 1970’s “end of a classical era” thrillers like Klute, The Long Goodbye and Chinatown. As such, the narrowed focus works better than L.A. Noire’s melting pot direction.
Though, this shouldn’t be read as, “L.A. Noire is a terrible videogame”. It’s actually a decent imitation of a bygone age, using taboo breakers sensibly in situations that were restricted by the Hays Code before (as with The Big Sleep), while also being an enthralling pleasure when several great actors dupe you during their interrogations. It’s also quite remarkable to see Rockstar Games successfully sell an updated point and click adventure, reminiscent of Police Quest and Black Dahlia, to a mainstream audience... You see, after all is said and done, we all have our problems. Nobody would ever be deemed perfect. It didn’t matter, though. It was those idiosyncrasies that kept us dancing in close proximity to an improvised beat. After I put the disc back in the case, I sat there for a long while contemplating my swirling thoughts, with the imperfect love silently by my side. Too many tastes get lost in The Big Gumbo, but if you concentrate enough, you can pick out the flavours you love and cherish them forever. Well, at least, until the next love of your life came along. Fashion dictates that they’ll lack the image of perfection too. What you or I want is always going to be an unobtainable illusion, but in front of the cathode rays, at the dead of night, we still dare to have hopes.
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They make interactive fan fiction. Sure, most good games can come up with their own source material, or at least hide their influences better, but sometimes wearing things on your sleeves are better than being unable to figure out what you're wearing at all... Heavy Rain/Indigo Prophecy?
Also, Cing will be deeply missed.
Stuoirvil!
Yeah, it’s a shame we didn’t get to see more of Biggs, after the last two guys we were stuck with I was ready to like him ‘cause he seemed like a good guy at heart, but then they just stop as things got interesting with him.
It feels like a strange complaint but I felt it was just too long, fatigue started to set in with me towards the end, I don’t know where they could have made the cuts but I felt it needed some.
I'm off to go hide my head in the sand!
Aaaaaarggh!
Great blog. It sounds Like LA Noire is too big for its britches, relying on impressive technology to wow the player while failing to forge an experience adequately grounded in the reality it attempts to describe. Every time I get excited enough to almost buy it, I remember this counter-hubbub - and that I would probably get more satisfaction from a Phoenix Wright court case.
I don't know, the pieces are all there. This is something I know I should like, but I just haven't gotten into it like I thought I would. Maybe its Phelps' character or something, he seems very dry and the flashbacks to him in the military make him seem like a petty rules lawer, not a compelling protagonist.
Nice references btw! Gotta love that Kiss, Kiss, Bang, Bang.
@Falsenipple: Yeah, when L.A. Noire nails the pulp material, it does it well. I think the main problem is that it's cherry picking from an expansive spectrum of movies and on either end, you have two completely different approaches to noir. Sometimes, it works in favour of the material, like with The Fallen Idol and A House of Sticks, but sometimes they work against each other and create something hokey like The Quarter Moon Murders.
It's very good at acting like a B-movie thriller and it actually makes sense compared to Heavy Rain. Most people wouldn't see the different styles jarring, though. So it's not really a big issue to the casual player.
@Wolfy: Flixist did an okay job at creating a bluffer's guide to noir recently. It wasn't perfect (spoken like a real jealous snob here, ha!), but they did pick out some great starters if you want to check some of these movies out.
@Law: Towards the end, when they mention stuff about Freeways, all I could think about was Who Framed Roger Rabbit? Ha! Yeah, Captain Donnelly was a bit on the nose and expected some kind of "Rolo Tomassi" moment, but I'm glad they just used him (and Rusty Galloway) to show how their brand of "policing" was becoming completely redundant.
@Handy: I quite like the Arson desk and the P.I. stuff, it's when the game became interesting. The problem is this all comes in at the last act, because the Homicide desk goes on for far too long. You were solving the same crime five times, each time with circumstantial evidence that went against your better judgement. Vice and Arson were a lot more varied and they should have placed that P.I. stuff in between desks.
@Caiters: Funny, I hate Stevil pics! Ha! When you get, enjoy the hard boiled stuff, but try to play it like Phoenix Wright and you'll get less frustrated in the process.
@Mana: No spoilers here, so no worries. It's hard to spoil L.A. Noire anyway. It gets a bit complicated to sum up in one sentence!
@Dixon: Nah, I love Valve, but I didn't need a sequel. L.A. Noire is totally more my thing and even though I'm bitching here, I thought it was a solid 8/10 game. It didn't live up to my expectations, but it was a memorable game all the same.
@Byronic: I will change that! Mainly because that was from a previous edit and it doesn't go with what I wrote beforehand. Good catch.
I know for a fact you'd be really frustrated with it. If you think ahead of the game or come to your own plausible connections that aren't in the script, you get slapped for it. AwesomeExMachina would agree with that it's too simple a system to use for such complex evidence. If it's not in the script, then don't bother thinking it. I know not everyone is going to be a brainiac, but everyone can think for themselves.
@Wrench: I quite like the fact that Phelps is a horrible person despite being an excellent cop. That's pretty much the point. Stick with it and you'll see how you start agreeing with with every other character's presumptions about Phelps. I liked the fact he was an absolute faker in the eyes of others. The story doesn't really get going until you get to Vice anyway.
@DaedHead: Oooooh, you! xxx
also, Stevil photos make my day.
Though I have taken no small amount of joy driving around town and sitting in various diners trying to recreate this:
Not to mention I window shop all the time. The store fronts are really well done and lovely. I swear, if I had a time machine I wouldn't stop Hitler, I'd just go to Woolworth's in 1952 and browse.
Actually, it's a tad annoying because you learn stuff Phelps doesn't, so it negatively influences some of your interrogations since you're trying to prove stuff that Phelps has no clue about.
I also thought there was a glitch with the newspaper achievement after collecting them all. Turns out there is no achievement!
@Occams: Homicide is probably the weakest part of the game. The Golden Butterfly annoyed the hell out of me when one suspect's arrest gave me a 2 star rating and the other (the one needed for the story to work) got me the full 5.
Yeah, the conversation flows better when Phelps picks the right answers. Though, it's funny watching him jump from polite understanding to Michael Keaton's "Wanna Get Nuts?!" school of acting when you get it wrong. Also, I have a print of Edward Hopper's Summer Evening on my wall.
Ah, teenage awkwardness.
@Caiters: Oh, then you're gonna love some of the tenuous connections you have to make in L.A. Noire! "Circumstantial" is a word you'll grow to love.
@Elsa: Thanks! Yes, film school really paid off, well, expect for that whole, keeeraaazeee "getting job in the industry" kind of thing. Ahem.
Stevil - Isn't what is written just above the picture of Biggs kind of a spoiler? I'm referring to the "e.g.". Regardless, this was wonderfully written and you certainly do love to star in your own blogs.
Can we expect an Unsung Heroes on Biggs? If not, I recommend Carruthers. The actor that played him did an outstanding job though I can understand that he might not be the most interesting character in the game.
In order to be an 'enjoyable game' it relies a lot on gameplay conventions, cliches and mechanics from other, previously successful, games in order to get across the narrative the developers wanted to convey, but those mechanics fit awkwardly with the narrative itself because they seem inappropriate for the content material.
It is a good game, but Team Bondi should have paid more reference to games like Police Quest and Snatcher, with less cases, but each case being like a little movie and the player being able to criss-cross around town looking for clues and more reliance on the player's own ingenuity and intelligence (most cases are pretty simple afterall.)