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L.A. Noire and the state of interactive storytelling: Are we there yet?

For all the accomplishments of the video game industry, there are still barriers that interactive entertainment has yet to break. Many games look fantastic and play well, but with few if any exceptions, there remains a stubborn wall between the player/observer and the characters in the game world (sometimes linked to the evolving "Are games art?" debate). There are many symptoms of this phenomenon, from stiff animation to stilted dialogue to unconvincing voiceover work, and the situation now is only marginally better than it was when I started writing about games more than a decade ago (many players can name a handful of choice performances, but these are the rare exception, rather than the rule).

Coming closest, in recent memory at least, to bridging that gap (which is much deeper than the typical explanation of an "uncanny valley" between near-photographic images and reality) is L.A. Noire, a gritty detective story set in 1940s Los Angeles. The combination of careful writing (much rarer in interactive entertainment than it should be), a cast of competent professional actors, and a few bits of new technology, puts the game leaps and bounds past the typical action/adventure experience, where it usually feels like most in-game conversations exist only to push the kind of dull exposition that would make David Mamet's head spin.

I've criticized some of my otherwise favorite games for this very problem, saying of Dragon Age, for example, that the game was buried under uptight, wooden characterizations that come off like the dated, stagy delivery of an old fantasy film. Arguably among recent games the inventive detective thriller Heavy Rain probably came closest to surmounting these obstacles--or at least bravely attempting to.

So, why is effective storytelling, as seen in television programs such as "Mad Men" or "The Wire", such a difficult task for video games, where paradoxically nearly any setting, character, or event imaginable is just a few keyboard strokes away for an able team of programmers and artists? … Read more

L.A. Noire: Not a simple black-and-white case

Following up what we thought was 2010's best game of the year is no small task, but if there's one developer/publisher powerhouse that can handle the pressure, it's certainly Rockstar Games. From a pairing with Sydney-based developer Team Bondi, L.A. Noire was born, with preproduction dates ranging as far back as 2004.

It's certainly been a long road for the massive title, involving more than 400 actors, more than 20 hours of voice acting, and the invention of a whole new technology to capture realistic facial expressions. Our eyes having been glued to the TV for every waking hour of the past few days, we're ready to share our final thoughts.

First, a little background: L.A. Noire is a crime drama-thriller set in 1940s Los Angeles. Players assume the role of Cole Phelps, a war-hero-turned-cop who is in the process of making his way up in the ranks of the L.A.P.D. In a notoriously violent time in L.A.'s past, Phelps finds himself confronted with an unsettling number of possibly connected murder cases.

Of course, the game borrows its name from the film noir genre, dating back to crime dramas of the '40s and '50s that used stylized cinematography and the high contrast of gritty black and white for dramatic effect. While L.A. Noire is presented in color, players have the option of choosing black and white in the display settings.

Every effort was made to recapture the Los Angeles of 1947, from the painstaking details of a residential kitchen to the historic landmarks on the outskirts of town. Aerial photographs, blueprints, public records--just about every resource available--was consulted in the game's reconstruction of the city and the result is absolutely astonishing.… Read more