Showing posts with label noir. Show all posts
Showing posts with label noir. Show all posts

Thursday, 12 July 2012

COMIC-CON AND 4 ALTERNATIVES

Slave Leia cosplayers: There can only be more than one.

As many of you may have noticed, Comic-Con is currently underway in San Diego, which, as film critic Scott Renshaw noted, is “a stupid place for an event where you're indoors the whole time.” (This documentary I reviewed over at Tor is an okay-ish primer.) It's the nerd Super Bowl, a massive event, a place where somebody detonated a claymore full of comic books, video games, science fiction, TV, board games, toys, fucked-up carpeting, and laminated badges. My only in-person Comic-Con experience is with the decidedly smaller and less crazy one in New York, and let me tell you, even that blew my fuckin mind. I got lost for half an hour trying to find the room where my roundtable interview with Joe Cornish was, then I got lost for another forty-five minutes trying to find someone to covertly hand my borrowed press credentials off to, eventually randomly stumbling across a colleague who was cosplaying with her girlfriend as the Eleventh Doctor and companion. Then I tried finding another friend's booth for another bewildering few minutes and eventually just had to check the fuck out from sensory overload and get in a goddamn cab.

The thing is, as fascinating as the whole thing is, and as much a nerd as I am, I still don't quite fit in at Comic-Con. While there isn't really a Con monoculture (much as it all may blur into one for outsiders), I don't really fit in with any of the tribes, either. I'm not a comic book guy (I like them, I just sometimes brainfart and think Steve Ditko coached the '85 Bears), I'm not really a hardcore gamer, for the same reason I don't really get down with swords and orcs and gelflings and questing and saying “thou” and shit, because it feels like all the big video games are The Quest of the Eldritch Dragon Lord, unless they're Tom Clancy's Call of Modern Warfare, and if I want to play that game I can watch Fox News while voguing with my PS3 controller. Movies, I do like (as you may have noticed), but I don't get automatic geek boners for superhero trailers (the squee-est I ever got over a trailer was for Bande a Part at Film Forum, because my superpower is being tweedy enough to fucking crush planets). Toys, hey, look. I don't want to be all “I'm in my fucking 30s” and stuff, but I'm in my fucking 30s. If you told me they were putting out an Alain Delon action figure from Le Samourai I'd be all up on that shit, but otherwise y'all can have 'em with no competition.

While Comic-Con is fine and dandy for the people who it's for—and I won't lie, even though I feel like I'm in a foreign country there, it's a reasonably hospitable foreign country—it's not for everyone. With that in mind, here are some alternate Cons (feel free to break with longstanding Movies By Bowes ™ tradition and actually use the comment section to propose Cons I might have overlooked):


Fritz-Con

The idea: This is something the Self-Styled Siren and I came up with a while back (I don't remember whose idea it was, and she doesn't even remember the conversation; such is the danger with goofy passing fancies): a whole Con based on Fritz Lang. Which would fucking rule. You got a solid forty years of awesome movies to choose from, even if you'd have to stick to the classics to appeal to civilians. Though, on second thought, the idea of any civilians voluntarily showing up to Fritz-Con is the funniest thing ever.

Cosplay opportunities: Many, and awesome. Dudes can cosplay as Dan Duryea in Scarlet Street and have everyone in a hundred-mile radius be like “Whattafuckindouchebag . . .”


Or fuck it, show up as Fritz himself if you want rule fucking balls:


For the ladies, you could cosplay as Thea von Harbou and get in a fight with one of the Fritz cosplayers, or if you're feeling less dramatic, you could be Sylvia Sidney in Fury


—or Brigitte Helm—


—or Joan Bennett—


—I mean, you got tons of options here.

Must-see booths: You got your UFA booth, with a dude on stilts dressed as F.W. Murnau, that booth's got great lighting and is shaped so weird you wonder how it doesn't tip over. Then you got your noir booth, which is lit similarly but stuff looks more normal, though the booth babes have an unfortunate tendency to make men leave behind the lives they've known and unravel along Freudian psycho-sexual spirals, but hey, man, shit happens at Con, what can I say.

Potential for commercialism to swallow it whole: Nil, unless the Skrillex “In the Hall of the Mountain King” remix blows up.


Donkey-Con

The idea: A Con for the kind of people whose jokes are too complicated and “ironic.” The entire Con is spent explaining to people with increasing exasperation that the Con has nothing to do with Donkey Kong. No one really knows why it's called Donkey-Con, because the explanation is so long no one has ever managed to sit through the whole thing.

Cosplay opportunities: I was at a Halloween party a few years ago talking to a friend of mine and her roommate. My friend was wearing a big old ratty-looking beehive and smudged make-up, and her roommate was wearing nothing but a plastic bag, a white tube top and shorts, and a big straw sticking up out of her cleavage. They explained they were Amy Winehouse and her bag of cocaine. Which was awesome, because this is when Amy Winehouse was still alive. At Donkey-Con, the people would explain that they were cosplaying as my friend and her roommate . . . get it? (Ed. Note: Donkey-Con is fucking insufferable)

Must-see booths: There are a lot of them, but after the first one explains what it is to you, you leave and go to the bar.

Potential for commercialism to swallow it whole: Virtually guaranteed, because some evil white guy in a suit would be like “Hey, wouldn't it be ironic if we made a billion dollars off this bullshit?” And he'd proceed to do so, even while everyone at Donkey-Con would explain that that wasn't really ironic, but if a trip to Donkey-Con teaches you anything, it is that you do not listen to anything anyone at Donkey-Con says.


Con-Con

The idea: The world's finest con men and women “con”vene (ahh, being me fucking rules sometimes) to present the latest in flim-flam, misrepresentation for financial gain, and plain old bullshit. Paypal me a hundred bucks and I'll tell you what city it's in this year.

Cosplay opportunities: This one can be a little tough to pull off—


—which is why this one's the most popular among men:


For the ladies, there's always the classic Brigid O'Shaughnessy—


—or if you're feeling new school, Annette Bening in The Grifters (secretly one of the sexiest performances in cinema)—


—or you could go subtle and just try a variation on “eye-catching but relatively unassuming.” You know, because you want to build trust in your mark.

Must-see booths: Hard to say, but one thing's for sure, at least one of them's going to prey on your deepest unspoken desire.

Potential for commercialism to swallow it whole: Awesomely, all the corporate sponsors lose all their money, too, just like you. Though, I mean, it sucks that you got fleeced, but hey, the evil white guys in suits did too, fuck them, woo hooo!!!


Karma-Con

The idea: Fuck yeah, that's right. A racially insensitive, commercialized-to-the-gills Indian cinema Con aimed squarely at NRI/American fans. Boosh.

Cosplay opportunities: Dude. Fucking unlimited. You can be bland and go the Shahrukh Khan NRI melodrama route—



—or more traditional, which in this case is less boring (here's Madhuri Dixit and Aishwarya Rai in a still from Devdas)—


—or straight-up 70s WTF—



—I could go on all day. We're talking the greatest cosplay like, ever.

Must-see booths: All of them. Good luck getting into the SRK panel, though, it's fuckin gonna be jammed. He'll be the only one of the Three Khans there (otherwise they'd just call it Three-Con): Aamir will not be there because it's not serious enough, and Salman won't be there because the Con isn't being held in his backyard.

Potential for commercialism to swallow it whole: Considering that this entire thing is a rancidly cynical marketing thing that would piss hardcore North American Bolly fans off to the point of murder (which is why the list of stars attending is always going to be weirdly selective), having it be consumed by commercialism would be a bit like dividing by zero. But seriously, it'll still be worth it for the mind-bending cosplay.


That, of course, is just the tip of the Con iceberg. To each your own subculture. May it never outgrow you.

Saturday, 14 January 2012

BOOK TO FILM TO STAGE: BUNNY LAKE IS MISSING

Ken Simon (L), Victoria Anne Miller (R), Bunny Lake Is Missing

So, last night I went to the theater. The reason why I have to write about it here on my own site is because otherwise it would be a massive conflict of interest, considering that it was at the Brick, where almost every play I've ever written and/or directed was staged, and where a very large chunk of my acting took place as well. Among the creative personnel of the play I saw, an adaptation of (mostly) the novel and (to a lesser extent) movie Bunny Lake Is Missing, are a number of good friends of mine, so it's up to you to decide whether I'm being objective. I mean, I am. (Ed. Note: blah blah blah “inasmuch as any human being is capable of objectivity at all” yeah yeah etc etc)

Anyway, a ways back when my friend Ken Simon told me he wanted to do a stage version of Bunny Lake Is Missing, I was like “AWESOME” because I'd seen the movie and could talk your ear off for days about Otto Preminger's cinema de je ne sais quoi, because oh man when Otto Preminger was behind a camera really good things happened, and his pictures were often greater than the sum of their parts and had an ineffable something extra. First of all, dude directed Laura, and Laura's one of the greatest goddamn movies of all time. All the awesome is right up front in that one, with Dana Andrews puttin' in work as a cop who gets a little in over his head investigating a case involving Gene Tierney (Gene Tierney bends the corners of the fucking universe in this movie), and there's Clifton Webb (!!!), and basically you either need to see Laura if you haven't yet or watch it again if you have because Laura's Laura.

A lot of people (including, in weaker moments, myself) would have just hung 'em up there and then, but Otto Preminger wasn't done being awesome. The next twenty-plus years saw a whole bunch of really well-composed shots, willingness to explore transgressive themes, and a whole bunch of “so and so was really good in that . . . like, better than normal even” performances. And then there was Bunny Lake Is Missing.



It's not one of his best movies, but a) the bar was fucking high and b) it influenced a lot of better movies; the bit with having the Zombies be in it doing a couple songs was one of the first instances of that “hey, let's have a band be in the movie doing a couple songs” trend like when Antonioni got the Yardbirds for Blow-Up, which trend Woody Allen made fun of getting the Lovin' Spoonful for What's Up Tiger Lily. Andrew Sarris thought Bunny Lake was good and Andrew Sarris liked lots of really good stuff. It has Laurence Olivier in paycheck mode (which weirdly probably worked better for the movie than Laurence Olivier in “I FUCKING MEAN IT” mode, and for all I know he might have made a conscious choice to play the role as if he was in paycheck mode for that reason. He was Laurence Olivier, after all.) Carol Lynley holds it down fairly effectively in the lead (and looking at her is never a chore), but it's Keir Dullea's creepy incesty performance that's most memorable; he quietly had a pretty good run there in the mid-60s playing weird guys, culminating with 2001. The picture gets a little goofy in places and departs a bit far from the realistic or even plausible, but it's stylishly executed. I mean, it's Otto Preminger. Goofy, unrealistic, and implausible is no match for him, Otto Preminger'll make you a good movie out of that.

The movie departs from the book in a number of ways, most notably the setting, transplanting the action from New York to London. And where it ends up being a kind of proto-Swinging London picture, the book, published in 1957, was very much a thing of Old New York. The play, taking more from the book than the movie, comes across as a film adaptation of the book the year of its release: while part of the initial period of classical noir, it feels like a hybrid between that and what they called “women's pictures” at the time, but like the kind of “women's picture” Douglas Sirk made, with lots of nice lighting and Technicolor but a prevailing self-conscious sense of the material's limitations and ridiculousness.

We open with Blanche Lake going to pick up her daughter Bunny from nursery school, only to be told (by a combination of unseen voices and a couple actual people; nota bene, the unseen voices are a lot more informative and certain than those of the actual on-stage actors. Just file that one away for future reference) that Bunny has never been a student at the school . . . and that there's no proof that she's ever existed. DUM DUM DUMMMMMM!!!!

One difference between the play and the previous iterations of this material—that all friendship and so forth aside I thought was pretty fucking brilliant—is that the design and performances actually do an excellent job of convincing the audience that Blanche Lake really is nuts. As Blanche, Victoria Anne Miller teeters right on the exact median between concerned young mother and delusional cuckoo, but it's mainly the choice to have so many of the people she goes around talking to about her (allegedly) missing daughter be invisible voices. Even though I'd read the book (a really long time ago) and seen the movie (not quite as long a time ago, but it was still a while back) this design choice—part of a brilliant goddamn sound design job by Chris Chappell—had me wondering whether the big reveal in the play was going to be that Blanche Lake was making the whole thing up. That's powerful stuff right there.

But—spoilers for those who haven't read the book or seen the movie or play—Bunny Lake really is missing. In what appeared in the moment to be an awkward bit of plotting, we step back from Blanche's POV and have a scene with two guys—shrink Ken Simon and flamboyant writer Walter Brandes—who are revealed to not be conspirators in the Bunny-napping as Blanche had thought but just a couple dudes on that “oh, you silly hysterical woman” trip. They swing into action to help Blanche, and everything turns out okay and she's reunited with her missing daughter. The climax is a bit sudden and way too neat, but a number of touches point to the writer, director, and cast being aware of how artificial the climax is, foremost among which is Justin Holcomb's “I seriously do not give a fuck” cop delivering the infodump of just how the hell they managed to find Bunny and just why the hell they didn't believe she even existed in three parts, having to be summoned back to finish expositing. Holcomb's vaudevillian tightness makes the scene, and the pulpy material, quite funny.

The play does a good job of simultaneously acknowledging that the material is kind of ridiculous without ever laughing at it, an important balance, because really. If you're going to do a show just to laugh at it, ya know, go fuck yourself. You're not above the material. But maintaining a bit of perspective on the artificiality of the thing while simultaneously reveling in it—Josephine Cashman's supporting turn as a martini-drinking hardass is a good example: she seems to be having a great deal of fun with the role while never talking down to it—makes for an entertainment that's self-aware without being cloyingly so, and keeps things light.

This Bunny Lake Is Missing is a fine piece of stage noir, with excellent design (as well as Chappell's terrific sound design, Amanda Woodward's lights suit the mood very well) and with the exception of the (unavoidably) cumbersome scene changes, it's a crisply directed—collaboratively by adapter Simon and Patrice Miller, who's rapidly building a body of work in indie theatre on which she can hang any variety of hats but most certainly her own—piece of work that will hopefully see a more extended run than its current (ending today) two-week run at the Brick. With the evolution of cinema and theatre, classic noir, with its long takes and shadowy visual aesthetic, almost plays better on stage now. Maybe I'm just saying that because this show was good, maybe I'm just saying that because I want to see more snappy dialogue and awesome costumes onstage, whatever. Bunny Lake Is Missing was a lot of fun.

Saturday, 28 May 2011

AT LONG LAST L.A. NOIRE



The time has come, once again, to speak of video games. We're getting to the point where the title “Movies By Bowes” (™) is a bit of a catchall, covering TV and video games as well, as audiovisual entertainment is spreading its wings, and the formerly disrespected media of television and video games are getting their due as art forms rather than reliquaries of mindless entertainment. As a sophisticated cineaste, I say come on in, y'all, the water's fine. Grab a cocktail at the floating bar.

L.A. Noire was released on the 17th of May. I was delayed a week in buying it due to being away from my trusty PS3, but bought it immediately upon my return home and made up for lost time. I'd been looking forward to the release of L.A. Noire for years: in 2004, before Grand Theft Auto: San Andreas had even come out, I heard about L.A. Noire and went “Holy fuck, a film noir video game? Tits! In a fully-reproduced 1940s Los Angeles? Bigger tits!” Then one thing led to another and the existing technology was insufficient to realize the designers' ambitions and San Andreas came out with a pretty-fucking-awesome replication of not only Los Angeles but all of California (well, Narnia California) and San Andreas was tits and then they were waiting for next-gen consoles to have hardware with enough swagger and then a few more years went by and all of a sudden “Holy fuck, L.A. Noire exists and is coming out!”

In honor of another long-awaited, just-released work, Terry Malick's Tree of Life (about which I may write more at some point if I'm feeling pretentious enough), let's flash way the fuck back for an origin story: back in the 80s when I was a much shorter Bowes, I played multiple NESs to death and even managed to be a fairly accomplished PC gamer even though I didn't own a computer (I'm still really fucking pissed that I can't play Bandit Kings of Ancient China, Police Quest, or Leisure Suit Larry on my so-called “modern” computer).

Around junior high school channel 9 started showing The Maltese Falcon nine zillion times a week, and I started watching it every single time it came on. That led to me reading the book, then seeing “oh shit another Humphrey Bogart movie, The Big Sleep, let's see how this one is,” then reading that book, and the next thing you know I was the only 13 year old in the known universe who was a Dashiell Hammett and Raymond Chandler fan, and I had progressed to James M. Cain, Cornell Woolrich, Jim Thompson, the heads of all the five families, and watched all the movies multiple times each. Then, a few years later, when I was in high school, came James Ellroy.

For those of you who don't know, an explanation, and for those of you who do, an exaltation: James Ellroy is fucking crazy. He's also unfathomably intelligent and possessed of what some might call focus and others, running the opposite direction, call obsession. After several years of writing relatively conventional above-average cop novels, Ellroy broke through to the level of Serious American Novelist with his so-called “L.A. Quartet”: The Black Dahlia, The Big Nowhere, L.A. Confidential, and White Jazz. These four novels amount to a metafictional secret history of post-war Los Angeles, containing many of the element of classic noir but with greater verisimilitude (many real people appear as characters, too) and—seemingly paradoxically—a breathtakingly epic grandeur. Ellroy's post-WWII Los Angeles is both painstakingly specific and universally American.

It's Ellroy more than classic noir cinema and fiction that influences L.A. Noire. The double entendre of the title makes its intent clear: it alludes to both Los Angeles and noir but literally just means “the black” in French. It's about darkness as specifically found in post-war Los Angeles and the crime fiction set there, but also universally, carrying the idea of moral ambiguity beyond the classically defined parameters of noir. Thus, the writing, plot, graphics, and gameplay attempt a greater naturalism than normally found in noir (a decidedly non-naturalistic form).

And here's where L.A. Noire's ambitions as a game come to the fore: it uses new technology to create human faces that transcend the stereotypically hollow-eyed emotionally blank ones that populate games. Specifically, this comes into play in the interrogation scenes, where as the cop, the player has to figure out whether the interviewee is telling the truth, holding back, or outright lying. Most of the time the difference between “holding back” and “lying” is hard to parse, but in those instances, the player has the advantage of all the collected evidence to date in the given case, so a quick perusal of same should yield the right answer. At worst, it yields some silent-movie-villain broad acting, but silent-movie-villain broad acting is fun. At best, it makes the interrogation scenes feel real.

The same ratio between ambition and realization is maintained throughout the game. L.A. Noire has its problems—the gameplay is a little repetitive, and I for one didn't even notice there was an overarching narrative until a little over halfway into the game—but overall its flaws are outweighed by its successes. For one, it looks fucking incredible. The people look like people, and really well-dressed people at that. The large-ish navigable chunk of Los Angeles at the player's disposal not only looks exactly like photographs of the period, it looks and feels like a living city. Sure, the traffic is laughably light for Los Angeles (which had its first massive traffic jam approximately five minutes after the invention of the automobile), and the people on the street one encounters outside of cutscenes seem to only know two sentences, one of which is “Hey, isn't that the cop from the papers?” But these are minor distractions. The awesome outweighs the problematic, throughout.

Once it becomes clear that there's one story unifying the whole thing, that story is a real grabber. I'm about to spoil the fuck out of it, so I'll put this here first:




You play for the vast majority of the game as policeman Cole Phelps, a decorated WWII veteran with a wife and kids. Cole's a Stanford grad prone to quoting Shakespeare; this erudition comes in handy later when a clue involving Percy Shelley leads to the discovery of a murderer. Starting as a patrolman (which basically serves as an introduction to the gameplay mechanics), Cole quickly rises up the ranks, first to plainclothes traffic duty, then quickly to homicide. Cole's cases in traffic serve to give him—and the player—experience with police work, and also to reveal his ambition as a character.

Upon being promoted to Homicide, Cole and his drunk I-don't-give-a-fuck fat guy partner (who, for obvious reasons, I loved) stumble upon what initially appear to be Black Dahlia copycat killings. The murdered women all kind of sort of resemble Elizabeth Short, and in each instance a very neat trail of evidence leads to a killer with a plausible motive. After about four of these, you start noticing a couple things: one, the evidence against the killers, no matter how solid, is circumstantial. Two, the narrative asides provided by newspapers one can find at various places throughout the game relate directly to Cole, his WWII tour, and the men he served with. Three, one dude is killing all the women and framing patsies each time.

Far-fetched? Sure. But that's noir for you. A little melodrama never hurt anyone except civilians. It turns out that all these Black Dahlia copycat killings are being done by the fucking Dahlia perp. This plot arc concludes with the Dahlia killer leading Cole and the fat man on a grand tour of Los Angeles landmarks, many of which are booby-trapped in some way—my personal favorites were when you lay waste to the chandelier in the Hall of Records, that apparently they repair in like five minutes and never bust your balls about it at all, and a straight-up no-bullshit labyrinth I totally had to cheat to get through because, well, put it this way, in Indiana Jones and the Last Crusade when they talk about Marcus getting lost in his own museum, I was like, “finally, my people are represented in cinema”—and which ultimately lead you to a confrontation with the killer, who in classic movie psycho tradition is all on this “I'm smarter than the cops, so much so that I can give them clues that will lead them right to me because there's no way they're smart enough to figure this out.” And this is why bad guys are fucking stupid: if you're capable of committing a series of murders and successfully framing dudes for each one, why the hell would you lead a trail of breadcrumbs for the cops to nosh? Also, I mean, come on dude, if you really were an erudite urbane man of culture you could pick someone less banal than Shelley to use for your poetry clues. Fuck's wrong with Gerard Manley Hopkins, fancypants?

Anyway, once the killer—whom you've encountered a few murders ago as a bartender—announces his master plan, you chase him through the spooky catacombs of this abandoned church and you have to light his ass up before he blows you in half with his shotgun. Upon successfully sending the killer to the great freshman English class in the sky, Cole's Irish-accented superior officer (h/t Dudley Smith) shows up to tell the detectives, who are expecting commendations up the yin-yang and celebrity status and all that jazz, that the dead guy has massive political connections (just like the real Black Dahlia killer, who was never officially identified, and Jack the Ripper, among others; of course, non-civilians know that Jack the Ripper did the Black Dahlia, but that's a matter for after James Lock & Co. send me my new tinfoil hat). And because the dead guy was Earl Warren's nephew or whatever, the case is buried, all the framed perps are going to quietly get off on technicalities, and Cole is getting a lateral transfer to Administrative Vice.

Ellroy fans know what Ad Vice means: dope, hookers, and lots and lots of jazz. Cole and his sleazy, heavily-connected new partner investigate some OD deaths caused by too-pure morphine, being sold out of a popcorn stand called Black Caesar's (one of my favorite touches in the game is that the stand's sign totally fucking says SPQR, which is fucking awesome, and that's that). A bit of investigating, and proper adherence to the Law of Evil White Guys In Suits (“Behind every crime is a white man waiting for his cut.” —Chris Tucker) reveals the connection between the parallel narrative we've been piecing together through the newspapers and Cole's cases. It looks like the dudes in his old unit stole a fuckton of military-issue morphine and tried to sell it to Mickey Cohen, only Mickey's dipshit brother-in-law fucked everything up. Cole finds all this out as he succumbs to temptation and shtups the mysterious German jazz singer he's been crushing on since almost the beginning of the game. Of course, once Cole's investigation leads him too close to the actual evil white guys in suits, his extramarital cocksmanship is plastered all over the newspapers, and his ass is booted right the fuck out of Ad Vice.

In disgrace, Cole is shunted over to arson investigation, where he's partnered with the game's narrator (voiced by the one and only Keith Szarabajka, whom the anointed remember from being awesome as Mickey on The Equalizer, speaking of great TV shows from the 80s) and quickly stumbles onto a massive eminent domain scheme involving many of the richest and most powerful Evil White Guys In Suits Los Angeles has to offer, which is also tied into the drug business in which the guys in Cole's old unit are involved. It's a criminal conspiracy to make James Ellroy proud, dwarfing even the admittedly epic one concocted by Robert Towne in Chinatown. Shit, there are even shades of Judge Doom's “fuck the world and everyone in it” scheme in Who Framed Roger Rabbit?

The parallel narrative gets really interesting around this time, as we start seeing enough stuff from WWII to see that Cole didn't really do all that great a job and got his Silver Star under slightly false pretenses. And, on top of that, we see that supporting player Jack Kelso, who came up with Cole through OCS before flunking out, rises to sergeant via field commission and actually fucking totally owns and is awesome and a paragon of stubborn rectitude and all kinds of interesting shit.

Right when you realize Kelso is actually a good guy and Cole is kind of a dick, the game shifts and you start playing as Kelso. Cole sends his German jazz singer girlfriend—with whom he's now living since his wife 86'd him post-scandal—to go be Barbara Stanwyck in Double Indemnity and convince Kelso to be Fred MacMurray, only without the whole getting him to kill people thing. Kelso does a little digging into the case and soon realizes “Holy fucking shit, evil white guys in suits are having people killed so they can make millions of dollars building a freeway!” and throws in with the good Fräulein, and Cole, though he's fucking pissed at Cole for not having the stones to just be like “Hey, Jack, help me take on the evil white guys.”

Kelso and Cole team up to take on the evil white guys, and there's a massive action climax where the evil white guys kidnap the German girlfriend (and oh hell yes a love triangle has formed; this story puts both m's in melodrama) and, because it's really dramatic and Rockstar Games has developed a massive boner for downer endings over the last few years (cases in point: Grand Theft Auto IV where you either have your cousin or your girlfriend die, and Red Dead Redemption where the protagonist lets the evil white guys in suits kill him so his family can escape), Cole sacrifices himself to save Kelso and the German girlfriend. The whole last mission, it's been raining like hell (because it's noir and subtlety is for limpdicks) and Cole drowns in a flooded tunnel after lifting Kelso to safety. He's given a modest funeral, but when the sleazy Ad Vice partner (who's up to his neck in the conspiracy) starts eulogizing smarmily, the German girlfriend calls him out and dramatically stomps out, leaving Kelso to muse on the inscrutability of man. Then, post-credits, there's a cinematic cutscene that clarifies the WWII morphine conspiracy and Kelso's non-role in the whole affair, tying the whole plot up neatly.

Once the totality of it becomes apparent, the story's a knockout. It invites replays, during which a lot more things will make sense. The first time through, things only really start to cohere in retrospect, which is a function of the narrative being a little clunky and opaque at first. Like I said earlier, I didn't even realize the game had a story beyond the individual cases until way late; I don't think it even fully dawned on me until Cole was in Ad Vice, and that was way over halfway through. Needless to say, that's a problem. If the game's going to have a story, it'd be nice to let the player in on it, especially when it's as interesting as this one. The cutscenes are all gorgeously composed and edited, and well-acted; those new-school facial expressions add a lot.

The gameplay is of lesser concern to me that the visuals and sound (which is stunning; the music score is great, but the effects, editing and mixing are just terrific), and just as well, because it's a little awkward in places. In any given crime scene, there are a number of clues to be found, and these can be investigated by pressing a button on the controller, which doesn't always respond unless Cole or Kelso is standing in just the right spot. And the interrogations, with their “truth/doubt/lie” trichotomy, don't always lend themselves to the nuance one might like as the player; not to mention anyone who's read L.A. Confidential and remembers the way Ed Exley went to town on motherfuckers can't help but be like, “this is all I get to do?” in places. It must be said, though, that in each of these cases, for every moment where the game reminds you of its limitations, there are several others where you're like, “Yeah, fuck you man, YOU'RE LYING! I CAN PUT YOU AT THE SCENE OF THE CRIME, SUNSHINE, NOW UNLESS YOU WANT TO HUFF GAS AT QUENTIN I SUGGEST YOU GIVE ME SOME FUCKING ANSWERS!” Cuz, ya know, it's damn easy to get caught up in this world.

And that's what L.A. Noire succeeds, in solid A minus fashion, in doing: creating a world. It's PG-13 James Ellroy (well, with the violence, bad language, and nudity, it's objectively a fairly hard R, but Ellroy sexually violates his murder victims with wolverine teeth, okay? A couple “motherfuckers” is The Muppet Show compared to Ellroy), which is to say it's a great big epic that casts a powerful spell. Considering that I waited seven years for this game, the fact that it exceeded my expectations was a truly pleasant surprise. I'll certainly be replaying this one a lot, even if to just throw it on to hang out in the 40s for a bit. A time when men were men, cars were awesome, and thirty pedestrians in a row say “Hey, isn't that the cop from the papers?”