Wednesday, 3 April 2013

CS Games Analysing: L.A Noire


L.A Noire

L.A Noire is a Investigation Crime Thriller game based around the life of Cole Phelps. The game was released in May 2011, for Xbox 360, PS3 and PC. Made by Rockstar, the games style follows that of their previous games such a Grand Theft Auto and Red Dead Redemption. With the same feel to the graphics and gameplay, Rockstar have their own style when it comes to games. Their games always give players an immense amount of freedom to do as they please in the world, even though there is a set narrative, and their art style is very crisp and realistic. The game is targeted at adults, 18+ as it has graphic scenes of violence and death, and many murders that the player has to investigate.


Conflict in the game is based around the life of a Detective. The character is shot at by criminals and the conflict in the game encourages the player to pursue and subdue the criminal. As the players character is in this line of work in the narrative it is natural for the player to have to deal with conflict situations. The game is for one player so the struggle in the game is purely against the AI. The game creates situations that the player has to deal with, and the AI reacts to the players decisions.


The Interaction in this game is incredibly diverse and immense. The player can interact with almost anything at a crime scene, and look around it and even zoom in on things that maybe important. The interaction also spreads to speech as the player has the option to choose whether the person they are interrogating is telling the truth or not, and can also present evidence to back it up. The player controls the character in third-person, giving them a view around the whole area. The game also isn't one set path for the player, they can also get 'calls' in their police car which they can either go to or not. These extra side missions let the player make their own path in the game, and also give them the chance to live this characters life as their own.



As this is an investigation game, without interaction this game would not thrive. When investigating a crime scene the player needs to be able to look at pieces of evidence and analyse them. The interaction in this game gives the player the opportunity to decide which pieces of evidence are important, and play the narrative out their way. This type of interaction creates unique gameplay to each player, making the experience even more immersive.

The game is very realistic, with new technology put into making the faces of each character move realistically. The graphics are vivid and crisp, with the colours slightly dulled to give an old fashioned feel to it. Each chapter in the narrative has an old 1940s title screen to it, giving more art and history to this beautiful game.




Influences:

The Movies

Sweet Smell of Success
This late-'50s noir inspired L.A. Noire with its stunning views of a city at night.
The Naked City
Any case-based police procedural, whether film, TV, or video game, owes a debt to this influential film.
Chinatown
A defining moment in film for its take on corruption and the form it took in the San Fernando Valley.
Jazz: A Film by Ken Burns
This incredible PBS documentary charts the history of jazz, from its birth in the early years of the 20th century through to modern times, and gave us a guide to the kind of musical atmosphere we wanted to create inside the game.
Out of the Past
Famous for its twists and turns, the epilogue-as-a-prologue at the start of the film is one of the great moments in cinema.
The Asphalt Jungle
A stunning heist movie in the noir style, this reminds me of an Ellroy novel where each character is fatally flawed and there is a sense of impending doom from the first scene.
The Third Man
The beautiful setting (postwar Vienna) and the powerful musical motifs were a huge inspiration, as well as the incredible lighting and staging.

Television Series

Badge 714 A radio series and TV show from actor and writer Jack Webb, the TV show (also known as Dragnet) chronicled real life on the force and re-created the image of the LAPD. I have an old copy of the novel on my desk.

Naked City The show spawned by the movie, which created the model for Law & Order and other similar shows.


The Music

Miles Davis: Kind of Blue
The best jazz record ever made, and it presages the Cool West Coast movement that is the period for our game.
Miles Davis: Sketches of Spain
Put it on, have a listen, and you'll soon be transported miles away.
Dexter Gordon: One Flight Up
A great exile recording made in Paris that I listened to a lot while writing the script.
Chet Baker: Witch Doctor (Live at the Lighthouse)
The Lighthouse was a jazz club along the seafront in Santa Monica. We used to use this track in our early presentations for the game.
Oscar Petersen: On the Town With the Oscar Peterson Trio
I listened to this a lot when writing the overall plot for the game.

The Authors

Raymond Chandler: The High Window, The Long Goodbye, and famously The Big Sleep
Subtle nods to these books can be found throughout the game.
Dashiell Hammett: The Dain Curse, Red Harvest, and The Maltese Falcon
One of the greatest writers in crime fiction.
James Ellroy: L.A. Confidential, The Big Nowhere
It's hard not to recommend that you buy everything Ellroy has ever written. Ellroy creates complex, human, deeply flawed characters that you come to love--a genius.
James Lee Burke: A Stained White Radiance
For someone who can't write prose, reading his novels is very humbling.
James M. Cain: Double Indemnity (screenplay for the film by Chandler)
Funnily enough, this and The Postman Always Ring Twice are the two defining novels of an everyman being manipulated by a beautiful woman.
Nathanael West: The Day of the Locust
It's still the definitive novel of the hope and despair of the early Hollywood process.

The Locations

The Mocambo Club
A famous LA night spot on the Sunset Strip, the Mocambo was a hangout for the rich and famous and was renowned for the nefarious events that would take place there.
Brown Derby
Another 1940s LA landmark with caricatures of Hollywood stars covering the walls.
Hall of Records
We wanted to do a Chinatown moment where a character is searching the files, so we had to re-create the original Hall of Records, which was demolished long ago.
Egyptian Theatre
I've always loved the Egyptian Theatre and Grauman's Chinese Theatre, but I had never seen a film there, so we made sure to use them as interior locations during cases in the game.
Central Police Station
Like much of the Bunker Hill side of downtown LA, it has now all but disappeared, but it was fun researching what the building was like, including the attached Central Receiving Hospital.

The game is whole with its use of 1940s type music, as well as its realistic sounds. The use of speech is similar to this time period and and the sounds of cars etc make you feel like you are in this city. The persuasive purposes of this game are to make the player think into the subtle facial expressions of people, and to doubt others truths. It makes the player really observe their surroundings to find all the evidence.

The effectiveness of this game is almost absolute. The amount of detail put into making this game incredibly interactive shines throughout, and the classic 1940s feel to the game puts you right in the midst of the action. 



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