L.A. Noire: A case for the future of gaming

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Monday, September 17, 2012
EDITOR'S NOTEfrom Jason Lomberg

I recently re-visited Team Bondi's masterpiece, and this oldie but goodie popped up on my radar. Chris succinctly describes one of L.A. Noire's greatest, groundbreaking achievements -- believable "acting" in a video game. This, alone, could elevate gaming as an art form.

L.A. Noire

It’s been a long time coming. That breath of fresh, mountain air on a beautiful spring morning. We finally have an experience that transcends today’s current standards of gaming.  Though the title reflects on the dark, grimy scum encountered in the City of Angels, the ideology and evolution that L.A. Noire brings to the table is as white and pure as everyone’s favorite nose candy.

My recent gaming habits have consisted of starting a new game, playing it for a few hours, and ... never picking it up again. I haven’t felt compelled to continue a journey in quite some time. The narratives seemed creatively stagnant, the investment of time did not seem justifiable, and the methodical inputs that developers expected from gamers never differed from one title to another.

Developers were not taking chances, and publishers refused to put big money behind uncertain risks. This practice is both common and understandable from a business perspective, but it has put my gaming habits in mortal jeopardy.

 

The most noteworthy feature of L.A. Noire was, unsurprisingly, the facial features of the characters. The technical aspects of what Team Bondi accomplished are breathtaking in their own right; yet it’s the technology -- which represents the future of gaming -- that has me excited beyond words. L.A. Noire was the first game that I looked at on my television and said “Fuck ... I know that guy!” Excuse the profanity, but it’s the only way to describe the impact of what that really means to me.

Beyond personal meaning, however, lies the mountain of potential that L.A. Noire has built for the industry. Imagine a scenario where real-life actors are auditioning for the roles of our favorite gaming characters. All of a sudden, the quality of the experience resonates with new creative depths and mainstream appeal that we can’t even begin to imagine was ever possible.

Inserting a known commodity, such as a recognizable actor, into a game directly facilitates the bridging of emotional connections between media and audience. Just think what a big-name star can do for a Hollywood movie; now apply that algorithm to a video game.

Technology is always improving every facet of gaming, and maybe this is no different. However, gaming needs to evolve in order to join its media brethren in terms of accessibility and prominence. Having Liam Neeson starring as Captain Badass in the video game sequel to Taken just screams success to me.

L.A. Noire’s technology enables Captain Badass to match the visual fidelity and facial cues that make Liam Neeson a superb actor. Creating that relatable, emotional, and real-world connection between game and audience strengthens the narrative for hardcore gamers, while bringing a sense of familiarity and curiosity to the casual gamer.

It is my hope that L.A. Noire has created a new entity in the gaming industry -- an entity that relies on the abilities of its actors as much as any gameplay or story mechanic.  That concept might have always existed, but it was just too hard to buy into when dealing with the limitations of previous technology. L.A. Noire has, at the very least, re-kindled my passion for gaming and showed me that the medium has a bright future.

 
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Comments (4)
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May 30, 2011

Amen, brother. L.A. Noire is the first video game where I focused on the performance of each individual "actor." It's a truly evolutionary leap forward for the medium. Few gaming stories have achieved this level of complexity and maturity.

It was also pretty damn cool spotting actors--holy crap, that's the guy from Lord of the Rings!

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June 01, 2011

I appreciate the technology behind this game, but as a "game" it breaks no new ground. It does a fine job of simulating a movie. I don't want my games to be movies. This completely takes away from the central artistic element of video games. People are in movies. I can see them there. Music is on CD's. I can listen to it there. Art work is art work. I can hang it on my wall. The art of the game world is something altogether different, and it doesn't matter if the character is Pac-man or a real actor. What makes video games special has nothing to do with trying to imitate other art forms. If video games become movies, then we've all admitted that video games aren't art. Movies are.

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June 02, 2011

Kristin, movies aren't art because they're 24 FPS and can be watched at the local cineplex--in other words, they're not automatically art. They're art because of the aesthetics of certain individual movies. As much as I appreciate gaming's past (when it may have had delusions of imitating film, but never really did), it's antiquated. The old paradigm, where games were designed to murder you as quickly and efficiently as possible and steal your money, is long gone--there's a reason why arcades are all but dead (that plus the technology of home systems has long surpassed them). Nowadays, gamers expect a deeper experience, with story paramount. Our participation in a game like L.A. Noire sets it apart from movies. Even if our decisions meant nothing (they do), it'd still be a wholly different experience than a passive medium like film.

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September 17, 2012

It doesn't have to be a big name actor, it just has to be somebody that acts well. We just take for granted that a big-name star will deliver the goods, not always the case. All the celebrity appearances in Fable III felt forced and the acting had a distinct sense of disinterest. I could name half a dozen more examples of good actors doing a terrible job in a game.

I could name many more games with pro voice actors that nobody cares to take the time to get to know.  They deserve the same level of respect. It's all about portraying a character and whoever is the best for the job is the one who deserves the praise. And acting in general is a very important part of the atmosphere, the animation of a character and how he/she speaks is symbiotic. Too many games only get it half right.

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