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Whose Story Is It Anyway?: Film, Video Games, and the Mystery Genre in L.A. Noire and Heavy Rain

By Drew Morton | Posted Under Miscellaneous | Comments (17)



LA-Noire.jpg

Donning my digital fedora and pinstriped suit, I strode down the finish line at Sunset Blvd. and finished the Team Bondi and Rockstar Games title L.A. Noire (2011, written and directed by Brendan McNamara) this past week. As a film noir buff, gamer, and Los Angelino, I generally found Noire an engrossing experience, a welcome change of pace in the context of an industry saturated with sports titles and first person shooters. However, much like the inexplicably gender altered title (it’s Noir, not Noire, as it is Los Angeles, not Las Angeles), I found myself scratching my head at certain problematic decisions made about the game’s structure that, upon reflection, are generally problematic of another “cinematic” mystery game, Heavy Rain (2010). So, if you’re a fan of video games, film, and the mystery genre in particular, I urge you to read on. Beware, however, that certain story points will be revealed with regard to both titles.

Allow me to preface with the obligatory value judgment. I enjoyed Heavy Rain and L.A. Noire a great deal. In general, the exploration of core game mechanics embraced by both titles were incredibly refreshing to this gamer who, despite his love of the Call of Duty franchise, had gotten really burned out on tried and true formulas. L.A. Noire, on its surface, looks a lot of like other Rockstar titles (Grand Theft Auto IV and the perfect Red Dead Redemption): a sandbox game that embraces a traditional film genre, only to offer some critical and unique commentary on it. Noire is set in 1947 Los Angeles. Your avatar is Cole Phelps (“Mad Men“‘s Aaron Staton), a former World War II vet who, fresh from combat, joins the L.A.P.D. as a beat cop. The bulk of the game is structured around case files. A brief, objective, account is offered of a crime in progress: a woman murdered, a man pushed in front of an oncoming car, etc. The player then takes control of Cole who, when introduced to the crime scene, must dig around in bushes and dresser drawers for clues. Once the player feels confident they have enough evidence to question a witness, they can trigger a Q&A session with witnesses, victims, and suspects.

This is where Noire becomes especially unique. Combining software and hardware, the game presents players with characters who are “performed” by many notable character actors, the level of detail in these digital performances is quite amazing. Players are essentially prompted to follow the questioned character’s bodily movements (eyes darting back and forth, restless hands, etc.) to decide whether or not the person is telling the truth, hiding something, or lying (you have three responses: truth, doubt, and lie). If you select truth, that puts an end to the line of questioning. If you select doubt, you may either gain more or less information and if you select lie, well, you’d better hope you have evidence from your investigation to back it up.

Heavy Rain is cosmetically similar to Noire in so far as they are both games that are attempting to investigate the awkward binary between cinema and video games and that realistic performance capture has lent the game’s aesthetic an incredibly engrossing form of characterization. The game mechanic of Heavy Rain is also somewhat similar. Playing as a range of characters, the player is asked to solve a rash of disappearances and murders at the hands of a serial killer known as the Origami Killer. The main difference with Heavy Rain is that the game play is gestural (it relies on players to mimic the movements of the character, it’s Se7en meets Dance Dance Revolution, which frustrated as many players as it hypnotized) and that the game has a greater “ripple” effect narrative: the game has multiple endings that vary depending on the choices the player makes, which is not really an overwhelming feature of Noire. In the latter, there is one ending, and the only narrative gray zone involves missed clues that may make or break a case.

That said, both games borrow liberally from the mystery genre and, before going any further, allow me to warn you once again that spoilers are ahead as is an analysis that involves some film terminology: plot (the events in a story), narrative (the way in which the events are structured by the director for the consumer), and narration (an aspect of narrative that essentially accounts for who is telling the story and how much they know). Essentially, my critique of both games is that they are sloppily structured with regard to narrative and especially through their use of narration. I may love both titles with regard to their objectives, but they (and game designers) could certainly stand to learn some lessons from film narrative/narration.

Beginning with Noire, the narration is an odd blend of first-person subjective and third-person limited. We spend the bulk of the game in Cole’s shoes. That’s normally how a mystery film or novel works and limited narration is what makes the events a mystery to the consumer. Yet, Noire is structured haphazardly. There is a disembodied voice over during the first couple of cases, not attributed to any in game character, that disappears after about an hour or two of play. Moreover, as the cases progress, McNamara intertwines omniscient flashbacks to Phelps’s time in WWII and omniscient cinematics of other events going on in town, normally triggered by Cole Phelps picking up a newspaper. There are several problems with this. First, the newspapers only topically relate to the cinematics they prompt. The headline might be “NEW HOUSING BEING CONSTRUCTED FOR RETURNING VETS” and yet the cinematic depicts the underlying rot in Los Angeles. How do we/Cole know this from the newspaper? If the newspaper article disclosed this info, the town would fall apart. Why are the game’s designers robbing the player of their role as a real investigator?

More problematically is that the player, despite playing as Cole and experiencing his narrative first hand, never gets a full grasp of his character. At the end of the game’s first act, there is a throw away line to him having a wife and kid, who we never see. At the end of act two, it is revealed that Cole is having an affair, which comes as a complete surprise to the player, even though they are Cole. The odd disconnect between first person narration, which is often used to bring us closer to the character, and third-person limited narration makes empathy for Cole nearly impossible and robs the game of some rich mystery fare. The game really biffs the landing in the third act, when the player must inexplicably play as another character, making us further alienated. Now, alienation is key to the noir genre. The lack guideposts with regard to morals and plot are part of the genre. However, it is misused and sloppy here due to the inconsistency and a lack of rationale. Essentially, the game plays fast and loose with narration in order to undermine some mysteries while revealing others.

This latter aspect becomes an issue when the player reaches the homicide desk cases. Cases are often structured as being segregated from other cases. For instance, a murder may occur and the player will be forced to make a conviction, even if the evidence doesn’t completely stack up. Then, a few cases down the line, we find out that the convictions sent the wrong people to jail and we must further unravel the mystery. If Cole is a great investigator, is feels forced to shoehorn the player into making a decision based on this decision for segregated case files. Essentially, I wanted more freedom and less contrivance. More mystery for the player to uncover, less for the odd third-person cinematics to spoil.

Heavy Rain has similar problems. The character plays as multiple protagonists, including Ethan Mars, whose son has been kidnapped by the Origami Killer. Ethan has dreams that may or may not link him to the killings, but they are just left hanging in the game and never explained. More significant in a glaring issue is that the player discovers in the third act that one of the playable characters is, in fact, the killer. If, once again, we are playing as a character, encountering his narrative from a first-person point of view, how do we not know that the character is the killer? Granted, this could have been addressed if say, the character had a psychological disorder or had amnesia, which has been used in other mysteries and noir films. Yet, as it stands, it’s a jarring revelation, a narrative cheat.

Playing Heavy Rain is like watching Se7en (1995) but from the point of view of John Doe and then being asked to be surprised that he’s the killer. It doesn’t make much sense. L.A. Noire is akin to watching L.A. Confidential (1997) and then finding out Guy Pearce’s character, despite romancing Kim Basinger, is gay. Both games betray the narrative/narrational roots of the mystery in order to throw us a plot curve ball. Do the very real glitches of these games make them absolute failures? No. I’d still love to replay the both of them and I treasure the hours of my life I devoted to their completion. However, there is as much to learn from failure as there is from experimentation and much can come from video game designers who work to integrate the talents of film personnel, if the project warrants it. Like a bad film, a script with bad structure can ruin a video game; performing a few revisions on these titles could have made them masterpieces instead of really good curios in the vast wasteland of gaming.

Drew Morton is a Ph.D. student in Cinema and Media Studies at the University of California-Los Angeles. His criticism and articles have previously appeared in the Milwaukee Journal Sentinel, the UWM Post, Flow, Mediascape, The Playlist, and Senses of Cinema. He is the 2008 and 2010 recipient of the Otis Ferguson Award for Critical Writing in Film Studies.









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Comments

From what I've seen of Noire, I may have to agree. Some of the scenarios seemed to kind of ...end oddly, when considering the lead-up. I seem to recall there being one case where it kind of suddenly ended and we looked at each other like, "what just happened?"

Still, I'm excited to play it. Eventually. If my friends would hurry up and finish so I could borrow their copy. And I'm not even a gamer, not really. The more I watched it, the more impressed I was with the rendering of the characters. And I loved that I could recognize a crapload of the actors. Holtz! And that plastic surgeon dude from that one episode of Angel! You know, that guy whose body parts came off and did his bidding and then came back! Yeah, that guy! And that one kinda creepy guy who's in everything is a guy just wandering around a couple of scenes too!

Posted by: Anna von Beav at June 1, 2011 12:29 PM

I was outraged at the "twist" in Heavy Rain. I loved the pants, shoes, and socks off that game, and I still beat and enjoyed it, but the magic was gone when they tried out their little "gotcha!" moment. You don't let me select a characters thoughts, have him narrate those thoughts back to me, and then tell me that the sincere, privately narrated thoughts I chose were insincere.

Posted by: coryo at June 1, 2011 12:48 PM

Coryo,

That's a great point that I had forgotten about in "Heavy Rain." The player can select an action that basically reads the playable character's thoughts. So, how can you NOT know that one of them is a killer?

I almost want to play the game again and try to fail so poorly that the killer gets away at the earliest possible moment.

Posted by: Drew Morton at June 1, 2011 12:50 PM

I'm having exactly the same problem with L.A. Noire; I felt so short-changed by the manipulative nature of the homicide sections, and the way they steal agency from the player, that I'm really struggling to find the interest to plug on through the vice cases.

However, I loved Heavy Rain, and was so swept along by it that I didn't feel cheated by the twist. In fact, it made a second playthrough all the more satisfying for me, as I could pick up on all the Sixth Sense-esque foreshadowing of the twist throughout the game. However, I was invested in the characters in Heavy Rain to a much greater degree than I could ever be in Cole Phelps.

Having reflected on it over the past week or so, I'm not convinced L.A. Noire is actually much of a game at all. Aside from the facial animation tech, it's a very low-rent point-and-click game with some unwanted GTA elements shoehorned into it. And I was really looking forward to it too.

Posted by: Zuffle at June 1, 2011 1:00 PM

I had the same reaction to the Homicide cases in Noire. Still, I have enjoyed my time with the game, and look forward to finishing it over the next few days.

As for the gender of the title, however, isn't Los Angeles, in spite of having a masculine plural name, referred to, as a city, as feminine singular, thus agreeing with Noire?

Posted by: Daniel Russell at June 1, 2011 1:02 PM

So far, I'm in love/hate with L.A. Noire, but mostly I just want to play it again. I haven't finished, just started Vice, but regardless of whether I convicted the wrong guy or not, I know I could do some of those interviews better. I started out restarting cases when I FUBAR'd, but that got pretty old, pretty fast, when I couldn't save after a successful interview and then bombed the next one. I don't understand how in this day and age, especially with a more or less "sandbox" game, designers don't program universal saving options. Or, at least, let me use the phones that litter the city to "call the shift chief" and "inform him of my progress" as a game save function that works narratively.

It really could stand to be less linear, too. I understand, with this genre in this setting, that a big part of the world is getting the bad guy, no matter the cost. And that's interesting, but when you playthrough all of the Homicide desk, and it turns out most of what you did was basically pointless, just because the Captain demanded a conviction, it's pretty frustrating. I would have liked to follow up on MY assumptions rather than being handheld. Even Cole, as much of a cypher as he is, knows something's afoot and the player doesn't get to investigate that avenue... in a game that's best feature is it's investigations. What? It works in movies like L.A. Confidential because, y'know, that's part of the mystery. But if I'm playing the game, and I've figured it out, my avatar ought to at least be able to work it out. Maybe the designers would force me to fail, just so the story could still play out how they want. Fine. But it's a game, damn it, let me play.

I also would have liked if the street crimes were closer to the crime scene I was originally heading to. Driving all over the city isn't nearly as novel (or remotely as fun) as riding horses in Red Dead Redemption (which isn't perfect, but comes really, really close), and when I can't do anything with the world around me, other than drive to mapped locations, what's the point of even having a sandbox? The only good reason to drive around, rather than having your partner do it, is so you can a) gain more experience by completing street crimes (which should do more to boost your intuition, and be more than just chases and gun battles), and b) so you can find landmarks that will be important in a later case... but even then, the game will help you if you missed a landmark. So, really, there's no good reason to drive anywhere. I will be making use of that wisdom in my next playthrough.

Yeah, I'll be playing it again. It's really a great game, but the flaws are glaring. I dig that it has an old school, I can do that better vibe that I havent really felt since SNES and Genesis.

I only watched a friend play Heavy Rain, but my new roommate will have a PS3, and I plan on getting into it then. I am worried about those motion-oriented QTE segments, though -- I've a feeling I'm not nearly dextrous enough to survive the entire game.

Anyway, I've been looking forward to this, Drew. Excellent write-up!

Posted by: RobP at June 1, 2011 1:13 PM

Another thing that bugged me in Homicide just occurred to me. It's not a big thing, but I found it striking: when, finally, the time came to bring the killer to justice, my stated objective was to kill him, rather than to, say, apprehend him, or, even more generally, stop him.

Even if the only way the encounter could end was with his death or escape, I feel that, as an officer of the law, it should not be Cole's objective to kill him. Maybe that's just me.

Posted by: Daniel Russell at June 1, 2011 1:24 PM

Zuffle you hit the nail right on the head with your last paragraph. Im a little angry that theres not much to LA Noire at all. Im gonna finish it and sell it to a friend or back to a store for credit. I still gotta beat Hades in God of War 3.

Posted by: Sad Rockstar at June 1, 2011 1:43 PM

I almost want to play the game again and try to fail so poorly that the killer gets away at the earliest possible moment.

Posted by: Drew Morton at June 1, 2011 12:50 PM

It took me a long damn time to get through the whole ending segment (I kept fucking up and letting the killer get away). All that kept me going was the thought that I couldn't let that bastard get away. Not him. Not after what he did to those kids and, more importantly, what he did to me.

Posted by: coryo at June 1, 2011 2:15 PM

I'm desperate to play L.A. Noire because it looks so different from the traditional games.

And I can't wait for Mass Effect 3.

Posted by: Fredo at June 1, 2011 2:23 PM

I love the game reviews! Keep 'em coming. I still haven't played Heavy Rain and am waiting for L.A. Noire to drop in price a bit. I'm on my second round of Dragon Age 2. This time as a mage. Mages are totally more fun to play as than a warrior.

Posted by: Dingle Berry at June 1, 2011 2:51 PM

I agree with all the problems you've noted with LA Noire. It's not a perfect game, by any means. However, I must say that I really, really enjoyed it, and I hope more games start using the tools introduced by LA Noire. I particularly loved the acting, which is (odd as it may seem in a video game)plain ol' acting. Plus, I thought the writing, dialogue-wise, was pretty good.

Posted by: jmag at June 1, 2011 3:33 PM

You expressed every frustration I had with Noire. That and Cole is mosly forced to shoot someone in a footchase because they have unlimited ammo.

The further in the game I got, the more I disliked Cole. I was hoping Jack Kelso would bitch-slap him for being a dumbass.

A great time but could have been so much better. Lip-syncing and facial expressions aren't ever going to be the same again.

You going into so much depth with these two games states how wrong Roger Ebert is.

Posted by: smithee at June 1, 2011 4:52 PM

Posted by: smithee at June 1, 2011 5:13 PM

I just got to the end of that 2nd act of LA Noire and had the same problem. The scene where Cole's wife (does she have a name?) is throwing him out is the first time the character appears on screen, I haven't even seen their daughters, and I'm supposed to care about this family?

Posted by: Craigilicous at June 1, 2011 5:21 PM

Heavy Rain is a fucking embarrassment.

Posted by: Madeleine at June 1, 2011 10:16 PM

You have a lot of useful suggestions on this page.

Posted by: how to become a cop at June 30, 2011 12:46 AM