It is weird to think that L.A. Noire came out eight years ago, back in the good old days of 2011. And being in development of some kind for nearly six years, we are fast coming up on fifteen years of L.A. Noire being a “thing”.
And in the past few years the game got somewhat of a new lease on life, being released for the PlayStation 4, Xbox One and Nintendo Switch in November 2017, with enhancements to accommodate for new features such as the touch screen on the Switch and VR abilities for the PlayStation.
With these new enhancements came the “complete” story, compiling all of the cases that had previously been DLC (short for downloadable content) into the experience. For me however, these “new” cases being placed into the story has made the game feel a little disjointed.
Let’s have a look at the cases, because while I love nearly all of them, the fact that they are DLC makes me view them differently. And part of it is to do with pacing.
This isn’t me railing against the fact that these are cases that should have been in the original retail experience. The game is already 20+ hours long, five cases of varying length is hardly going to up the playtime.
I can also understand why DLC cases work for something like L.A. Noire. L.A. Noire is designed almost like a TV serial, with each new case being a new episode. It will have scenarios that link between cases such as the Black Dahlia in Homicide and morphine in Vice, but each case is mainly self-contained. And yet these new cases seem to alter the balance of the pacing of the game.
From Snails to Speeding Bullets – A Quick Look at Pacing
Pacing is something that never gets much attention when it comes to games. Similar to editing in film, it is a phenomenon that you don’t know is there until it is not there. For example, pacing is only really brought up when it is a detriment to the game, with many walking simulators or opening hours in open-world games being criticised for their slower pace.
Open-world games are probably the hardest to do; how can you have a character-driven story if the player can decide to head off and not focus on the narrative (see Bethesda’s games). Pacing can also affect a sense of time, feeling like scenes are shunted together. I felt this in AC: Unity, where a moody European white boy became an Assassin and then due to the breakneck presentation felt like he attained the rank of Grand Master within a week.
Talking of assassins, AC: Syndicate’s pacing is better than many of the previous games by virtue of one screen; the shot of Big Ben ticking by. Any time the game wanted to move forward in time the screen cut to sped-up footage of Big Ben cycling through the hours. That at least gives us a sense of progression rather than the Frye Twins seemingly dissolving the criminal underbelly of London over a weekend.
I’ll hold up Spec Ops: The Line as a game with excellent pace and flow. While the twist doesn’t fully work as it shows new material, the pacing goes a long way to help play up the insanity that fuels the twist. Each new chapter from the very start to the very end, starts slow before methodically upping the action, drawing you into the experience and mimicking Walker’s slow descent into brutality and madness. You have your peaks and troughs, intense action with stealth.
That’s why CoD4: Modern Warfare works well too. The game starts slow with the SAS in Russia before becoming an all out action game with the Americans in the Middle East. Once the nuke has gone off, the SAS take over the main action, but the game starts with a distinct “medium” in between stealth and OTT action in the level “Safehouse”.
This works wonders because after the two stealth levels of “All Ghillied Up” and “One Shot, One Kill”, we have the level “Heat”, which uses the same map as “Safehouse”, but has the action on full. CoD4 gives us the stealth to get to grips with the level before ramping up the action. This is seen in the micro in levels such as “Crew Expendable” and “Sins Of The Father”, as well as the macro in how the acts are structured and levels follow on from each other.
Call Of Duty: World at War has some interesting pacing issues. Since the campaign of WaW can be played co-op, certain levels had to be left out. This means that the excellent stealth level “Vendetta” is cut. The following level, “Their Land, Their Blood” works because of the juxtaposition and slower pace of the preceding level, going from being on the back foot to charging at the enemy.
Going straight from “Hard Landing” to “Their Land, Their Blood” feels exhausting. It could be argued that the change of character may add to this jarring tone, however we hardly get any character introduction in “Vendetta” or even at the start of the game, so it feels more to do with the unrelenting gameplay.
This is the same reason I had real trouble with the original Black Ops. My favourite level of the game is “U.S.D.D.”, a level without any shooting and is one big cutscene. I love it because it allows a break after the all-out action of “Operation 40” and “Vorkuta”. And while there are stealth sections in Black Ops, they aren’t mandatory or last an entire level (such as WMD and Rebirth). This can get instill a sense of weariness when explosions end each level.
Now you see how pacing can make a good game turn into a great game. So, back to L.A. Noire.
Back on the Beat – L.A. Noire and Pacing
As previously mentioned, while nearly each case in L.A. Noire is its own story, some cases add together to form a larger picture. These mostly happen on the Vice desk. There is a running B story throughout the whole of L.A. Noire about gangster Mickey Cohen staging a heist of army surplus morphine, which the majority of the Vice desk is spent dealing with.
These cases then lead into the Arson desk that has its own mini arc. Another B story is about property land developers in a building scam, pretending to build homes for returning GIs before burning them and then collecting the insurance. But the man they have sent to burn down the houses (a mentally scarred flamethrower from WW2) has started targeting any and all houses rather than the ones they told him to.
The Arson desk follows this plotline all the way to the conclusion, with every case about the arson attacks and the development fund.
The DLC cases slide into each desk and end the steady pace that the game has because of these running B stories.
Traffic seems to get away pretty unscathed. Each case of Traffic features new suspects and scenarios and has no overarching narrative like the other desks. The new case, A Slip Of The Tongue, slots easily into Traffic, following the same one-off pattern as the previous crimes.
In Vice, things start to get a little tricky. In the original edition, there are only three cases (the same as Traffic), compared to six of Homicide and five of Arson.
The new cases add more variety meaning the Vice desk isn’t all about morphine. One of the new cases, The Naked City, also sets up that Det. Bekowsky, the partner on the Traffic Desk, eventually moved up to Homicide and was partnered with Rusty Galloway, the partner from the Homicide desk.
It is strange how this case was cut, especially as it introduces Bekowksy as part of Homicide before he appears in the final Vice case, Manifest Destiny.
Another reason why it is strange that these cases were cut is that they actually foreshadow Cole’s later infidelity. During driving sequences, Roy mentions Cole’s regular visits to the Blue Room and Bekowsky asking what Cole looks for in a woman. But these lines should have been in the original experience to make that character turn actually feel plausible instead of bizarre.
Arson is the “worst” offender when it comes to pacing. I like the Nicholson Electroplating case and I think it is the best of the DLCs, but when looking at the game as a whole it feels out of place.
First, some background.
Elsa Lichtmann, jazz singer and mistress of lead character Cole Phelps, receives the life insurance payment of her friend, Lou Buchwalter.
Lou was working as carpenter on one of the doomed housing projects, but the timbre he was working on gave way and he fell to his death. The house fires that Cole has been investigating are on the land that the property developers want to build on.
After putting two and two together (the house fires are perpetrated by the developers so they can build shoddy houses), Cole gets threatened by his higher-ups and told to close his investigation.
To keep pressure on the situation outside of the police force, Cole enlists comrade-now-turned insurance investigator Jack Kelso to inspect Elsa’s friend’s death, thus exposing the racket. Jack’s cases play one after the other in the original experience (including the final level), but the DLC case Nicholson Electroplating slots in right before the final level.
This completely upends the narrative, with a case that has no bearing on the story while said story is hurtling towards its conclusion.
But that is why they work perfectly as DLC.
Instead of just ANOTHER case in a long line of cases, the DLC is a reminder of that appealing central core of the game. Seeing these old friends again, Bekowsky, Rusty, Roy, and Biggs, and getting to do the old “crack the case” thing one last time (which could get tiring after having several in a row), it feels comfortable, safe even.
So while these new additions can feel out of place, seemingly halting the steady pace of the game, the episodic nature of L.A. Noire allows them to work as individual cases, unmoored to the extravagant length of the base game.
Remasters and definitive editions are becoming a bigger draw in the industry than ever before. Games like Dark Souls and Resident Evil 2 have been remade and changed aspects like bonfire warping and enemy introductions. So that is why we must remember and catalogue the original way that games were played and delivered.
The way L.A. Noire was originally published must be remembered for posterity, a testament to excellent story pacing within the art form, as well as the power in how a narrative can be structured.
Banner Photo Source: ign.com.