LA Noire: a Retrospective
2011 was a stellar year for gaming, especially if you like
action games. Batman: Arkham City
received 10/10 ratings from numerous outlets; Skyrim released for the first time; Uncharted 3, Gears 3, Dead Space 2, the list of critically
acclaimed releases goes on and on.
But there is one game that is missing from that previous
paragraph, and I feel its exclusion is unjust, ironically. It’s a game that was
praised for its ground breaking animation work, for bringing together such a
wide range of game genres in such a stylish, atmospheric, and cohesive manner,
and for its attention to detail.
That game was L.A.
Noire – a third person action adventure game set in the titular Californian
city in the 1940s. The game comes from Team Bondi and Rockstar games, and like
many of Rockstar’s other games, L.A.
Noire is an open world affair. But instead of causing mayhem, the player is
tasked with undoing it. They step into the shoes of Cole Phelps, an LAPD
officer and former Marine, and follow his career from beat cop to detective.
At its most basic level, L.A.
Noire is a puzzle game. As a cop, players have to uphold the law, are
unable to get away with killing unarmed civilians (bit
idealistic for the LAPD but just go with it), and have solve cases through
finding evidence and testimony from witnesses and suspects. These basic tenants
of police work give the whole world a different feel to the rest of the GTA HD universe games that have come
from Rockstar.
Team Bondi, 2011 |
Gunplay is far more rudimentary and not as challenging
compared to GTA. The player always
has a trusty sidearm, but can go out of their way to the trunk of a police car
or up to a fallen goon and grab something heavier, like a good ol’ fashioned
Tommy Gun. Players can also choose to hold their crosshairs on a fleeing
suspect and fire a warning shot in the air, putting the perp in a cell instead
of the morgue.
What’s more challenging and important to LA Noire is general sleuthing. Tailing cars
or suspects on foot often follow a slippery or difficult interrogation. Following
cars is pretty easy, even with LA’s decidedly
realistic digital drivers. Following a pedestrian, though, is a nightmare
and its difficulty is arbitrary. The age old problem of player walking speed
being too slow to keep pace but running is too fast and loud rears its head, made
worse by bugged out fail states – often I would be spotted through walls, round
corners, and across streets for no reason at all.
These aspects of police work aren’t the main attractions to LA Noire; it is the interrogations that
make the game something special. Team Bondi’s work on facial animation was ground-breaking
in its time. Sure, the expressions on a suspects face could be incredibly
obvious…
Team Bondi, 2011 |
…But this gets the player involved in the game by studying
body language, involving them in a really important aspect of police work.
Plus, there’s nothing more satisfying than catching someone lying, and rubbing
the evidence in their face.
It is also equally amusing to accuse people of something
without evidence, as
Phelps will usually fly right off the handle, but it makes his character
feel very schizophrenic because of the limit to three dialogue options – Good Cop,
Bad Cop, and Accuse. Politely backing out of outlandish claims really hurts the
players’ sense of immersion too.
Whilst a good time can be had in the game, interrogations
and the other mechanics can become repetitive, especially when cases find the
player going back and forth from several different locations, or even doubling back
on themselves and returning to the same crime scenes. What should really grab players’
attention, though, is the story and world building.
1940s America lives in this game. LA Noire isn’t a mere emulation of it, but it has resurrected it
through an impeccable eye for detail. The hairstyles and fashions, the vehicles
and domestic appliances scattered throughout people homes, even the homes
themselves! There’s a real sense of a nation lifting itself out of the
depression of the 1930s and into the modern era, spurred on by the wartime
manufacturing effort and technical advances.
Team Bondi, 2011 |
Music is obviously a big part of any open world game; it helps
fill the time spent travelling from place to place. 1940s LA is no different,
featuring diegetic blues, swing, and jazz from car radios broken up by hammy
advertisements. It plays in nightclubs, and even includes the official game soundtrack
that could have been lifted from noire thrillers of the era.
And none of this comes across as parody as it would do in
Rockstar’s GTA universe. Instead it
feels as though LA Noire is a love letter
to noire filmmaking and storytelling. Each case opens with a monochrome title,
some suspenseful music, and the suspicious goings on taking place in a darkened
setting, with a heavy use of chiaroscuro (dramatic differences between light
and dark).
Even the main menu gets in on this, its background being the
quintessential noire setting - a dark alleyway, filled with mist, car
headlights shining through from the other side as a shadowy figure paces across
road.
Team Bondi, 2011 |
Voice acting also works its way into creating a noire
world to explore, from the initial narration to the way Phelps and his partners
interact with one another. Sure, the characters are archetypes and tropes, but
they are done competently. Phelps is not just a highly motivated detective, but
a veteran of Okinawa and struggling with survivor’s guilt. His partners, too,
are based on detective based stereotypes; Galloway is a stubborn alcoholic, Earle
is a sleazebag and corrupt, and Bekowsky is smart-mouthed but diligent.
Buuuuuuut this is where we have to deal with the other side
of the use of stereotypes from the 1940s. Representation of women is a real
issue in LA Noire, with female
characters broadly falling into three categories – scheming and gossiping, naïve
and timid, and the femme fatale in the form of Elsa Lichtmann, the singer of a
nightclub who destroys Phelps’ marriage and leads to his downfall. These are all integral elements of the noire genre of film, especially
the femme fatale, but I worry that there may be more to it than that: gaming
and game development was still a pretty hostile place for women in the early
2010s, and in the wake of stories such as the
on-going sexism scandal at Riot Games, it unfortunately makes me wonder if
there is perhaps a link to the environment in which LA Noire was made and the end result for many of its female
characters.
Team Bondi, 2011 |
Post #MeToo, I feel that a majority of LA Noire’s story and motifs have a new relevance beyond simply good
storytelling. One case where this is really brought to the forefront is ‘The
Fallen Idol’, where Phelps and the player work through an attempted murder
case, only to discover a Hollywood producer is drugging and raping young women during
casting sessions, the acts filmed by an accomplice. This, among other cases,
really work to highlight the level of sexual, physical, and psychological abuse
that went on, and continues to go on, in Hollywood. As one suspect says in ‘The
Fallen Idol’, “This is a sick town, detective.”
A little commentary is also had as to the coerced drug
taking and abuse within Hollywood circles. The central backstory for the game
is that a shipment of morphine is stolen from a military transport ship and
being sold on the streets of LA, but also peddled by a doctor to the stars and
starlets to “keep them going”.
And naturally, we have to talk about the prejudice and
racism in the game. Thankfully, LA Noire
avoids, for the most part, racist stereotyping that was a part of media in the
1940s, but it doesn’t shy away from the racism that was prevalent at the time.
Earle is the core of this throughout the game, what with him being a colossal shitbag and all, taking issue with “a
negro laying his hands on [him]” and being “disrespected by Elsa, whom he
refers to as a “German junkie whore”.
See? A real charmer.
Team Bondi, 2011 |
“Negro” is thrown around an awful lot in LA Noire, as both a slur (used in lieu
of another word that is more problematic, I think), as well as a substantial
amount of antisemitism and hatred of Mexicans and Hispanics. This is often
demonstrated by the officers of the LAPD themselves, often attempting to
disregard evidence and clues gained from African Americans, or doubting a
Jewish suspects motives to tell the truth, implying they are after money or
favours.
Prejudice in LA Noire
is there as a reminder that this is just what life was like for ethnic
minorities in the US at this point in time. It makes for a more authentic
script and world but doesn’t make it any less uncomfortable. There are obvious
parallels to be made to current issues with American police forces, and perhaps
the selection of LA as the game’s setting is being used to make a point: the
city isn’t just famous for crimes such as the Black Dahlia killings, but for
the institutionalised racism within the LAPD that bubbled over into the American
social consciousness in 1992 with the Rodney King riots.
Despite these more uncomfortable elements, I see LA Noire is a bit of an underrated gem. Its
story, though at times clichéd, is competent and compelling, utilising elements
of noire film like chiaroscuro and music that is quintessential to the genre to
great dramatic effect. Phelps’ progression through the LAPD and seeing the rot
that has set into the city is an eye-opener, especially in today’s climate. A
fantastic game that I’m glad to have played through again.
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