Tuesday 2 August 2011

Gaming Symmetry





I should have done this a long while ago but not only am I very slack, I'm playing Bioshock too. I'm going through a lot of small child related trauma and it's affecting my writing capability. I have to spend a good ten minutes a day just sobbing quietly to myself and rocking back and forth in a dark corner.

But I just thought I'd take a little time to explain to you what my new site Gaming Symmetry is about because even though it's only very new (We went live on the 18th July 2011), I'm very proud of it and confident that it's going to be awesome!    

Gaming Symmetry is fundamentally about art. We believe that games can be seen and should be treated as an art form just like any other medium. If you've read my critical analysis of Cole Phelps (and if you haven't, I'll have you know, I'm very offended) then you know just the sort of angle we like to take with games! We want to pull them apart, analyse them from every angle and afford them the respect they deserve as a mature rising star in the frenetic world of entertainment.

The writers are as follows: Alice Kojiro, Ali Nazifpour, David 'BGH' Kempe, David DDJ Jerebko, and little 'ol me! We're a motley crew of all ages, nationalities, professions and likes but we're joined together by our love of games and our desire to analyse them intelligently and with a little flair. Each of us has a weekly feature dealing with a wide variety of topics, resulting in what we hope is an interesting and thought provoking range of articles about the best medium in the world!

On a Monday we have 'Oases of Beauty' by Alice Kojiro, a really unique feature written from the perspective of a veteran explorer as he recounts to us the incredible areas he has seen within video games; the beautiful landscapes and the breathtaking detail. Alice has a particular interest in the visual aspect of video  games so these articles describe and explore some of the truly wonderful graphics and visual styles that combine to form some of the most beautiful digital vistas. Take a look at the introduction here: Oases of Beauty 

On Tuesday we have 'The Controller and The Lamp' by Ali Nazifpour, an English Literature student who takes on games from a literary critical perspective, analysing them in the same way and with the same care he would a book or a film. Everything comes into play in his articles, from philosophy to politics to psychology, resulting in a very focused and detailed set of articles. My favourite article so far has been his analysis of video games in contrast to films and his explanation of how games and films are fundamentally different and to compare them is fruitless. Check out part 1 here: Movies vs The Video Games Part 1 (Part 2 is also up now)

On Wednesday we have 'Gaming on the House' by David 'BGH' Kempe where he fully reviews all aspects of the best game he's found that's completely free to play, whether it be a browser based game or one from an emerging independent developer. It's a great chance to find a quality game you may not know about and also a chance to support some newer developers. Check out his review of a very innovative game Flow, developed as part of an academic thesis. 

On Thursday we have 'The Future of Gaming' by David 'DDJ' Jerebko, which seeks to discuss the contentious but exciting issue of where the video game industry is headed, including exploring issues such as the prevalence and rise in popularity of the iPhone as a game playing medium and the challenge it is presenting to the console industry. Check out the introduction here: Introduction to the Future of Gaming

And finally, me! I do a feature every Friday entitled 'Girl Gamer' where I write about the issues of women in the industry in all their manifestations, from developers to characters to the community. It's a really broad issue with a lot to talk about and I'm having a lot of fun writing about it! Here's my first article in the feature, all about how women have been portrayed in video games and how the male gaming community has outgrown gratuitous sexuality; it's time for a change, as important socially as it is economically. Check it out: Objectification of Women in Video Games

So that's about it! I hope you understand a little more about what me and all my collaborators are up to and I do hope you enjoy our features; please feel free to offer up any criticisms, comments or ideas you may have! You can find us on twitter @GamingSymmetry and as always, I'm @minnieliddell.



Saturday 16 July 2011

Gaming Equality

Following my rant on DLC, I thought I’d continue this trend of fury and write about another gaming phenomenon that really gets my dander up. I’ve never used that phrase before but it seemed better than, ‘gets all up in my shit’ which I’m pretty sure isn’t even relevant, but whatever.
As you may have gathered by now, I’m an Xbox owner, and apart from the tendency of the originals to internally combust because the design was utterly shite compounded by the soldering being performed by functionally inept monkeys, I’m incredibly happy with my purchase and have always considered it to be a fantastic piece of kit. You can divide real gamers into either PS3 owners or Xbox owners (the Wii doesn’t count. Neither do people who have both. You can just shove off) and for the most part, we’re all pretty happy because we can all get the same games and the same services. Of course, there’s always the inevitable and almost compulsory flame war that occurs between each group over which is the best console but it’s just become more of a light hearted community in-joke because we all know that the Xbox is better. Uhh, I mean, we all know that they’re both the same. Yes. Right.
I feel you man, I feel you.

But gamers are brought together in mutual irritation at the current state of the most horrible gaming industry decision ever:  Console exclusives. Now really, what the frickity frick is that all about? I struggle to understand why we as consumers are held to ransom over which console we’ve chosen to buy just because of what appears to me as an uninformed peon, to be an arbitrary decision made by a developer.  It seems the most ridiculous economic decision ever made since I bought a pair of hair curlers (I’d forgotten that I wasn’t a real girl). How does it make sense to cut out a huge section of your market? Games like Drake Unchartered and Heavy Rain come to mind, which, had they been on the Xbox also, I would have certainly bought, especially Unchartered which is just up my street. However, they weren’t available to me so the industry missed out on a nice wad of my cash. Serves them bloody right.
I do realise that certain exclusives can sway people one way or another if they’re deciding which console to buy, thereby giving Microsoft or Sony that midyear boost in consoles sales but after that initial potential spike, the losses must be greater when such a huge percentage of those consoles owners are unable to buy games they would otherwise normally buy. The console owners are caught in the crossfire of big company competition and I don’t think it’s fair. I freaking want to play Unchartered 
"Fuck you Microsoft/Naught Dog/Sony/Whoever
can be held responsible for the fact Minnie can't have me."
Also, it’s not just console exclusivity that I think is completely crap, for want of a more eloquent statement, but also agreements between developers and companies such as Microsoft and Activision, who bought the rights to release any Call of Duty DLC a month earlier on Xbox 360 than on the PS3. This isn’t fair, not when the game is released on both consoles anyway because it serves no purpose other than to infuriate an important section of the fan base. I very much doubt if being able to get the DLC early leads you to consider one console better than the other, so it really serves no major economic purpose, it just seems a selfish and unfair lesson in how to alienate your consumers. I don’t know how much Microsoft paid Activision for the privelage but I think it was an incredibly dick move by both parties.
It seems that I’m just one big gaming hippie. I just wanna be free!


Wednesday 6 July 2011

DLC Should Burn in Hell

It has long been a source of contention amongst gamers that we have to fork out just over £40 to enjoy a game on the day of its release, but we do so willingly for the most part because we know we have many hours of enjoyment ahead and because it’s a hobby we love and budget for. What we do not budget for however is the veritable tidal wave of DLC that the developers splurge forth when they plumb the depths of the cutting room floor.
DLC has long been criticized for merely being content that was cut from the original game, then released later in order to boost the bank balance at the expense of the lowly gamer. These aren’t unfounded accusations and this is frequently the case, like the DLC from Assassin's Creed II. Developers are working to rigorous deadlines and it’s not surprising that many ideas or missions have to get shelved in order for the story to flow and the game to get shipped on time. What’s not so understandable is then making us fork out for content that actually already exists, but just didn’t make it into the final cut. It’s like making someone a sandwich and missing out the butter, only to make them pay for it once they’ve already eaten half the sandwich. It’s stupid. Just like that analogy.
What’s more, the ridiculous currencies proffered by Microsoft and Nintendo for their respective consoles, means we often don’t realise the true cost of this DLC and are forced to buy more of these ‘points’ than is necessary to purchase the content. Such as Microsoft Points which I could rage about all day, every day until my teeth fall out and I grow a beard. For example, the DLC for Call of Duty Black Ops is 1200 Microsoft points, equating to about £10, yet the only denomination you could buy would be 2000 points, worth £17. This leaves you with an 800 point or £7 deficit that festers in your account until you get pissed off with it and buy some stupid freaking object that pointlessly floats around your disturbing little blank-faced avatar. It’s underhand and it’s unfair. The currency difference means depending on where you are in the world, you might be charged more and the injustice is compounded by the fact that the points/currency differences means not all of us know what we’re spending because the points make things seem cheaper than they really are. We become dissociated from the true cost because we’re lead astray with these pansy virtual points that lack the tangibility of a crispy ten pound note. I disagree with the points system on its most fundamental level.
I wholeheartedly believe that DLC should be free. I hate to bring it back to Black Ops as it most certainly isn’t the only offender but it has the highest profile DLC. When we all first bought the game, we paid £40. Nearly a year on and 3 map packs have been released, costing the equivalent of £30 (but of course with Microsoft points, the cost actually ends up being higher because you’re forced to purchase a greater amount than the 1200 points you need). When the fourth rumoured map pack is released, we’ll have paid as much for DLC as we paid for the original game and that just isn’t on. I am fully aware that this is all down to supply and demand. There will always be a percentage of gamers willing to pay extra for new content and so the developers certainly won’t give it away for free; it doesn’t make economical sense. But this idea of making gamers pay extra for content when they’ve already paid a veritable fortune for the main game seems unfair. It should be a case of “you scratch our back and we’ll scratch yours”. Instead, it’s us giving the developers a full on Thai massage, complete with a soothing foot rub and a piña colada while they pat us on the head and make us pay for our own lunch. It’s giving us nothing in return for our fealty and does nothing to promote goodwill between developer and gamer.
Just have a guess which one represents the gamer...

However, to blame the developers the whole time would be to do them a disservice. There have been cases that have cropped up where the developers intended the content to be free, but were shot down in flames by Microsoft who don’t like giving things away as it has the unfortunate side effect of not actually making them any money. Such as the case of an Xbox Live arcade game entitled Marble Blast Ultra back in 2007. Its developer, Pat Wilson of GarageGames, announced on his blog that they’d just finished an extensive new map pack with loads of new game types and bug fixes that had just been passed on to Microsoft for certification. They fully intended to give it away for free. He then announced weeks later that the free content would never be available, with the announcement from GarageGames being “we are unable to come to an agreement with our publisher for the Marble Blast Ultra update”. Tellingly, GarageGames is both the developer and the publisher for this game so it becomes evident they are referring to the literal publisher of their content, Microsoft. Although this wasn’t a majour game, there were rumours abound that the same was true for Gears of War which had far reaching implications for many fans. This was actually confirmed as true by the Epic President Tim Sweeny in the 1UP Yours Podcast on 4/6/2007. (Information from here: NeoGaf)
Although these have been the only publicised occasions, what’s to stop us from inferring that Microsoft do this across the board? If the developer intends for their content to be accessible to anyone who purchased their game, it is incredibly unfair and wrong for Microsoft to then force us to pay for it. Many developers, especially ones like Epic with such popular and high profile games, don’t want to divide their online community and they enjoy the close and trusting relationship that they have with their fan base, as well as it being a successful business model, as it extends the life of their multiplayer. Paid extra content goes against what companies like Epic stand for and it’s not up to Microsoft to interfere with those ideals.    
Another majour gripe I have with DLC is the inability to have control over it, even once you’ve bought it. Back when I didn’t have my own Xbox live account or console, I used to play on my brothers and the all consuming nature of my love for Assassin’s Creed Brotherhood meant that I really really wanted the Da Vinci Disappearance DLC. So I gave in and bought in on my brother’s account. I played it, had fun and then bought my own Xbox not too long ago. Can I have my DLC on my new account? No, of course I can’t, that would be far too generous. Same situation when the First Strike DLC came out for Black Ops. My brother and I decided to split the cost and buy it on his account, but of course, when I got my own account, I couldn’t benefit at all from my purchase and was left out of pocket and map pack-less while my brother just manically laughed in my face. And I was sad. This isn’t fair. You can move your game between consoles but not being able to take any of the other integral content is a kick in the face, considering you’ve paid for it. Even though it is quite obviously open to abuse, I think there should be some sort of personal code system, one per person that allows for a single transfer from one account to another. And to ensure people don’t just pass it between friends, perhaps a sort of verification system, similar to the one used by Microsoft to ensure your Xbox hasn’t been hacked. It sounds very wishy washy because it is; I quite obviously haven’t thought it through. This is my indignation at not being able to play content I legitimately purchased talking.
Sadly, DLC won’t ever be free because there’s no incentive to give something away when there are people willing to pay for it. But I believe any money that exchanges hands should be more of a token gesture, perhaps a few quid for any new map packs or missions, not £10 because that's a heck of a lot of expense on top of an already expensive past time.
/rant over

Please leave a comment and follow me on twitter @minnieliddell, I'd love to hear your thoughts!


Sunday 26 June 2011

The Trials and Tribulations of Online Gaming

The online multiplayer aspect is just one of the many things that makes gaming a thoroughly accessible and enjoyable medium for me. It's a real enhancement to the single player campaign of the game and certainly makes you feel as if you’ve got your money’s worth out of it! I’ve only just finished my exams so I didn’t have time to expand my multiplayer experience beyond Black Ops and the odd round of Halo Reach with my brother. I’m pretty good at the former and rage quittingly bad at the latter (Not that I’d ever rage quit, of course!) Being able to play with friends is a really great way to catch up and have a lot of fun at the same time, unless you’re like me and can’t properly multitask. If a string a sentence together it is to the detriment of my score.

However, no online aspect can be talked about without mentioning the almost mind boggling array of total and utter douche bags who seem to exist on a planet all of their own. To be honest, it’s these people that make my experience even more fun. Some of the classics my friend (who happens to be Scottish; the American 14 year olds just love that!) and I have been party to are things such as, “Fuck you, you British fags, I fucked your queen and Kate Middleton!” It’s good to know that he was interested in our current affairs.
Back when I first started playing online, I was on my brothers Xbox live account and never spoke because I had no friends (boo hoo) so no one knew I was a girl; I was free to kick ass incognito. But when I first played with friends on my new Xbox with my own gamertag (and without party chat on because I was an Xbox live n00b and failed to set it up in time) the speed with which messages started pouring in to my inbox was whiplash inducing. And also hilarious. Hastily button mashed messages that some of these guys had evidently just sent while we were all still in the middle of a game. The desperation was incredible. Gems such as: ‘u sound cute’, ‘how old u mini?’ and ‘were u from’. (The last two guys had no chance; I’m a grammar and spelling fascist. And one of them spelt my name wrong! I understand he was trying to write it as fast as humanly possible, in the hope that I would fall head over heels for the first guy to send me a message, but spelling a girl's name wrong isn’t a good start; that’s just a little advice I’ll give you all for free.)

I don’t mind this; tragic Xbox live flirting isn’t going to hurt anyone and these guys are harmless. Desperate, yet harmless. But my only thought is what exactly did they think they were going to achieve? I mean really…what exactly was I going to do? Did they expect me to consider their words to be deep, meaningful and heartfelt? Was I supposed to fall madly in love with one of them there and then? I’m not quite sure but good on him for trying I suppose…

My only concern is that it may put off some shyer female gamers out there. But my message to you would be.... fuck 'em! The guys who try and bother you and ask your age and where you live or add you as a friend...fuck 'em! They are harmless but I can understand that people don't want to be bothered while they're just trying to enjoy themselves. Remember that you're under no obligation to add them or reply to any of their messages. In fact, it's better if you don't. That way they'll start to realise that they're not going to win themselves any favours by just bothering anyone who sounds female. Don't ever let the potential for this kind of attention put you off; you should be able to enjoy the benefits of online gaming regardless. Also, you may never actually experience it; I think it was probably just my luck to happen upon a massive clan of female starved, girl botherers.

Although it doesn’t bother me, I do find all the defamatory and explicit insults that fly around to be outrageous. Just because there is anonymity doesn’t mean that common decency should fly out the window. But hey, what the heck, at least it’s a chance for us decent folk to unabashedly feel much better than the pond scum on the other end of the microphone. That, however, is almost an insult to pond scum.
Everyone knows that the best way to make friends anywhere, including on Xbox live, is to just get into a random conversation. It’s happened many times to me and I can categorically say that not a single one of them started off their conversation with ‘u sound cute’. Compliment though it is, you’ll find that it doesn’t enamour any girl to you. Remember, we're gamers first and girls second.

Please leave a comment and follow me on twitter @minnieliddell, I'd love to hear your thoughts!


 

Sunday 19 June 2011

A Character Analysis of Cole Phelps (and the Themes of L.A Noire)

This is a bit of deviation from my usual wittiness and frivolity *cough cough*. Firstly there will be none of my hilarious jokes nor any pretty pictures. Sad, I know. This is a critical and analytical essay that assumes prior knowledge of the game’s story (so finish it before you read this! It’s full of spoilers anyway). I’ve written this to give you a better idea of who Cole Phelps is and what underlying themes the game explores, because I know that to many of you, Phelps is a bit of an enigma. I haven’t written this because I love him and want you to love him too; this is an unbiased analysis of him as a character, as explored through the dramatic devices at work and quotes from the game etc, etc, you’ll see what I mean in a minute. This is my analysis so it doesn’t mean it’s right, you may read it and think I’m a twat and have totally misinterpreted everything and in that case, I’d love to hear how you see it instead. It’s written like a proper critical essay, resplendent with long words and poncy jargon but I’ve tried to make it interesting enough so you don’t all get bored and leave to resume downloading porn. Get comfy everyone...


Although L.A Noire is a video game, it is less about the player-initiated action as it is about the action within the story. It is a character driven story with a high degree of verisimilitude, where the game play elements do not carry the game along as much as the tightly woven narrative, which draws heavily from classic film noir elements such as a complex, flawed protagonist, corruption and the ultimate frailty of human nature and goodness. It is a dark, often bleak genre, characterised by a fundamentally hopeless world where corruption is the norm and to fight against is to condemn yourself to failure or death, an exemplar that L.A Noire adheres to faithfully in many ways. The main protagonist is Cole Phelps, a man described as “educated, hard-working and straight as an arrow”. He was born in San Francisco in 1920 to a family involved in shipping. He attended Stanford University before going to Officer Candidate School for the Marine Corps where he was shipped out to Okinawa in early 1945. We pick up his story in 1947, where he is now a patrol officer in the Los Angeles Police Department after his honourable discharge from the Marines. Even though we step into the role of Cole Phelps, his story is already mapped out for us. He is a fully formed character and the player has no role in his development; we merely deal with the outcome of his decisions. His personality and life prior to the LAPD is divulged piece by piece over the course of the story, recounted through flashbacks of his time in Okinawa and through anecdotes from other characters.
               
These flashbacks serve as one of the most prevalent dramatic devices at work within L.A Noire, helping to illuminate Phelps’s past and personality. Dramatic irony - where the audience is party to more knowledge than the characters - is also critical, contributing to the tense feel that permeates the game, as the conflict between how much the player knows compared to the characters is hard to reconcile. This is played out through thirteen newspapers that are spread around Los Angeles, each leading to a cut scene that is unrelated to the main case Phelps is working on but is part of the thread of deceit and corruption that underlines them all. For example, in one such newspaper scene we see Roy Earle selling Phelps out to his LAPD superiors by informing them of his affair with Elsa Lichtmann. After this newspaper scene, we return to the case as normal, unable to stop working with Roy Earle even though we know he has already betrayed us. It is not for a further few cases that Phelps is suddenly called into the Chief’s office and forced to hand over his badge and gun. Although Phelps is bewildered as to how they have found out, the player already knows who is responsible, yet there is nothing we could have done to change it and Phelps remains none the wiser.  These scenes allow us to explore the corruption more thoroughly than Phelps ever could, as we assume an omniscient position. The dramatic irony is such that by the end of the game, the player already knows the outcome and has come to a conclusion before Phelps has had a chance to do so.  The tension and discrepancy between our knowledge and that of our protagonists, the character we are controlling trough the story, is what gives the story its edge, as the player has no control over their actions. Despite the players knowing what they know, they cannot protect Cole from the inevitable, reinforcing the idea of the powerlessness against corruption that pervades the story.

We soon learn through flashbacks that Los Angeles is truly “a city of undercurrents where not everything is as it seems.” Phelps, although a good man, is not as perfect as his initial representation would have us believe, with a life that is not nearly as harmonious as his good job, pretty wife and sturdy house would infer. It is frequently pointed out that he is one of only 2 serving LAPD officers who have been bestowed with the Silver Star, a medal Phelps won when he was part of a scouting team pushing into enemy territory. However, Phelps was an overly proud man and his entire battalion but him, was killed when he failed to fall back like everyone else had wanted. He was discovered in the morning and was promoted to First Lieutenant there and then, and awarded the Silver Star. Understandably, Cole feels undeserving of such a high honour as it was ultimately through his actions that his unit was killed and this guilt stays with him. Not only that but towards the end of his military career, he was tasked with clearing out enemy caves during the Battle of Sugar Loaf. His squad soon falls behind though, as Phelps takes a highly meticulous approach, leading him to start rushing them later and they unwittingly walk into an ambush. Phelps’s original orders were: “First fire team and flamethrowers, head in!” so Ira Hogeboom, the man in charge of the flamethrower, rushes past the ambush and set the inside of the cave ablaze. Tragically, unbeknownst to Phelps and his men, this cave was a makeshift hospital filled with civilians, mostly women and children who burn in agony. Scared and appalled, Phelps orders his men to put them out of their misery. Courtney Sheldon, who was criticised early on by Phelps for euthanizing his comrades with morphine, cannot take the hypocrisy and shoots Cole in the back in frustration. It is soon after this that Cole is honourably discharged and returns to America.

Phelps’s attitude towards life in his own words is that “it’s not enough to just survive. You have to try and make the world a better place.” It is for this reason that he joins the the LAPD. He is a flawed but good man who wishes to improve the lives of those around him, by fighting the crime and vice on the streets of Los Angeles, a ‘city that needed a good cop like a thirsty man needed water’. It is even more important to him after the war, where he is weighed down by the guilt of the mistakes he made through his arrogance and hubris and sees improving the streets of Los Angeles as a move towards redemption, becoming what Captain Donnelly describes as a “vengeful guardian”. His self assessment is that he “once lacked courage” and is greatly ashamed of his actions during the war. He hates to be reminded and lauded for them, telling Roy Earle: “I can assure you I’m no war hero.” His desire for atonement is openly questioned by the murderer Garrett Mason who, when asking Phelps why he joined the police force despite being “overqualified”, asks:  “Do I get a sense you’re looking for personal redemption?” Although Garrett Mason is a psychopath, he is not stupid and is able to determine this side of Phelps very quickly, proving himself to be the only character able to pinpoint Phelps’s motivations at all, perhaps articulating them even more lucidly than Phelps himself.

As a character, Cole Phelps is unlike other men, with views that are ahead of his time in many aspects of his life. While in the marines, he openly stated that he ‘respects the Japanese’ and he understands enough of their culture to realise that “there is no greater shame than being taken prisoner”, going so far as to even speak Japanese highly proficiently. He dislikes when one of his captive Japanese soldiers speaks to him with language reserved for superiors, as he respects them enough to not consider himself above them. This does not enamour him to his comrades, who are much more of the mind that the ‘japs’ are sub-human ‘sons of bitches’ who “hate the US of A and our way of life”, but Cole refuses to buy into this war mentality. Although he will always fight for his country, he accepts that America too may hold some blame when he reminds his men that “the Japanese attacked the US (Pearl Harbour) because we cut off their oil. What would we do if another country denied us the gas to run our cars?” It reveals his respect for everyone, no matter their perceived standing amongst the masses. He is also very intelligent and well educated, able to recognise excerpts from obscure poems by Percy Bysshe Shelley, recount Ancient Greek myths and quote Shakespeare.

In a city where an ‘honest cop’ is considered to be an oxymoron, Phelps is “the new face of the department”. Described by Rusty Galloway as “the modern cop who tries to understand why the perp does what he does”, he has a highly principled approach to Police work, taking nothing at face value, “digging and asking questions until he gets to the truth.” For Phelps, “getting a vicious killer of the streets is more important than my reputation”. This is at odds with many other policemen, who admit that putting away the wrong man would not bother them unless “anyone except the poor son of a bitch in the slammer ever found out”. To this end, Phelps is frequently obstructed in his quest for justice, often condemned for wanting to spend further time exploring new leads when there is someone in custody that the crime can be pinned on. Captain Donnelly once claimed that he was “deeply disturbed by his style of police work” all because Phelps did not beat a confession out of an innocent man. When Phelps finally apprehends Garrett Mason in the Black Dahlia case, he is told that “Mason is the half brother of one of the most highly elected officials in this country” and so “they’ll be no more mention of him”. Phelps is one man against the police department’s “chain of command” and so his hands are tied and the “truth remains lost to all but a handful of men”, much to his disgust. As this deep-rooted corruption is something Phelps struggles to do anything about directly, he appreciates the small victories; when others rebel against the system and outwit those who seek to profit from corruption, such as Albert Hammond, the English boxer who makes a break for it after reneging on a promise to lose, an action that Roy Earle has the audacity to describe as ‘crooked’. Phelps finds a telegram indicating that Hammond is returning to England and comments:  “You know I hope he makes it. […] I say good luck to him.” He goes so far as to even let Hammond escape back to England, despite having apprehended him because Phelps is determined that the corrupt men like Roy Earle and Mickey Cohen will not get a cut of dishonest money they do not deserve. He also feels a kinship with Hammond who achieves something Phelps can only dream of, albeit in the face of smaller scale corruption. Phelps relates to Hammond, an ex-marine who merely wants to leave the dirt of Los Angeles behind and start life afresh back in England with his pride intact and cash in hand. Hammond wonders why Phelps would let him go, to which Cole replies: “Because I was a Marine and I once lacked courage. Everyone deserves a second chance.” He respects Hammond for taking a stance and does not think her deserves condemnation for one mistake; a luxury tragically not afforded to Phelps himself.

A man of integrity or no, in the wider context of the story, Phelps is a man still doomed to pay for his war mistakes, as L.A Noire is a story without redemption except in death. One of the most prevalent themes is that of atonement and the lack of forgiveness for those who have gone astray. It doesn’t matter what lengths Phelps goes to make up for his past mistakes, he can never escape from them. He is one of the best detectives the LAPD has ever seen, with unflinching principles and upstanding moral fortitude in the face of unprecedentedly widespread corruption. However, his mistake in the past - the ordering for the caves to be burnt - does not go unnoticed. There is no redemption and Phelps dies for his mistake when he is killed by the very man who was driven insane through Phelps’s fateful past actions. His past quite literally returns to hold him accountable. This reparation for past mistakes is not limited to Cole Phelps. Courtney Sheldon is another whose past comes back to devour him. A young medic who was disenchanted with the lack of support or fanfare he and his friends were set to receive as they returned home to America after the war, he orchestrated the theft of two tonnes of military morphine so that he could sell it strictly to “abortion clinics and doctors” and create a better life for him and his unit. However, when his gangster middleman Mickey Cohen, starts passing it on to addicts who “can’t deal with the purity”, Sheldon realises it is time to take control of the situation. Although it was naïve of him to trust Mickey Cohen to keep his word, he never intended for anyone to die and shows great courage in deciding to stand up to him in order to stop the morphine from being distributed. He seeks help from a man he trusts, Dr Fontaine, who promises that he will take the morphine off Courtney’s hands and use it only for medicinal purpose, while investing the money saved in homes for returning GIs. Courtney agrees wholeheartedly as all he ever wanted to do was to help returning soldiers. However, Courtney’s initial mistake in stealing the morphine leads to his death when he confronts Dr Fontaine over accusations that the GI houses are just an insurance scam. Ironically, he is killed by Fontaine who forcefully overdoses Courtney on morphine. Like Phelps, he is almost directly killed by his past actions, inadvertently orchestrating his own downfall, despite his best efforts to atone along the way. Phelps’s death at the hands of his past is mentioned in the penultimate case when investigating the disappearance of Elsa and the death of Harlan Fontaine, Phelps notes that Dr Fontaine was “destroyed by a monster of his own creation”. Fontaine’s neck was broken by Ira Hogeboom, who suffered severely from Post Traumatic Stress Disorder and who Fontaine had hooked on morphine in order to render him malleable enough to manipulate and exploit; his “pet lunatic”. Cole says it ironically without realising the connotations but the tragic foreshadowing to his own death is unavoidable. Phelps too is ultimately killed by a monster of his own creation, the very same ‘monster’ in fact. Ira Hogeboom was never able to overcome the trauma of being ordered by Phelps to burn out the cave that was filled with civilians. It is Ira who leads Phelps to his death, when he is swept away by the overflow waters in the underground tunnels as he rescues Elsa. This example of foreshadowing and many others are used to great effect in the story, with off-hand comments often being elucidated as subsequent events unfold and impressing upon the player a sense of tragic inevitability to the events of the story.    

It is worth mentioning the parallels that can be drawn between L.A Noire and Red Dead Redemption, another story-driven Rockstar title. In Red Dead Redemption, the protagonist John Marston seeks to live out the rest of his days on a ranch with his wife and son, after giving up the crime riddled life of an outlaw. However, his early life catches up with him and he is blackmailed by Edgar Ross to detain the men of the gang he used to run with, or else forfeit the life of his wife and son. He carries out Ross’s wishes, as he wants to cut ties with his former life. He wants his son Jack to not have to experience anything that he did. Once he delivers his final gang member, Dutch Van der Lind, to Edgar Ross, it seems like Marston has finally achieved the quiet life he so desires. It appears that all has been forgiven. His crimes in the past have been undone by his actions in the present. However, there is ultimately no redemption. Edgar Ross descends upon Marston’s ranch shortly after with an army, leaving him no option but to get his wife and son out, before facing them and the inevitable. He stands no chance and is shot, dying in front of Edgar Ross who goes on to receive medals for this corrupt and underhand deed. It did not matter that Marston had tried to atone for his sins; the damage had been done and he was unable to escape from his past or be exonerated. The lack of redemption continues when his son vows to avenge his father’s death and seeks Ross out in his retirement, entering into a duel and shooting him dead. At that moment, John Marston’s son becomes everything that he was and everything that he never wanted him to be. The outlaw cycle continues, with Marston’s sacrifice ultimately amounting to nothing when his son made the fateful decision to kill. Cole Phelps is no different. The mistakes he made during the war do not go unpunished and he is killed by his past, just like Marston. Inadvertently ordering the death of the Japanese civilians in the cave was the beginning of the end for Phelps because as John Marston said: “People don’t forget. Nothing gets forgiven.”

Despite all the player sees of Cole during the war, it is unlikely they will come to the conclusion that he is a bad man, arrogant perhaps, but not bad. He made some fateful choices that he longs to make up for but as Phelps himself says, “people make bad decisions in the heat of the moment” and he did everything with the best of intentions. However, the players’ faith in Cole takes a gut-wrenching blow when we discover that he is having an affair with Elsa Lichtmann. It is surprising that it sits so uneasily with players, as we know nothing of his wife and consequently feel no affinity towards her, but we are shocked because to us as a society, adultery is considered fundamentally wrong and yet Phelps is the embodiment of everything that is good in a bad city. He is unwaveringly principled in the face of endless corruption but he suddenly seems to be diverging off the straight and narrow. Above all, it is most shocking because there appears to be no build up to it, leading the player to assume that Cole is a spurious, opportunistic cheat. However, there is much more to his actions than meets the eye, something we find out after Cole returns home having been forced to turn over his gun and badge. There he finds his wife Marie throwing his possessions onto the front lawn in disgust. Although she is in no mood for excuses, Cole says: “I’d like to explain Marie. I’d like to tell you what I’ve been going through…” It is an easy comment to miss as it sounds like a conventional hollow platitude but in light of everything Phelps has been through and seen, it is a very telling indication of the motivations for his affair.

To Phelps, his wife is pure. She has nothing to do with the corruption that Cole has found himself mired in. Elsa, however, is the antithesis to Marie. She is a street-wise immigrant, addicted to morphine and singing in a Jazz club, having escaped from Germany after her parents were killed by Nazi’s. She is not only aware and accepting of the crime and vice around her but she is part of it. To Cole, who has found himself caught up in dangers and sleaze he never expected, Elsa is emancipation. He finds that Elsa is the only person he can turn to for support as she is someone who can understand the hardships he is going through. This dichotomy of character is nothing that Phelps could control, as the breach that opened up between his family and his work was not of his doing. His home life is the embodiment of the American Dream, right down the the white picket fence. His wife is pretty and dutiful but also naïve and unfettered by the difficulties of the world. In some ways, Phelps is like this at the beginning too, with noble but naïve dreams of changing Los Angeles. However, as he makes his way through the LAPD, he quickly wizens up to the bribery, the murder, the narcotics abuse and the unremitting corruption of the big city and trusted people. Los Angeles changes his view of the world and so changes him. This is not something his wife could ever understand or empathise with, even if he did confide in her his troubles. He grows apart from her because their experiences of life are fundamentally different, whereas he grows closer to Elsa who is world wise and weary. This is further highlighted by the complete lack of exposure that Phelps’s family have within the story. He barely speaks of them and we never see him return home once a case has finished; we go from one case to another without a single glimpse into Cole’s present life outside the LAPD, save for his affair with Elsa. To that end, one of the only times we see his wife is during the opening of the game, where she kisses him as he leaves for work dressed proudly in his blue LAPD patrol uniform. Tellingly, we do not see her again until after the affair, where by this time, Cole Phelps is a changed man. When he is working in the vice department and notices a reference to one of his first traffic cases he comments that it “seems like a lifetime ago” because he has seen so much since then, even though it’s been only months. At the beginning he was like his wife; full of shimmering ideals, keen to ‘fight the good fight’ and so we see them together as the picture perfect couple, but the moment he starts to chip away at the endless corruption, his life takes a dramatic tangent to that of his wife’s and this is highlighted by the players not seeing her again until Phelps’s downfall.  The Cole Phelps who married Marie is fundamentally different to the Cole Phelps who is disloyal to her and it is almost for her own protection and wellbeing that he turns to Elsa.

That is not to say there were no other reasons; Elsa is of course very beautiful but Cole did not leave Marie for the usual reasons that a man may cheat on his wife. We know that Cole himself considers adultery to be wrong, as he deems Rusty accusing the murder victim, Deidre Moller, of such as ‘disparaging’, and takes offense to him insinuating that ‘his [Cole’s] eye might bend’ (something Rusty says long before Phelps has even met Elsa) further illustrating that he did not commit adultery for adulteries sake. His affair was not about sex, it was about support, as Elsa says: “It’s making him stronger and it’s making me stronger helping him”; it is a mutually beneficial relationship between two damaged people where attraction is secondary. Elsa is helping Cole to “see things from a human perspective rather than the ivory tower he created for himself” and Elsa attributes her renewed health and vigour to “the new man in my life. He’s convinced me to fight my addiction”. Every comment made about the affair by uninvolved parties always mentions that fact that Elsa is ‘damaged’ not just that she is beautiful, stressing the point that Phelps has very specific reasons for being with her and they have much less to do with her looks. He most likely still loves Marie, shown by his continued wearing of their wedding ring even after he has been thrown out, but their lack of shared experiences alienates Cole from her. Had Elsa not been in the picture, it is likely that he would not have been disloyal to his wife at all. He would most likely have continued on, suffering in silence. However, opportunity presented itself for Cole to be with someone that would truly understand him and as John Donne wrote, “no man is an island.” The affair is also an allegory for Los Angeles and the corruption. It does not matter who you are or how noble you have been, you too could fall. In the traditional Aristotelian sense, Cole is a tragic hero; a man who falls from a great height because everything was not enough. No one is safe from corruption, not even the ‘Golden Boy’ of the LAPD, which is all the more dangerous when there is no redemption. It goes some way to show the entrenched sin of a city like Los Angeles. Cole set out to change it but in a small way, becomes part of it. As Rusty says, “the higher you climb, the further you fall” and Phelps took a mighty tumble in the LAPD from hero to perceived “social basket case”.

In further reference to his affair, while Phelps and Roy Earle are leaving the office of a doctor who defenestrated himself through grief and shame over being used by the woman he loved, Earle comments on how “that old boy really fell for that broad”. At this point, unbeknownst to Phelps, Earle knows of the affair and sees an opportunity to shrewdly question him, asking: “Would you throw it all away for a woman?” to which Phelps replies enigmatically, “Life has a way of making you pay for your pride.” This rather inadequate and circumlocutory response is the only real justification of the affair that we hear from Phelps himself. Insufficient though it is as a response to that specific question, it is still a highly loaded answer. It not only foreshadows his own death, but it is also a further indication of Cole’s attitude towards his actions in the past and a rather accurate summary of the themes underpinning the story of L.A Noire.

Cole Phelps is a “good man but wound way too tight” and was a proud man, to the point of fault. We see examples of this early on during a flashback when Kelso interjects as Phelps is being unfairly berated by an Army Officer. Instead of thanking Kelso for supporting him, he brushes him off saying, “I didn’t ask for your help.” During the mission that afforded him a Silver Star, it was his pride that kept him pushing forward into enemy lines even though the rest of his battalion knew it was dangerous and that the mission should be aborted; it was his pride that unintentionally caused the deaths of his friends. He was overly proud when in the Marines; to the point of reprehensible arrogance and it is something he has evidently come to regret in the present. He is paying for it with the guilt of his comrades’ death; it is a constant weight bearing down on his life but one that has humbled him. He also pays for it by suffering the scorn of almost everyone in his unit, not least Jack Kelso and Courtney Sheldon, which is all the more tragic when we know that they are two men he greatly respects. He came to acquire the pejorative nickname, ‘the Shadow of Death’ and was considered ‘bad juju’ by his men. Roy accuses Phelps’s trademark as being “hubris disguised as humility” and Kelso pegs him early on as a man “who goes around dreaming of fame and glory” and both ring rather true for his time in the Marines. He considered it his “duty to lead” but it was arguably less about duty as it was about flattering his own ego because he proved himself the sort of man proud and petty enough to anger when one of his men doesn’t call him ‘lieutenant’ even though it had been agreed beforehand that “there will be no more saluting or signs of rank” because “that sniper barely missed you back on the beach”. As Phelps himself admits: “I once lacked courage” possibly indicating that much of his arrogance was fear parading as bravado. Whatever it was that caused him to act like he did, it is something he comes to feel repentant for and it goes some way to beginning his journey in the LAPD.

Phelps is already saddled with his personal quest for atonement and then after his affair, has to deal with seeking atonement from everyone around him in the LAPD who consider him some sort of miasma of iniquity. Despite being a happier man with Elsa, he still regrets the hurt he has caused his family. During an Arson investigation, Phelps is seen giving money to the family who just lost every worldly possession, to which Biggs notes: “I guess he’s thinking about this own family. I’d say he’s searching for some kind of atonement right now”. When Mal Caruthers tells Phelps that “I feel sorry for your wife and kids, Phelps, not for you”, Phelps considers him to be “firm but fair”, however, claiming that it is ‘firm’ implies that perhaps he feel it is a little unjust. He has dealt with more than enough scorn in the past; he is tired of peoples’ reproach towards him, especially when he feels “there are certain things people have a right to keep private” and doesn’t appreciate his failings being broadcast to the world. A point further emphasised when he says to Hershel that he is determined to make a certain Arson case and “rub the department’s nose in it”. When he has already proven himself to be an excellent case man, he resents being judged for something unrelated to his work life, something that he already judges himself for. This is further shown when Kelso launches into a speech about how Phelps needs to “get over it” and stop beating himself up about the medal on Sugar Loaf. Phelps responds with “You got it off your chest?” showing that he is already fully aware of how he should be reacting to that situation and prefers not to have others tell him so. Phelps is harder on himself than anyone else can ever be.

Towards the end, the player is presented with Jack Kelso as a protagonist instead of Phelps and this overlap is significant in that Kelso becomes our replacement for Phelps. More than that, Kelso is like the improved, less flawed version of Phelps. Elsa explicitly states that: “We (Phelps and her) are both finding we have a lot to live up to. […] In Cole’s case, his friend Jack Kelso”, showing that Phelps considers Kelso a worthy man to aspire to be like. However, the main difference between them is that Phelps is the man who has made a mistake; Kelso on the other hand has not. This almost arbitrary assessment is the reason Phelps dies and Kelso lives, as there is no redemption except with death. Both Kelso and Phelps are good men and share many similarities, despite their respective egos getting in the way of a friendship. As Hershel Biggs notes, Kelso and Phelps were “two men who should have been friends but their personalities got in the way.” Kelso is a man who, like Phelps, is guided not by anyone else but by his own moral code. Phelps level headedly respected the Japanese, despite everyone else blindly hating them and Kelso refused to steal the morphine, even though everyone else on the ship urged him to do so. We also learn that Kelso never blamed Phelps, he just resented that there was no apology or recognition of wrong doing; he resented his arrogance, just like Phelps himself came to. Kelso is a compassionate and forgiving man who reassures Phelps that: “You think you failed up on that hill but courage isn’t a tap you can turn on or off.” Their relationship improves when Kelso has a chance to vent at Phelps over everything that occurred in the war and Phelps has a chance to say that he is sorry “about a lot of things”. This leads their tangential lives together for the greater good, as they lay aside their differences in order to expose corruption that appals them both. Phelps enlists the help of Kelso through Elsa, knowing that Kelso “won’t be able to help himself if he smells a rat” as he considers Kelso a good and honest man. And then finally, their lives overlap for the last time as Phelps urges Kelso to go before him when they are escaping the tunnels. It is here that we are left with Kelso, a man who carries Phelps’s ideals and hopes when the man himself is unable to do so; a man who improves upon all that was good in Phelps.

Despite Phelps’s herculean effort, there appears to be no true justice. L.A Noire paints a very dismal picture of Los Angeles and human nature, where the men of integrity are not able to change anything and the corrupt men continue on unhindered. This is no more obvious than during Phelps’s funeral, where a veritable collection of the most corrupt, treacherous men in Los Angeles turn up to mockingly sing his praises while subtly denouncing any allegations directed at them, a duplicity that is hard to watch. Even more difficult to watch is the handshake (upon which we see the camera zoom) between Peterson, the new District Attorney, “crusader against Corruption” and Roy Earle after he has finished reading Phelps’ eulogy. It shows that the cycle of corruption may continue and we are reminded of Kelso’s inciting of Lord Acton’s Dictum: “Power tends to corrupt, and absolute power corrupts absolutely.” If we were to try and pinpoint a moral of the story of L.A Noire it seems to be that the good guys can try their hardest to atone for their mistakes but that deviating from the path of righteousness is worse than if you never started on it in the first place, as demonstrated when people as inherently crooked as Roy Earle live to scheme another day, while men who tried their hardest but sometimes went astray are the ones punished. “Fighting corruption is like chasing shadows” commented Hershel Biggs at the beginning and not even Cole Phelps, detective extraordinaire, can chase shadows. An offhand comment made by Stefan Bekowsky succinctly summarises the omnipresent theme of responsibility within L.A Noire: “You make a mistake. You face the consequences.”  The use of the word ‘mistake’ is very vague; everything from miscalculating a sum to shooting a man could be considered a mistake and it is this ambiguity that means it so perfectly encapsulates the themes of this game. By its very definition, making a mistake is a passive, not deliberate action but it is still paid for regardless, making the underlying theme of the story a tragic and rather hopeless one.

Cole is a good man but one who mistakenly ordered the death of civilians. Had he known who was in the cave, he would never have ordered Ira to set the flamethrower on it. That was a genuine mistake, admittedly with tragic consequences but a mistake none the less. But like Bekowsky says, he still must face the consequences. As Hershel Biggs foretold right at the beginning, “it could only ever end one way”.

Harlan Fontaine may have said that ‘many things in life are gray’ but if it were, fundamentally good people like Phelps and Sheldon would not have paid for their mistakes with their life. In fact, it is the opposite of gray. In L.A Noire, everything is black or white: “There’s no sitting on the fence. You have to choose sides”.

There is, however, a sliver of hope in an otherwise bleak story. According to the twenty seven year old Cole Phelps, “they say only the good die young”.


Please leave a comment and follow me on twitter @minnieliddell, I'd love to hear your thoughts.


Saturday 4 June 2011

Review: L.A Noire

Highly anticipated and utilizing vaguely disturbing facial capture technology, L.A Noire has been developed by Team Bondi in association with Rockstar, universally lauded for having some pretty kick ass games under their belt. So I was interested to see what this newest offering would…offer.
You play as Cole Phelps, a decorated World War 2 hero and now a member of the Los Angeles Police Department. He’s talented (or you’re talented) and so he quickly moves up the ranks, and as he does, he begins to uncover the entrenched corruption within the city, a corruption that links in uncomfortably with his past. It’s a narrative driven detective story at its heart and it does engrossing story very well. You’re tasked with uncovering clues and accusing those responsible of a variety of crimes, each coming under a distinct heading depending on what rank you hold within the LAPD: Patrol, Traffic, Homicide, Vice and Arson . You get promoted into each one of these departments over the course of the game.

This is Cole Phelps...'s actor,
Aaron Staton
Set in the iconic 1940s Los Angeles, L.A Noire really does break some new ground in many respects. The facial animation is of course the first thing you notice; it is incredible, the emotion is as true as if you were standing in front of a real person. You can see every twitch, every blink and every side glance. It’s awesome and adds a whole new dimension of immersion. It’s not entirely perfect though; the overall look can be a tad flat. It’s a little obvious at this stage that it basically consists of a facial recording pasted on a mesh because you notice that the more prominent features like eyes, ears and mouths are a little on the flat side. All we need to do now is incorporate the the fantastic rendering of, for example, Commander Shepard’s face in Mass Effect 2 with the mind-blowing emotional range of this game. But for what L.A Noire is, the facial animation is amazing and serves its purpose admirably.

However, it doesn’t truly portray the range of human emotions that it promised. When you’re interviewing someone, you’ll ask them a question and it’s only after they have finished talking that are you really able to see if they’re lying, because they’ll start to shift their gaze or bite their lips. It’s not quite true to the way that real people lie, as no-one waits until the end of their sentence to look shifty or innocent. But if you really think about it, this is the only way it could work because all of us Average Joes would struggle with this whole game if it was totally true to life. Because some people are very, very good at lying, and without visible signs, this game would be a massive fail, with no-one able to get anything right. So even though in a few (most certainly not all) cases, it can be a tad obvious, it doesn’t detract too greatly from the awesome impact of the emotions you’re seeing displayed on screen and the nerve-wrecking interrogations, where you’re tasked with deciding if this person is telling the truth, lying (for which you need evidence) or you doubt them.
It’s a very new set of game mechanics. The combination of crime scene investigation and lie detection is really exciting and finally lets you take the proactive analytical role instead of sitting there screaming: “IT’S HIM!! HOW CAN YOU NOT SEE THAT HE’S LYING?” At your disposal you have a note book that will contain every piece of evidence you pick up, all the people of interest in the case and the locations you have been to relating to that case, as well as the ones to visit next. It's a very comprehensive list and you'll often find yourself going over it to review some evidence and get the facts clear in your mind before you face your suspects. Although the book will be a record of the evidence, it'll only give you a brief overview so it's always worth looking at any clue in detail yourself; don't skip over any documents or pieces of paper you find because you assume it'll just go in your note book, you need to read them thoroughly.

Being the double X chromosome oddity that I am, I thought detecting lies would be a cake walk - I’m pretty good at real life emotion detection. But, and it’s a big one, I sucked ass at first. For the first few cases, I was incorrectly accusing people left, right and centre. It takes a little while to get into it so try not to be disheartened at the fact you’re not getting 100% of the questions correct. I’m a pain-in-the-arse gaming perfectionist and I’ll be the first to put my hands up and say that I’ve quit a fair few times so that I could start the interrogation again. Unfortunately, there’s no way to save between interrogations so if you’re questioning more than one person and then you quit because you totally buggered it up, you’re going to have to start from the first interrogations. Sigh. Story of my life.

"Tell me the truth before I shove this coffe mug up your ass."
However, there is a rank system and going up a rank can earn intuition points. You can use these at a crime scene or during investigations to either show you all the clues or to remove one option from ‘truth’, ‘doubt’ or ‘lie’ selection. You can only use one per question so you have to be very frugal in their usage, as you can only have a maximum of 5 at any one time. You can earn ‘XP’ so to speak by attending to street crimes, completing a main story investigation or finding new landmarks in L.A. Street crimes can be a little uninspiring though, as they’re merely random occurrences so once you’ve completed them, you hear no more about them, they’re just places to earn rank points and gain achievements from. They seem to consist of barmy old men shooting LAPD officers, which is just plain stupid. If you want to get away with something, you don’t shoot an officer! Jeez. Anyone who isn’t part of the main story is a fail criminal. Or a fail-iminal. Or not.

One thing to note is that L.A Noire is not a sandbox game. And it makes that plainly obvious. Yes, the cityscapes and environments are gloriously and sharply rendered and yes, there are a few crime-related side quests but this is not a world that is meant to be searched for hours on end. Especially as driving the car in this game is the single most painful experience known to man. This game wouldn’t work as a sandbox. Murder investigations are by their very nature, linear. There is a natural progression to them. It would be no good if they presented us with a body somewhere up north and then we had to trundle along, questioning NPCs and finding clues on the other side of town. Your enjoyment of this game will increase tenfold providing you go into it knowing you’re not going to be exploring the town all that much. But the main story line itself is enough to keep you hooked.


Although the world they've given you to NOT explore is
really impressive.

In each department of the LAPD in which you work, you’re given a partner and they all manage to encompass various levels of douchebaggery, Roy Earle being the greatest douchebag of all, mostly because of his awful pink-sleeved suit. They don’t have all that much input into the case, you’re really the pack horse of this whole operation. The only use I had for my partner is chauffer but thank the holy lord that he’s there for that! I hate driving the damned car. It’s about as fun as punching myself in the face. It handles like a bloated walrus and car chases can quickly become hugely frustrating. Although, I concede that once I actually learned to break instead of attempting to bomb around corners bonnet planting walls, it was bearable, sometimes even becoming ‘fun’. The great thing about L.A Noire though is that the interrogations are far more nerve wracking than any chase or shoot out. You can feel the gravity of what you’re doing and the fact that the case hinges on you getting it right. It’s a pretty new feeling to experience while playing a game.

EVIL

You’d think, as a game, it may lose its spark after you’ve collected loads of clues and questioned the living bejeesus out of loads of shady people but actually, it still manages to stay fresh and exciting. Every time a new call came in for a dead body, I’d get a little thrill of excitement as I set about finding clues.  Crime scenes don’t differ much but any repetitiveness is counteracted by where it leads. Each crime scene and each clue leads somewhere different; teaches you something new; opens another dirty window on the advent calendar of corruption or leads me to create other such terrible metaphors.

I suppose being such a fan of the traditional games, where your input can really shape the character, makes L.A Noire a hard pill to swallow for me, even though I’ve enjoyed the game immensely. Cole Phelps is Cole Phelps and there is nothing you can do to change that. He’ll make bad decisions in his life and it’s not your fault but it’s not your doing either and it feels quite out of your control. I do find it a little odd to have so little overall input in the characters and the running of the story but I have to say that the shiny new mechanics and strong narrative are able to make up for its slightly un-interactive nature.

And the story is engrossing. At first, things feel quite random; cases seem isolated and disjointed but very soon the whole sordid thread starts to unravel and you learn that nothing is untouched by corruption. The story manages to make you feel both clever and powerless. You’re finding the clues, interrogating people perfectly, but the overall picture is far bigger than you ever could have imagined. It’s all rather thrilling. It’s only when I completed the game and the credits started rolling did I sit back in my seat and unclench everything. The last two hours were especially emotionally investing with an incredibly dark atmosphere. It was very well done.
All in all, L.A Noire is something you have to try; it’s one of those pivotal games that will start something wonderful in the world of game animation. I loved it but it’s not perfect. It errs a little too far on the side of ‘interactive movie’ for my liking but the story is incredibly strong and exciting, full of twists and turns and the crime scene investigation aspect kept me hooked. I can see how this might divide gamers; one side believing it’s the greatest thing since free money while the other believing it to be too rigid and repetitive but for me it struck a very enjoyable balance and I highly recommend it.
I just want my face in a game now, please, someone make this happen. I don’t care what I am, I’ll play Crack Whore 14 if need be. I just want someone to scan my face like that so I can be in a game, it’s amazing! No doubt we’ll see this awesome technology again very soon, and for a first foray into it, L.A Noire has performed admirably.

Please leave a comment and follow me on twitter @minnieliddell, I'd love to hear your thoughts!

Wednesday 25 May 2011

What Games get the Girls?


I hear you fellow gamers of the male variety; you’ve got a girlfriend and she wants your time, but you’ve also got a console, and that wants your time too. What’s a man to do? Forsaking one for the other isn’t ideal, seeing as they're both awesome, so how do you tackle this?
Get her into gaming of course, that way you can most certainly have your cake and eat the living bejeesus out of it. So here are my top 5 games to entice those lovely ladies of yours to join you in the boudoir. Of gaming.
But first, a tip: I won't include any FPSs here because more often than not, they scare the girls away. They’re not good starting games. If you whip out Call of Duty, she’s going to run a mile. For someone who isn’t a gamer, they’re far too full on and pretty complicated for a beginner and even if you say, “But Minnie, l’ll lead her through it!” I don’t believe you, you’ll probably end up getting frustrated at her failure to grasp things as fast as you like. And believe me, I’ve tried this. I got my girl friends playing CoD and it wasn’t really fun for them; they were confused and all they did was die a lot and get disheartened. As well as ramming far too many RCXDs into walls.  
I loathe bringing it back to sex again but think of FPSs as fourth base. You can't jump straight into that.

Number 5: Dragon Age: Origins

Who WOULDN'T want to woo this little
bundle of social ineptitude? I sure as heck did.
Customisability has a lot to do with a girl’s enjoyment of a game and Dragon Age excells in this because you can not only customise your gender, your face and your voice, but also your backstory, choosing one of six unique starting points that changes the subsequent story in subtle and unique ways. Unless you’re me, most girls wouldn’t elect to play as a man, so being able to play as a woman is a big bonus. Dragon Age has great customisability, a great story and lots of interesting characters, including romance options. The combat is simple but also a lot of fun to plan, with all the spells and levelling up available and you can also change the difficulty level if things start going a little awry for your lovely lady friend. I’m certainly not saying that girls can’t handle difficult games but everyone has to start somewhere and the ladder to gaming prowess is a pretty difficult one to scale. It’s quite a long game but with any luck, she’ll get really into it! I know I did! In fact, when the exams are done, I'm going to play it again!


Number 4: Pokémon Leaf Green. (Or Fire Red or Mud Brown or Sickly Yellow. Whichever takes your fancy, they’re pretty similar...)

If you don't want to hug this,
you're dead inside.

Everyone knows about Pokémon, it’s basically like god; omnipresent but awkward to talk about. These games are so easy to get into and the desire to ‘catch ‘em all’ is pretty all encompassing and weirdly, a lot of fun. And let’s face it, there’s a cuteness factor involved too, even I’ll admit to that. The plot couldn’t be any more linear unless the game played itself but this works in the non-gamers favour. The visuals are simple and easy on the eye but still very colourful and engaging. It's also incredibly easy to pick up and universally loved by all ages, colours and creeds. It's just one of those games. I would consider this as Base 1 in the base/game analogy. It’s short, sweet and fun and a good entry level game for all your lady friends, and with any luck it will lead to greater things.




Number 3: Kameo Elements of Power

If you don't like her,
you're also dead inside.
This is one of my favourite games and I was gutted when it went largely unnoticed. It has a fantastic premise: you are in charge of finding and utilizing 10 elemental warriors, each of whom have their own unique powers. The combat is fantastically good fun because of this as you’re able to swap between warriors to use the most effective attacks. The graphics and landscapes are beautiful and riotously coloured and it has a solid story and one of the best soundtracks I’ve ever heard in a game. It’s an instant hit with its relatively short length, as well as being easy without being totally unchallenging. Girls will love this and if they don’t, they’re probably dead so you need to get yourself a new lady friend. In fact, same goes for anyone. You should all like this game. If you don’t, feel free to flame me mercilessly but I urge you to try it!




Number 2: Mass Effect.

This game looks damned fine
as well. (Ok, so this is from
Mass Effect 2. Sue me)
Perhaps a little controversial because shooters can be quite tough when you have no experience with them, but Mass Effect is one of the easier third person shooters I can think of and a fantastic entry into the shooting genre. I suggest it mostly because of the incredible story and the amazing customisability available to you. With Mass Effect, your lady friend can play as an incredibly strong, tough and awesome woman, something a little too rare in the gaming world. Unless your lady friend is me (which would be odd seeing as I don’t know about it) because I play as Man Shepard. And will continue to do so because I’ve developed a fondness for his face. It’s also pretty short by RPG standards so it won’t put her off from finishing it, plus you also get the option to bang someone and the sex scene isn’t awkward! Win win!

P.S Please make sure she realises that there are Assault Rifles available, not just pistols. I literally couldn’t shoot anything until about 3 hours in when I realised I could equip different weapons (In my defence, I had equipped it; I just hadn’t selected it from the weapons wheel during combat…)

Number 1: L.A Noire.
An interesting medium
between games and movies
This game is practically made for ladies and our superior emotional capacity! Generally, women are better at detecting subtle emotions. It ‘aint sexist, it’s science! L.A Noire is perfect for girls to start off with because it has next to no real combat, and if what combat there is becomes a problem, she can just stick auto-aim on. There is also the option to skip action sections if they’re becoming a problem, which is pretty awesome when you think about it, especially as I’m sure we’ve all felt the utter frustration of not being able to perform a certain task or kill a certain boss, yet we had to keep on trying until we either managed it or threw our console out a third story window. The technology also can't fail to impress. If she's someone who considers games to be immature or badly animated, let her see L.A Noire and she shall be forced to nom her words. The satisfaction you feel when you manage to answer all the questions right and interpret all their reactions correctly is astounding and you’ll soon have your lady friends gnashing their teeth in anguish when they misinterpret someone’s reaction wrongly. And this is the aim: it brings out the gaming competitiveness in her, which you’ll need for when you finally manage to get her to play that round of Team Deathmatch with you on Black Ops!
These games aren't by any means 'girly', they just have attributes that appeal to girls aswell, so you can both enjoy them together!
And of course, this isn’t a comprehensive list, I'd add many more if I could but I'm limiting myself! And if the girl don’t wanna game, she don’t wanna game! It’s not the hobby for everyone so I suppose an unlucky few of you are going to have to split your time up. Sucks to be you.

Please leave a comment and follow me on twitter @minnieliddell, I'd love to hear your thoughts!