Category Archives: L.A. Noire

Cole, Spyro And The Jerk Trend


I recently interviewed Insomniac’s Ted Price at Gamasutra, and I also did a profile of him for an upcoming issue of Edge. Next issue? I’m kind of not sure, actually, because when I write for print magazines lead times are long and I have trouble keeping track. I send in my work and some time later you guys tell me on Twitter that you liked my article. What would I do without you?

There were portions of the discussion that I didn’t end up using in either interview; among other things, we talked about Spyro, and I asked him about Activision’s multimedia toy project, Skylanders, that stars a tougher, scalier version of the little dragon that seems more likely to jive with its target audience — today’s tweens, presumably — than the friendly spark-puffing purple guy of yore.
Price, who is one of the more pleasant executives I’ve ever interviewed, told me he likes Activision’s take on Spyro — “Boy, Spyro has changed!” he laughed.
For Insomniac, Spyro was an effort to diversify after Disruptor, the company’s debut game, which had been a first-person shooter capitalizing on the Doom trend. The studio, which has now been around for 17 years, was relatively young at the time, and still defining its flavor, but even with Spyro the team was discovering that it liked unusual weapons, as in all of the dragon’s different breath abilities.
The mascot platformer genre was in its heyday, if you remember. It wasn’t just Sega and Nintendo that chose characters to represent themselves in Sonic and Mario — almost every studio was trying to pin down a cute-but-cool animal buddy that could represent it. It was the 1990s, and it was important to be “radical”, in the 1990s sense of the word, which meant your mascot had to be cute and appealing, but he also had to have “attitude.”
“There was always that tension within the studio, a good tension, about who Spyro should be,” Price told me. “We started out with a Spyro that was kind of cocky and a jerk… we found the fans didn’t necessarily appreciate the cocky nature, and it made him a less endearing character.”
In other words, it was possible to take that “attitude” too far. These days, although Insomniac is still successful with Ratchet games, mascots in general are fewer and further between, and probably for good business reason, as Sega’s numerous off-the-mark attempts to resurrect the Sonic brand have demonstrated.
Recently I have played two video games back to back where the protagonist is a cocky jerk — and they even have the same name, Cole (L.A. Noire and Infamous 2, to be specific). Is “cocky armed jerk” the game industry’s new “mascot character?” I certainly think so. I even find hometown-hero type Nathan Drake to be a little bit of a dick, but I think I might be in a minority here.
But in a sense, I think we’re seeing the same bell curve trend happening with our modern protagonists that touched the mascot action genre in the 1990s. In an effort to answer our cries for something more interesting than the silent space marine, games are giving us all kinds of “tortured, complex” dudes, arrogant bastards who don’t have to be a “good guy” to win. Maybe they’re even setting themselves up to be hoist by their own petards, because those are apparently themes that show games fans how modern and edgy our narratives are.
But Price was correct: After a while in the 1990s, we became turned off not only by the glut of sameness in the mascot genre, but even more by the “attitude” that was supposed to make those animal characters so cool. I think the reason the mascot genre became less relevant wasn’t necessarily because we were oversaturated with the format or because we were tired of that type of game mechanic and level design: I think we stopped liking that type of hero.
When’s the last time you played as someone you found truly endearing? How many more jerks, named Cole or otherwise, do I have to play as this year? Do you guys notice this as well, and are you bothered by it? If so, what do you think historical patterns indicate might be coming next?
In unrelated news, it is Friday, this weekend is Northside Festival and I’m going to see Woods tonight, one of my absolute favorites. This weekend is also exciting because my friends’ band Quiet Loudly are playing with Holy Spirits, whom I also love. Holy Spirits just did a lovely cream-and-gold vinyl split 12″ with Mutual Benefit; you can listen to it on Bandcamp and I highly recommend you do! (Substitute all these links for the usual ‘Today’s Good Song’ and you come out ahead!)
In honor of festival weekend I’ve written The Different Types of Drunk You Can Be at Thought Catalog. I’m a jerk. And now we’re back on topic.

Does Cole Phelps Dream Of Cloned Sheep?


I returned to New York from Los Angeles late on Friday night, and I spent the whole weekend in bed, alternating between sleeping and eating. My limbs ache and my feet still sting. And that was E3! In case you’re interested in actually-relevant takeaways, I’ve rounded up some conclusions about the state of the industry after the event at Gamasutra — here you go.

Now, let’s talk a little bit about L.A. Noire, which I played in the time leading up to E3 and which I don’t feel much motivated to resume now that I’m home. L.A. Noire is in a tough spot; you’d be hard-pressed to put it into any extant genre, as it ties a bunch of ordinarily-disparate elements together. The experience of playing it is disorienting and schizophrenic, as Kirk Hamilton highlights with this piece on the game (it’s billed as a “review”, but I will call it L.A. Noire fanfiction because I want to tease him about it).
Tom Bissell’s thorough assault on each little fracture in the game’s formula is a long but largely fair evaluation, and it also doesn’t neglect all the things that are truly impressive about it. Now, I certainly can’t defend L.A. Noire, as I don’t even really feel like finishing it, but I will play devil’s advocate for a moment, if you don’t mind.
I didn’t really crystallize my neutrality on the title until I spoke to players who weren’t heavy gamers — the mainstream, cinema-going, noir-loving audience that Rockstar and Team Bondi hoped to snag with this game. I certainly think that if any game can become a victim of the critical echo chamber, it’s L.A. Noire. With its weird dissonance between gameplay and story, its bold strides in the direction of lifelike conversation and its pastiched format, it’s a game critic’s dream; no title ever aimed for realism in narrative that wasn’t dragged under the lens of speculation for us to discuss amongst ourselves.

But as critics we have a perspective on games that the intended audience doesn’t often share. Most of the reviews I read complained of the listlessness of L.A. Noire‘s “open world”, a massive and beautifully-reconstructed 1940s Los Angeles that taunted with visual richness and epic scale, but was lifeless for anyone who deviated from the linear narrative.
To that, I say it’s not an open-world game, and only “people like us” would scrutinize how it does or doesn’t hold up to that label. It’s a game about conversations and investigations, and as such that entire massive city is simply window-dressing, a way to pace our transitions from one place to the next. That you can have your partner drive and skip those sequences was virtually horrifying to some — why would you want to drive if there’s no reason to and you don’t have to and there’s nothing to do on your way?
Because it engages you with the setting. They built that huge, gorgeous city just for setting, and I’ve always found the act of driving in Rockstar games to be a kind of narrative tourism, a zen-like gentle glide on the trigger buttons that gives me a sense of place, of backdrop. I don’t need to interact with it for it to have value; driving in L.A. Noire’s Los Angeles clears my head. It reminds me where I am. Yes, sometimes I just wanted to get to the next point in the story, to the next clue site and I’d skip it, but plenty of the time I liked reminding myself I’m in the driver’s seat, figuratively. This is a game that lets us feel what it’s like to drive through old L.A — that in and of itself was pretty cool to me.
On the one hand, I think it’s unfair to compare L.A. Noire to Grand Theft Auto. There are some surface similarities, but they are not the same type of game at all. On the other hand, it’s fair to expect that your average consumer will make that comparison: After all, they made Red Dead more comprehensible by permitting the “GTA with horses” characterization, so it’s fair that a game with vehicles, under the marquee of the same developer, using some of the same tech and colored with some of the same flavor should invite similar expectations.
I actually never liked action behaviors in Rockstar games. I always found the shooting clunky, missions unfairly time-crunched, overly demanding of precision. Especially as I was largely more interested in the larger arcs: The world-as-character, the typical GTA rise to power and control, and less individual missions where I have to dodge gunfire to pick off yet another fleeing gangster.
What I love most to do in GTA is drive and see what happens. I actually never got tired of exploring the vision of New York as presented in GTA IV — it felt so rich and alive. I drove until I crashed a car and made someone mad at me, and then I searched for hidden jump ramps as I fled the cops. I went to TW@ and I read all the personal ads. I listened to the radio. That’s how I play. Funnily, that’s how any guest to my home who’d pick up the game would play, too: We’d all sit on the couch and drink and people would just drive around smashing shit up. I didn’t want to play the missions. I didn’t care.
L.A. Noire is the first game in the family that was compassionate to my distaste. I hated those damn chase sequences, and I loved being allowed to skip them when I failed. The developers seemed to realize that in a game with numerous elements, some people will prefer some types and others will prefer other types, and they allowed the player to intuitively cause the types they preferred to come to the forefront. That’s worthy of praise.

I still wanted that sense of place and the ability to move through it in L.A. Noire. And because it’s not an open-world game, and it never even suggested I’d be rewarded for heading off the beaten path, I didn’t mind that the only place to drive was really from one location to another, albeit through whatever meandering route I felt like cruising.
Our job as critics is to explore systems and test their limits, but if I wasn’t one, would I have really run for hours just to see what would happen even though I had no reason to, even though the game had clearly placed my next locales in my notebook? Throughout the whole time I’ve played the game, I never drove any other car but the cop car — why would I? I’m a cop! When people are disappointed that Cole can’t shoot people up in the street, I wonder why? What about the game suggested that the player should want to do that?
When we looked at the map of Super Mario 3, backgrounded with dancing bushes for show, did we complain that we weren’t allowed to visit them? Nah. We didn’t need to; everything that was relevant was clearly demarcated.
L.A. Noire at least aimed to design for intuition, not for our knowledge of game systems. It wanted you to use human facial-reading, not guess at what the game wanted you to do. Unfortunately, this worked imperfectly (enough has been said about the evidentiary system and the doubt versus lie problems that I don’t need to add to it), suspending the player into a weird rift wherein you’re never sure whether to do what comes naturally or try to figure out what the game wants.
I also think that the developers understood that L.A. Noire in its optimal shape — a game that focused on interrogation, investigation and story, an “adventure game”, if you will — would have been highly difficult for a wide audience to understand. The mass market would not understand, and therefore not buy a Rockstar game where you can’t drive and shoot. I believe the developers wanted to court that wide audience to try unfamiliar game elements by luring them with more familiar ones. It was a double-edged sword in the end, but I think probably a necessary sacrifice.
Because of L.A. Noire‘s misshapen-ness, its schizophrenia, everyone has trotted out the whole “ludonarrative dissonance” thing again — you know, the fancy word us game bloggy types use to mean that the gameplay doesn’t match the storyline. Grabbing Bissell’s example, if Nathan Drake is such a good hero, then why can he kill like 800 people with wisecracking aplomb? How come Cole Phelps can offend witnesses, blow investigations, run over pedestrians, destroy police cars and steal civilian cars and still be commended as a hero, promoted up the line?
You know something? It doesn’t bother me. Maybe I’m weird, but I’ve never believed that a game would benefit from perfect realism, perfect immersion. No, soldiers at war will not regenerate all their wounds if they hide behind a crate, but the regenerating health bar has been one of the most useful and indispensable design developments in the first-person shooter genre. It’s just more fun that way.
And now we get to why I waited to decide how I felt about L.A. Noire until I could discuss it with people who were not game critics. Because until I had this job and spent all my time with other people who did, I never minded that games allowed me to do absurd, dissonant things. Only a critic looks at this beautiful, fascinating recreation of a place in time that doesn’t exist any more and worries about what you can’t have.
Back in the day, I used to like making my sprite run around in goofy circles when I got bored or frustrated, or trying to see if I could get them stuck in a wall. As Kirk and I discovered in the FFVII letters, that we could do squats to earn a wig from a cross-dressing wrestler named “Bro” didn’t make the game any less moving, charming or meaningful to us. And I know L.A. Noire made much of its kinship to film and its potential for immersion, but I don’t believe that other, older games cared less about story than it did.

Maybe because L.A. Noire takes itself so seriously, we take ourselves too seriously, too. But I think being able to create that dissonance in games is actually important to our sense of power as a player; it helps us control the dispensary rate of the story and its intensity. It lets us know we’re the leaders of an interactive narrative when we can stop doing what the game wants and just do something dumb. That’s what makes games fun.
I don’t expect the game to compensate for my desire to push back against it from time to time. That’d be ridiculous. How would I feel like I’ve momentarily escaped their systems if the systems won’t let me, if they call me to account in a big way for every pedestrian Cole accidentally crunches, if they force me to be demoted because I scuffed my car? The thing people call “ludonarrative dissonance”, at least in this case, I call “being a video game.”
And I don’t know if I would have even noticed it, been bothered by it, considered it a mark against the game if I hadn’t been part of the critical sphere where we’re constantly examining and questioning immersion. All good video games, no matter how realistic they strive to be, require a suspension of disbelief in order for the game design to work.
That suspension of belief, that okay, I’ll meet you halfway, between player and designer, is something we elect to do. I say this all the time, but I think engaging with a game and its weird rules is always a choice. Any player who sits down with a controller in hand and expects the game to fill in all the blanks for them is going to be disappointed.
All that aside, it mostly doesn’t work as a game. The evidentiary and conversation system has players constantly feeling inexplicably punished, constantly second-guessing themselves. You can blow a case simply by visiting sites in the wrong order, with no clue as to what the correct order would have been until you fail. The core mechanic’s fundamentally busted, and that’s not all right.
I do think that engaging with it is still more fun than it’s getting credit for, and it’s interesting at least. When people ask me whether they should buy it I say it’s hard to explain, not “it’s bad” or “you shouldn’t.” That it’s hard to explain is an unfortunate consequence of the fact the game tried some brand-new territory.
I think L.A. Noire’s main problem is simply that it tried too hard not to be a video game. But if you read the E3 analysis I linked up top, you’ll see I believe there are so many titles out there content to just be video games, to just be products, and to just be the same kind of product, that I appreciate the effort. We must take halting steps before we can stride in different directions. L.A. Noire might be some kind of five-legged mutant, but I’d rather that than yet another cloned sheep.

I’m Gonna See The Folks I Dig

How is it that it isn’t even E3 and I’m already tired? I hung with One Life Left maestro Ste Curran this past week here in New York and finally learned to play cricket (special thanks to Sabrepulse for being my batting coach), so I suppose I’ve been a little heavy on the revelry.

Heavy on the L.A. Noire too. I expect to write more on it quite soon (my preview ran in the May issue of NYLON Guys), but right now you can read takes by Kirk Hamilton, Tom Chick and Mitch Krpata.
Meanwhile, I did this story on the complex journey Jason Rohrer’s Diamond Trust of London’s taken on its way to a publishing deal with Zoo Games — he and I talked about how the evolving DS software market hit everyone hard and what the consequences could be for developers in progress like him.
And I joined the awesome Michael Abbott on the Brainy Gamer podcast, just to make Manveer Heir mad, basically. Also to talk about my work lately, the internet and E3, I guess. I love-love-love talking to Michael and hearing his excellent radio voice. Tom Bissell is on this one too, so there’s that! Check it out.
Let’s see, what else: If you read OXM, I have a feature in the magazine this month that’s like six pages long, dealing with the state of female protagonists in games. They seem to be working hard to up the magazine’s ante, and although I actually haven’t seen a copy myself, I hear good things. Try to find it if you can: I talked to a lot of cool people for it, like Hideki Kamiya, Erik Wolpaw, BioWare writer Mac Walters, Darrell Gallagher from Tomb Raider, and so on and so on.
You can find me in Edge mag every month from now on also. I’m extremely excited about this.
I leave Sunday for E3, which I’m covering for Gamasutra. I doubt I’ll blog much, but I’ll try to make sure my Twitter is useful to you, packed with exciting, newsworthy/drunk updates from Los Angeles. California, will you take me as I am?
[Today’s Good Song Album: ‘Sun And Shade‘, Woods]

JASPER HALE

Have you seen this video yet, about Rockstar’s facial motion capture work for L.A. Noire? It’s like nothing I’ve ever seen before, even in tech demos. I mean, games have gotten ever more graphically and technically sophisticated with every passing year, so I suppose I ought not to be surprised that this kind of thing is possible.

At the same time, I watch this and I feel unprepared; a little quiver of panic swells and I want to know quick, are we ready for this? I notice that the acting isn’t excellent. For the first time watching footage of a video game, I visually notice the acting, not “the animation.” I don’t know how much to blame the actor, either — maybe they have to exaggerate facial movements for the sake of the rigging.

This is a really interesting question: Do we want games to be so real that we can critique the actor performances? Have we ever had to consider this issue before? Will the Oscars ever consider “best actor in an interactive entertainment piece”?

I disliked Heavy Rain for a few reasons, but primarily was that it cleaved so close to real — while failing enough to be unsettling. Doofy, stilted expressions, motions, on otherwise lifelike beings. It was a schism that made me uncomfortable. What am I going to do about L.A. Noire?

Of course, things can be absurd and still be desirable. There’s just, y’know, a ‘way to do it’. … Damn, anyway… this is my article on how ‘Twilight’ is better than ‘real life’…

Currently feeling like I want some vampire bro to carry me away to a snow mountain… at first I thought I was ‘team Edward’ then when I watched ‘Twilight Eclipse’ I felt like I might be ‘team Jacob’… couldn’t decide, watched ‘Eclipse’ again and then went ‘I’m totally team Jasper Hale‘.

You can add that to my nonexistent Wikipedia page: ‘videogame journalist Leigh Alexander has declined to take sides in the Edward v Jacob fight, expressing ‘strong affinity’ for Jacob but then deferring by expressing publicly [via her blog] that she prefers Jasper Hale’

lvml‘, Merry Xmas…


[Today’s Good Song: Robyn, ‘Call Your Girlfriend‘]