Spoilers ahead.
There
is a lot to disappoint in L.A. Noire: it was one of the most hyped
games of 2011 after all. You could discuss the insecure vacillation
between the linear adventure and sandbox forms; the problematic use of
period depictions of racism and sexism in a game where the lead
character is a cypher for 21st century values; or even the fact that it
doesn't really feel like much like noir, despite the name on the box.
Many players have taken the critical position that the core of the game,
the investigation and interview mechanic, fails to achieve its stated
aim. I too would agree with this happily, although I still enjoyed the
game nevertheless. For my money it’s an efficient example of the
inventory-management mystery-adventure genre, just with the addition of
realistic gurning and facial tics, and I really liked the sense of
methodically working a case that, at its best, the game luxuriates in.
So
where is my problem? For me the way in which L.A. Noire disappoints
most frustratingly, and most interestingly for the purposes of this
blog, is in its introduction and use of mental illness within the story
and how this unnecessarily impacts on not just that story but the
gameplay itself. This is not to say that I wasn’t disappointed by the
aspects mentioned above, and I will be touching on those in the
following discussion to an extent as well. I will also be spoiling
pretty much everything there is to spoil, so you have been warned.
There
are two major threads of the story of L.A. Noire that directly
encompass mental illness and madness. The first is introduced plainly at
the start, although it is initially focused more on the moral arrogance
of psychiatry. It is only at the end of the game that we get a
simultaneously lurid and pathos-demanding reveal of any madness itself.
The second thread is not flagged as an examination of mental illness,
appearing and resolving suddenly (at least if you ignore the
sledgehammer foreshadowing which, despite the intentions of the writers,
does not actually come close to being plot development) and entirely as
an example of the 'psycho' serial killer trope.
We'll
look at the corrupt psychiatrist arc first, because although it is
repeatedly problematic it is not fatal to the game in the same way that
serial killer arc proves to be. Cole Phelps, L.A. Noire's protagonist
for the majority of the game, was not originally a cop, but started off
as an officer on the Pacific front of the Second World War. Whilst the
game's procedural arc is in essence his rise and fall through the ranks
of the police department the emotional arc is a reconciliation and a
reckoning with Phelps' past. Through a series of flashbacks and cutaways
the conduct of Phelps and his unit during the war are contrasted with
their actions as civilians in peacetime, although it is only during the
second half of the game that the cases directly follow this arc of the
story.
Several
of Phelps' old unit have, it turns out, stolen various army supplies,
including narcotics and weaponry, on demob, and through this initially
opportunistic crime have destabilised and become inextricably embroiled
in the L.A. underworld. Their descent is facilitated by the creepy and
corrupt psychiatrist Dr Harlan Fontaine whose ends are entirely his own
and who represents the thin glamour of respectability pulled over the
glitz and avarice of a city of sin.
On
one level there is no problem with this. Fontaine is a clear and simple
villain, manipulating people to his own ends and profiting off the
naivety and suffering of others. Except that he is a mental health
professional and we so often see those in fiction as either vain, venal
or idiotic demagogues and much more rarely as caring and competent
professionals. There are many reasons for this and some are more valid
than others. When you have a rhetoric around mental illness that
suggests it is invented or not really real it makes sense that a
parallel rhetoric would exist suggesting that psychiatrists would be as
hollow as the conditions they purport to treat.
There
is also, complicating matters further, a whole host of fears regarding
the very concept of psychiatry: that it is a form of oppression and
agency for policing thought; that it has a shady history of unethical
experimentation on and incarceration of the vulnerable; that it seeks to
medicalise difference for its own financial gain. Add in a general
distrust of doctors in fiction and you have a sense of why Fontaine
represent not just himself.
The
thing is, despite it being on some levels problematic, I was generally
unoffended with the treatment of Fontaine as a villain. He does horrible
things and he gets his comeuppance, and it is clear that what he does
is done consciously; he is uncomplicated, a villain because he does
villainous things. It's just that his presence colours the narrative and
becomes a clear reference point in the case of the game's other
villains, who in two cases are implied to do villainous deeds because
they are mentally ill.
At
the end of the game everything comes together when we discover that a
mysterious arsonist who has been haunting the narrative is a trooper
from Phelps' old unit. The trooper is unable to re-integrate into
society after the war and suffers from PTSD following an atrocity he
committed because Phelps botched his command. Since returning to the US
he has then been manipulated into further atrocities by Fontaine, the
very physician who should be helping him, as part of a conspiracy
involving housing and land which is itself designed around the
exploitation of returning soldiers.
Both
stories, flashback and plot, highlight a deep distrust of authority.
This should be a curious tendency in a game where the protagonist is an
arm of the law, until you realise how stifled it feels by this setting:
continually suggesting that the police are not to be trusted,
undercutting itself (as we will see in the next section) and only really
getting any sort of momentum (and a proper noir feel as well) in the
final few cases. Here Phelps is left behind and the player instead
controls a rogue insurance investigator and ex-soldier named Kelso who
despite wanting nothing to do with the events is embroiled in them
through bonds of honour and loyalty all the same*.
The
problem with this treatment of PTSD is that it is all about weakness,
directly equating both the actions of the soldier and his later mental
degradation with a weakness of the mind that is not shared by his
squadmates. Though they all fall in one way or another the plight of the
arsonist, and the signifiers of that plight (requiring psychological
help, living in squalor and being unable to control his actions) are
directly contrasted with the fall of other squad members for whom the
decay is moral (many get involved in the drug trade, Phelps leaves his
wife in the most underwritten plotline in the game) but is otherwise
reasoned and even seeded in ambitions or good intentions. The clear
message is that the mentally ill are unable to control their own
actions, that they are unable to desire anything outside the scope of
and uncoloured by their illness, and that this is because they are weak.
The
game then compounds this by making the one moment of mental strength
the arsonist is allowed, at the game’s denouement, the moment at which
he decides to die. I shouldn’t need to say this, but I probably do:
suggesting that self-inflicted death is a strong, in fact a desirable,
response to mental turmoil; that it is in fact the only true escape from
that turmoil is a profoundly damaging and discounting thing to say
about the mentally ill. The message is that the ill life is not worth
living.
This
is not to say that this is a theme that should be anathema to art,
because a lot of art is about the very question of what sort of life is
in fact worth living, but it is certain that L.A. Noire bungles this
question by providing the arsonist’s death with a teleological
certainty; by providing no question or discussion of an alternative and
finally by closing off the only escape route it offers. The only healing
option is Fontaine and he is distorted by villainy, providing only a
false and bitter hope.
And
yet this need not necessarily be fatal to the game as a game, merely to
the possibility of the story as a nuanced and valid piece of work, but
it is compounded by some frankly terrible gameplay decisions. These
decisions not only reinforce the negative depictions of mental illness,
but simultaneously undermine player agency, sacrificing the idea of the
story told through play at the altar of the story imposed by the author -
essentially mistaking the structure of a game for that of a book or a
film, an endemic problem in the current paradigm of gaming.
This
decision is the main element of the second story thread I mentioned,
although it is mirrored in the story of the arsonist. In the second
segment of the game Phelps is promoted to the murder desk and starts to
investigate, appropriately, a series of murders. it becomes fairly
obvious to the player very early on in this sequence that none of the
suspects in any of the investigations is the actual murderer, and yet
you are able to convict them every time; in fact you are forced to do
so. This is distinctly frustrating, not least because you are given
fairly big clues that the real culprit is a serial killer supposedly put
away years ago, but you are not able to act on them. There is an
argument that the game here is simulating the corruption of a
results-first police force and the frustration of being stuck between
bureaucracy and a street-smart killer, but I would argue that this is
the wrong game to do that in. The core of the gameplay is in the
amassing of evidence and the outsmarting of criminals and to subvert
this not just once but for almost a third of the game (as I mentioned
before, the arson investigation similarly, and fairly obviously given
what happens on the murder desk, comes down to a choice between innocent
suspects) is just demoralising. The point gets lost and you just stop
having fun.
When
the true killer is revealed, and revealed to be a psychopath - because
really, apparently, all the interesting motives of the previous suspects
is nowhere near as exciting and schlocky as a maniac! - the game
actually changes. No longer a sequence of evidence collection and
interview it becomes a tired series of riddles and action sequences
followed by a shoot-out. The message is clear: you cannot understand the
mind of the madman, only chase after the crazy connections he makes,
attempting to outsmart him in his own twisted game. And you cannot
reason with him (or arrest them), only destroy him. This is explicit and
implicit in that it is is the only available response within the game,
driven by mechanical necessity, despite every other case having multiple
choices about how and who you convict.
By
abandoning the normal structure of the game, and doing so again in the
final sequence involving the search for the arsonist, the game
reinforces the idea that madness is a thing apart from the every day,
that it requires a different set of responses. It compounds this by
forcing that response to be one of violence and death - effectively
positing that the mad do not belong alive, that they cannot exist
alongside the sane without catastrophic consequences and that the needs
of the sane are, by might or by morality, of paramount importance.
Simultaneously,
by presenting a series of murders with realistic, gritty and
challenging motives before essentially turning around and shouting
'fooled you! it was a psycho all along,' the game makes the implicit
case that murder is what mad people do. This is an insidious trend, and
one which is not unique to L.A. Noire by a long shot but is prevalent
across the media landscape. Despite the fact that in real life the
mentally ill are far more likely to be the victims of violence than the
perpetrators in fiction this situation is reversed. And it is all the
worse a trend for the fact that it contributes to the idea that evil
acts, like murder, cannot be understood and cannot be rational
decisions. Still further complicating this distaste towards the mentally
ill is the earlier tendency we noted to discount the role of
psychiatrists and mental health professionals in their care, compounding
the game's already hard-coded procedural message that the only way to
deal with madness is to destroy it, either with sadness or with fury,
but destroy it nonetheless.
All
this is not to say that I think Team Bondi or Rockstar deliberately set
out to make a game about how the mentally ill need to die, knowingly
sabotaging the core mechanic as they did so in order to make their
point. I do however think that, as with many other of the criticisms one
could make of the game, they got seduced by the idea that they were
making an epic and tried to put too much in. They larded the basic
gumshoe framework with more narrative weight than it could handle:
wanting to do both an evidence sifting investigation and a tense serial
killer chase and a story about police corruption and incompetence and
not realising that you really need to pick just one.
What's
more, they were seduced by the easy framework of modern thriller
fiction, which unlike classic noir (or even the Great American Novel,
which I think is another archetype that the game is reaching for), is
not interested in the complex motivations of morally ambiguous
individuals. Rather it requires a sense of black and white, of good and
evil, in its characters; a moral certainty to justify the death of the
villain and a lack of background to keep the pages turning. This is a
role which the trope of the psychotic killer fills perfectly, as his
entire teleology is unknowable death, even if his very existence is a
damaging lie. And ultimately this is disappointing because L.A. Noire
shows promise: flashes of moral ambivalence that it just doesn't have
the courage to follow through with. Because ultimately it is harder to
live in a world where you can understand why people, both ill and well,
do horrible things than it is to live in a world where you can ascribe
horrible deeds to madness and be done with it.
*I
think the game would have been much better overall if Kelso had been
either the main or an equal player character from the start. He just
seemed a much more interesting and honest character than Phelps.
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