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El Shaddai: The Biblical Apocrypha Action Game From The Makers of Okami That You've Never Heard Of

January 16, 2018

There was a time in the 1980’s when religious imagery was banned from video games. Of course this wasn’t a law but a corporate mandate from Nintendo to avoid the controversy of satanic panic. These days, no such restrictions exist and yet not much has changed. With developers creating agnostic univeries or relying on unpracticed and completely fictional versions of spirituality as mystical substitutions. Resulting in a more universally acceptable form of entertainment. Afterall, who wants their deeply held beliefs to be transformed into something as inconsequential as a game?

Surprisingly, pleaty of people. Video games based on the Judeo Christian faiths have been a constant in America for nearly four decades. Mostly well intended titles for younger audiences or shameless patronising repackagings of commercial failures. Some even appearing on the NES, though without Nintendo’s famous seal of approval. These days, with the cost of development exponentially higher than previous generations, most biblical games have quietly made the transition to mobile platforms.

But even more uncommon are those that split the difference. Borrowing the themes and otherworldly locations of the most popular religions, while still catering to the core video game audience. And though it’s true dogma and rituals have already established an inseparable influence on storytelling and art, these examples embrace the written scripture as inspiration. Usually resulting in commercial failure.

Over the next few weeks, we’ll be taking a look at three uniquely spiritual and occasionally blasphemous titles. To see their original renditions of deities, demons and the afterlife.

And this week, we’ll start with one of the most unusual games ever released on a major console. The cryptically named El Shaddai: Ascension of the Metatron. An obscure title based on an obscure apocryphal text, today most commonly associated with the dead sea scrolls and occasionally tied to grandiose biblical conspiracies. Referred to as The Book of Enoch or First Enoch, it’s contents are largely unknown outside of scholarly journals and classrooms.

And in a way, that ambiguity perfectly matched publisher Ignition Entertainment. A British company founded with a sole focus on the handheld market, specifically games developed by Archer Maclean’s Awesome Developments and SNK Playmore. While none of their catalogue became a major hit, they performed well enough to attract Indian media conglomerate UTV Software Communications. And in 2007, UTV purchased Ignition.

But this would be more than a simple acquisition, as the once small publisher’s ambitions grew into international expansion and internal development. Founding two studios. The first, in Florida, would begin work on a gritty future fantasy shooter titled “Reich” While another studio located in Tokyo would take a far less conventional path.

Specific names and details are hard to come by, but according to Ignition’s former Director of New Business Development, Shane Bettenhausen, there was an employee within the UK headquarters who regularly read and researched religious text. Seeing the success of Sony’s God of War and Capcom’s Okami, he argued the newly opened Japanese studio should develop a game based on the Book of Enoch. The rest of the team became excited by the concept. It was an original choice for an adaptation, especially as most people, even devoted believers, were completely unaware of its significance.

And as luck would have it, Sawaki Takeyasu, the lead artist and character designer of Okami, was leaving CAPCOM after the closure of Clover Studios in early 2007. Seeing a surplus of available and experienced talent, Ignition hired a number of the Okami team to help found their Tokyo location. The instructions were direct yet open to interpretation. Use the template of Enoch and produce an action game. The publisher deliberately withheld creative guidance, their interest wasn’t in the concept itself but it’s unknown result. What if a Japanese developer created a game based on old testament scripture?

Takeyasu immediately recognized the irregular combination of artistic freedom and financial support. Already in charge of the game’s character designs, he applied to become it’s director, a career first. Ignition agreed, allowing him to continue as both the project head and visual lead on the then named Angelic: Ascension of the Metatron.

But what exactly would the game be about? As a foundation, The Book of Enoch didn’t offer much in the way of direction. For starters, it’s widely considered an apocryphal book, and while it frequently references the apocalypse, this name actually means untrue story. And as such, it’s not include in either the christian or hebrew bible. Like all written works, the bible is the result of revisions and edits, a collection of different texts passed down from church leaders across generations.

So why not Enoch? Well, biblical scholars included each book, such as matthew, mark, genesis and exodus, if it was found to be canonical. It’s not enough to be about god, the text has to be inspired by god. It must be determined that a divine force or holy spirit directed influenced the author. And even though Enoch was widely regarded as an important work, and despite some conspiracy theories, is not banned by organized religion, it was just never considered to be scripture.

What it is, is confusing. Enoch isn’t without theme or purpose but the connecting ideas are virtually none. Reciting precisely how the righteous will be rewarded and the transgressors punished. Describing the four corners of the earth and different types of weather. Before plunging into a lengthy record of astronomy. And finally, in some sort of consistency, the writer explains the same story twice, the first with time humans and again with allegorical animals.

El Shaddai wisely ignores the vast majority of Enoch, instead centering on the first and most controversial section known as The Book of Watchers. The Watchers were 200 angels that overlooked the earth in the early days of man. Enticed by human women, the angels, who are all given male pronouns, voice their desire to bare children. And so, they descended to earth to meet with mankind and procreate.

Perhaps the most interesting concept in Enoch is the idea that scientific knowledge is chronological and finite. The Watchers drastically excellerate Earth’s technological capabilities by teaching humans sorcery, astrology, and metal crafting. But even with these enhancements, society was ill equipped to deal with the unholy merger of the divine and mortal, when the angels offspring called nephilim were born.

At a height of 325 feet, the giant nephilim quickly consume all of the harvest before devouring livestock, wildlife, and even humans. When god learns of this, he commands the archangels  Michael, Gabriel, Raphael, Suryal, and Uriel to bind the Watchers for their crimes and destroy the nephilim.

At the same time, God instructs Enoch to inform the watchers of their fate. What’s remarkable about Enoch is he was once a human being, who became so admired by god, he was taken to heaven while he was still alive, becoming an angle. The Watchers all knew of Enoch, giving him the title of Scribe.

When he confronts his former friends, they plead for him to speak with god to avoid punishment. But forgiveness is denied, and the fallen angels are bound by their hands and feet, thrown inside the darkness within the desert for 70 generations, waiting for the end of the world to be thrown in eternal fire.

Apparently that would not be enough to cleanse the land, as years later Enoch’s great grandson Noah would witness the great flood that destroyed the Earth.

A pretty interesting story. But how do these handful of paragraphs become a modern action game? Surprisingly with only a few liberties. Sawaki Takeyasu was an ideal candidate to head up the project, retaining the central narrative while expanding on it’s visual interpretation. In fact, unless you have direct knowledge of the game’s inspirations, you’d likely never know this is an adaptation.

First, El Shaddai merges the parallel stories from the book of Watchers, giving Enoch center stage while Micheal and the rest of the Archangels appear off screen as voices, aiding his journey. Enoch is briefly acknowledged as a scribe, though in this version his duties have expanded beyond confronting the fallen angels, but defeating them in battle. In this story, only 7 of the 200 angles are said to have survived the fall from heaven. And staying true to video game tropes, The Watchers and their human followers are no longer on earth but all reside within a pocket dimension, inside an enormous tower.

However the narrative’s biggest departure is Enoch’s new partner, Lucifel. Who according to the development team is meant to be Lucifer or Satan before his fall from heaven. An angel who exists outside of time and can be regularly overheard talking on his flip-phone to god himself. It’s an incredibly bizarre but effective way to communicate the mission’s progress.

The rest is, for the most, a series of expanded concepts. But it’s Takeyasu's experience as a designer and artist that allow El Shaddai to take full advantage of the book’s vague descriptions. And there’s no better example than the forumless slime portrayals of the Nephilim. Who are still totally acknowledged as dangerous abominations capable of ending civilization. While also given the playful, curious, adorable blank design of an anime mascot.

This is totally contrasted by the realistic human faces and chiseled jawlines given to the rest of the cast. And the rest of the world’s aesthetics are a kaleidoscope of styles. Resembling colored pencils, glasswork, paintings, geometric shapes, and watercolors. These small differences create a sense of distrust and exhilaration as each area transforms into something new.

For example, The Armaros boss fight takes place on a pop music stage show while his followers flood in to attack Enoch. Azazel’s technology resembles a future civilization complete with motorcycles and skyscrapers. And earlier stages show an abundance of building water, hinting at the impending cataclysmic flood. Heck, I’m pretty sure these trees are from the book. Now of course the exact circumstances are never mentioned in the original source, but the minimalist writing leaves a lot room for interpretation.

Which brings us to the gameplay. An unusual blend of simple platforming and arena combat, all of which are influenced by the player’s current weapon. The sword or Arch allows for nimble slashes and grants Enoch hovering whole jumping. The Gale is a long distance projectile with an additional air dash maneuver. And the Veil is a defense heavy shield that with slow yet powerful attacks.

What’s fascinating about El Shaddai’s combat is it’s unconventional simplicity and rhythm. Everything is based around four buttons, attack, jump, guard, and cleanse. Performing basic offense seems almost independent from the enemy actions. Any sort of rapid button presses will usually leave Enoch defenseless. Instead players must calmly tap along with the animations, spacing them out just enough to activate extra powerful combos. At times it can feel like unlearning the basics of 3D action hack n slash, destruction through patience.

Adaptability also plays a major role, as Enoch must steal his weapons directly from enemy hands, cleansing them of their sin to reach full strength. In this design, it’s better not to have preferences and simply work with the tools at hand. There’s no real weak link and so strategy comes from efficiency. In a nice touch, Uriel the archangel can be summoned to quickly defeat enemies. Despite the game’s lax difficulty, these spectacles add a bit of diversity in the mechanics. Even failure states are given a unique twists, with players mashing on the buttons to reawaken Enoch from death.

So there you have it, an original take on combat, an unlikely narrative source, and a visionary director. So why doesn’t it work? El Shaddai feels like an appropriately small idea pushed into meeting the standards of AAA games. Or perhaps a game with greater creative aspirations, cut short by financial problems. It’s hard to tell where there the disconnect begins.

First there an extended period of uninspired platforming sequences that dont serve much of a purpose beyond padding out the 9 hour length. And actually clash with many of the artistic choices, which look great while exploring but these filters make precision jumps unclear. Not to mention these sections always push towards another circle where a handful of enemies must be defeated.

The gameplay issues all boils down to hard cuts. The 2D platforming is seperate from the 3D platforming that is seperate from the fights that is seperate from the boss fights. Nothing flows togethers, and as such, each new free flowing environment feels like window dressing to a strict order of recycled ideas.

Enoch must frequently battles the fall angles in scripted events where players are forced to lose. Though this is meant to show the growth of Enochs’ power, it really undercuts the drama of these fights.

Then there’s the overly dense story. My first playthrough of El Shaddai was completely fresh and I was unaware of The Book of Enoch. This second time, I’ve researched and read the text myself. And yet, I’m still not sure what to make of many of these moments. Like when Methuselah arrives looking like a cave drawing. He’s seriously only in the game for 30 seconds, but is still given an on screen introduction.

Between the hints at greater storylines with grandiose wars, reused assets, and a disappointing amount of padding, It seems El Shaddai might have been intended to be bigger than the end result. And because of this, the already finished aspects were stretched thin, with cut scenes filling in the gaps.

And this hypothetical is given more credibility when you look at the history of Ignition Games. By late 2010, months before the launch of El Shaddai, the publisher was forced into drastic restructuring. Their London development studio was closed and their game Project Kane was outright canceled. The Los Angeles publishing headquarters left the state, reopening in Austin, Texas. Likewise, the Florida studio was closed after burning through 23 million dollars and numerous allegations of inappropriate conduct. And their parent company, UTV Software Communications, would itself become a subsidiary of the Walt Disney Corporation, which had no intentions of operating more video game studios.

Surprisingly, the least commercial game would be the only one to survive Ignition’s development expansion, when El Shaddai released on April 28 in japan, August 16 in North America, and September 9, 2011 in Europe. Despite promising first week sales in Japan, the game quickly ended up in bargain bins. Ignition Tokyo would close that same year.

And you might assume that would be the end of the story. But less than a year after it’s release, El Shaddai would return as an episodic mobile title, though only one episode would ever become available, followed by another mobile title El Shaddai Social Battle, which was announced in 2012. Then in 2013, Takeyasu announced his acquisition of the El Shaddai IP. By 2014, he bagan work on a prequel manga.  In Japan, the game had achieved a much greater cultural footprint, inspiring a number of internet memes and even a promotional cross over with it’s own brand jeans.

And in May of 2017 Takeyasu revealed his next project, The Lost Child. A first person dungeon crawler, turned based RPG. With it’s cast including Enoch and Lucifel, and some of it’s soundtrack directly lifted from El Shaddai. From the looks of it, this is more of a spiritual spin off than a chanotical successor. Though I suppose we’ll have to wait and see when it arrives on the Vita and PS4 in North America later this year.

But back to El Shaddai, is it still worth playing today? Sure, if you have an Xbox 360 or PS3, you can easily snatch up a copy for less than 10 bucks. Just make sure you know what you’re getting into. It’s hard not to notice the rough edges and budget saving solutions, but at the same time, many of these issues can be forgiven because of the game’s ambition.

It’s hard to believe any publisher would willingly allow, let alone encourage, this sort of direction. The market wasn’t asking for games based on apocryphal books, this wasn’t Takeyasu’s passion project, he was handed it. It was a concept totally devised by a room of inexperienced AAA publishers wanting to see what would happen.

El Shaddai in its final form is bizzare, beautiful, original game that never should have existed.

The fact that it does is it’s greatest accomplishment.

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So You Think Super Mario Odyssey is Overrated [4 Things to Consider]

January 16, 2018

So you think Super Mario Odyssey is overrated. Maybe you played the demo, maybe you watched some gameplay, or you naturally gloss over anything Mario related. Either way, you’re fairly unimpressed.

And I’m not here to judge. Ever so often, there’s a game with such ubiquitous praise, it become obnoxious. And it can be hard to find the genuine good in something when every detail is drowned out in hyperbole and flowery language.

So without naming any of the offending parties, I’m going to say, yes, you’re right. Super Mario Odyssey’s reception is completely over the top. But is it a good game? Also yes. And that’s what this video is all about. Highlighting what makes this latest Mario entry special and why it’s reception is so positive, without resorting to vague praise.

Like magic. The old Nintendo magic? What does that mean? Dont just say magic. What does that mean?

Part One: It’s Been a Minute.

I know it’s easy to take the Mario franchise for granted. Afterall, it is the most recognizable video game for the past 30 years. And between all of the parties, kart racers, and tennis matches, there seems to be an over abundance of Mario related titles.

But Odyssey is a return to what many refer to as the “Core franchise” It’s a bit of a nebulous term and there’s debate about what constitutes an official entry. For example, Super Mario World is an undeniably part of the core franchise. While Super Mario Land is not. Why not? Well, that’s comes down to personal preference but the general idea is core mario games are level based platformers, they mostly center around single player, and are released on a Nintendo home console. Yes, I know the Switch is also a portable but it plays on TV so we’re calling it a home console.

So despite what Nintendo would like you to believe, New Super Mario Bros U and Super Mario Bros 3D World don’t count. Which means Super Mario Galaxy 2, a 7 ½ year old game from 2 generations ago, is considered the last core entry. Even then, an open world style hasn’t been seen since 2002’s Super Mario Sunshine.

Super Mario 64 introduced a wealth of ideas. Many of which could have been improved over the years in a number of sequels. In 20 years, Nintendo released one. So for many, Odyssey isn’t simply a return the core franchise, but also a follow up to its most celebrated 3D variation.

Part Two: Curiosity Not Urgency.

The most crucial element in game design is to create desire. Players have to be motivated to complete the task at hand to see a certain outcome. There’s a lot of ways this can take place. In some modern games story is the driving force. In others, competition is the primary focus. And lastly  there’s personal achievement. While these may appear to be totally unique attractions, they all share in a sense of urgency. The compulsion to accomplish a set goal.

It’s an effective way to keep an audience engaged regardless of how advanced or simple the gameplay is.

But Super Mario Odyssey takes an equally viable though less seen route, replacing Urgency with Curiosity. Each world does contain one story objective, usually involving a boss fight. But the majority of the campaign is spent wandering through large environment and stumbling into bite sized objectives.

Best of all, these scenarios rarely include any sort of explanation or instruction. You’re left to goof off until reaching the natural conclusion, which prompts the release of the game’s main collectable, a power moon.

Like, what’s this zipper doing here? Oh I guess I was supposed to do that. Or what’s this thing over here, ah it’s another moon.

And to really appreciate these long stretches of exploration, you’d have to try the controls for yourself. Everything from the running, jumping, and trick maneuvers such as wall bouncing just feels right. There’s a texture in the movement, rolling is slightly more slippery than walking. It’s liberating and weighty. Challenging yet fair.

And it makes the free roaming a simple pleasure. At no point did I feel desperate for the next power moon. Beside each world is packed with dozens and dozens to uncover. But whatever direction I went, whatever caught my interest, wherever my curiosity lead me, I was usually rewarded. Which further fueled my curiosity.

So yeah, taking a screenshot at face value, it can be hard to appreciate these individual moments. But keep in mind, nearly everything in a genuine surprise in a mostly relaxing experience.

Part 3: This is a Toy Room

One of the most exaggerated elements of Nintendo’s history is their time in the toy industry, leaving some to continuously call Nintendo “toy makers” Like, okay you’re right, they made toys. They also owned a taxi business and a string of hourly hotels. They’ve been around for 128 years, they’re kind of an everything maker. What’s your point?

But in regards to Super Mario Odyssey, it’s actually a relevant comparison. So far, every 3D Mario game has embraced a unique gimmick. For Mario 64 it was simply being a Mario game in 3D. While Super Mario Sunshine used FLUDD, a waterpack for advanced movement, which is why that game sucks. And Odyssey introduces the sentient hat, Cappy, who allows Mario to quickly unleash attacks at a distance, including some extra handy offensive strikes through motion gestures. Yes, there are motion controls. But honestly, they’re great. I personally didn’t encounter any misfires.

But Cappy’s main focus is to take control of enemies and utilize their unique abilities. Putting aside the existential nightmare that is complete domination of a living creature, it’s fun to see the little hat on their heads. And it’s always exciting to visit the next world just to see what sort of mechanics are introduced.

At first, the creatures stick close to Mario cannon with goombas and bullet bills. Even then it’s thrilling to soar through the air dodging obstacles and crossing long gaps or stacking goombas to reach higher ground. By the way, there’s a reoccurring challenge where a female goomba gets...excited to see a tall row of goombas...What exactly is this doing for her? Are people into stacking?...Anyway.

But as the game progresses, lesser seen and all together new types are introduced. And given that each have their own limited function, stages are designed to take advantage of those abilities. For instance, the long legged bugs are able to crack open nutshells. Or playing a fishing mini game as la-key-tu. And jetting across the ocean as a an airborne squid or deep diving cheep cheep...which is just a fish.

I mean, yes these are basically just playable characters with exclusive puzzles. But it’s the premise that makes it all seem like cheating the system. And experimenting with Cappy and discovering new found powers can be...well...toy like.

Part 4: It’s Really Weird.

Okay, granted any game where a fan man can jump three times his own height is weird but stick with me here. Nintendo’s first party output can be criticized for being repetitive. Heck, they just released Splatoon 2 this summer and that series already feels like it’s in a predictable groove.

But Odyssey actually takes some surprisingly and welcomed creative risks. The most obvious being the satanic hat that steals souls but dig a little deeper and you’ll see a number of thoughtful tweaks to the formula.

First of all, lives are gone. Just altogether gone. Can you even get a game over? I’m not really sure. As I never died once.

Naw, I’m just kidding. But instead of relying on the dated concept of lives, Mario drops few coins after each death. Which players can recover in their next attempt. If that sounds like Dark Souls it’s because it’s totally Dark Souls, though infinitely more forgiving. But I assume this is an attempt to guide players through the enormous worlds without giving directions.

And strangely enough, money plays a fairly big, though option role. You’ve probably noticed the signature Mario overall get up is missing from most of this video. And that’s because each world contains it’s own shop with multiple unlockable costumes. Some of which are purchased with the easy to find golden coins while others use a currency specific to that stage. Not exactly a vital inclusion but adapting to the theme of Mario’s surroundings is a nice touch.

And yes, even though it’s far more fun to collect power moons on your own, hints can be purchased and marked on your map. So completionists rejoice.

But putting all of that aside, Odyssey’s worlds on there own are unlike anything seen in a Mario game before. Rain soaked rooftops, dense thriving jungles, and an abstract food based stage are just a few examples of Odyssey’s diverse locations. There’s really no theme, and that in and of itself sort of is the theme. It’s a journey across disparate landscapes. Okay, that’s a little pretentious. But seeing Mario entering a bouncing yeti snow race or jumping rope in a city park illustrates how big this game is through it’s hundreds of small details.

Sure there’s still a lot of Mario in here but that’s what you’d want right? And even then, I don't think any video game ever has you playing as a fireball in a big pot of stew swimming up a stream of vomit to fight a giant bird. So yes, it’s weird.

Part Five: I’ll Shut Up Now.

So that’s Super Mario Odyssey in a nutshell: A long anticipated, though still surprising, experimental but simple, relaxing, charming game. Oh and the soundtrack it super funky. I highly recommend you look up some songs if nothing else.

But is it overrated? Of course it is! Heck, it’s apparently the highest rated game of all time. And after decades of playing, I’m not even convinced there is a such thing as a “greatest game ever” except for tetris. But that’s for another video.

So I hope this has explained why Super Mario Odyssey is so well received. Between all the overblown social media posts and perfect scores, lies a great game. And I hope you give it a shot sometime in the future. Even then, if you’re not completely blown away. I’m sure you’ll find something to enjoy.

Which is more than I can say for Super Mario Sunshine. That game sucks.

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L.A. Noire: Beautiful Terrible Ugly Brilliant

January 16, 2018

2011 was an exceptionally strong year for video games. Dark Souls popularize a new kind of RPG. Portal 2 refined the first person puzzle genre. And Mortal Kombat returned the fighting series to its former glory.

It was a year of direct and spiritual sequels. Improvements of prior works that remain popular to this day. But in between the blockbuster releases was L.A. Noire. Which, despite being developed for the better part of decade, seemed to appear out of nowhere and vanish just as quickly. Selling over 7.5 million copies and receiving overwhelmingly positive reviews, the end result was the closure of a studio and a director marred in controversy.

What happened? How could a record breaking budget and revolutionary technology leave such a small cultural footprint? Was was it about L.A. Noire that angered some and enticed others?

To understand that, we need to look at another divisive title, 2003’s The Getaway. Originally envisioned as a simple racing game on the PlayStation 1, the project’s director, Brendan Mcnamara, pushed for a far more ambitious experiment. Seeing the potential of the open world genre, McNamara convinced Sony to fund an elaborate PS2 exclusive.

And so Team Soho set off to create a groundbreaking gangster game.  Painstakingly recreating 10 square miles of real world London. And utilizing newly invented gameplay mechanics, such as cover systems.

After years of delays, The Getaway finally launched on december 11th 2002 in the UK, and January 19th 2003 in North America. And to the surprise of nearly everyone involved, it quickly sold over 3 million copies. Making it one of the best selling PS2 games of all time.

Surprisingly, Mcnamara would quickly leave Team Soho early that year. Founding his new studio, Team Bondi in Sydney, Australia. Ironically, a country which temporarily banned The Getaway from sale.

For eight long year, Team Bondi would remain silent. Diligently working on their debut game, L.A. Noire. Beyond a brief two minute trailer during E3 2006, little was known about the game. Some eventually classified it as vaporware, comparing its development to Duke Nukem Forever.

But they were wrong, not only would L.A. Noire release, but it was to be published by one of the most influential studios in the world, Rockstar Games. The timing couldn’t have been more perfect. Rockstar was reaching new levels of acclaim and notoriety following the release of 2008’s Grand Theft Auto 4 and 2010’s Red Dead Redemption. With a May 2011 date, the table was set for L.A. Noire to achieve similar success.

But it didn’t. Despite an extensive marketing campaign and being released on more platforms, L.A. Noire would go on to sell less than half of Red Dead Redemption's sales. Sure, it was the best selling new IP of 2011 but it’s tale was significantly shorter.

It was nothing like the rest of Rockstar’s popular catalogue. The gameplay was slow and methodical, requiring a keen eye for detail and plenty of patience. The open world was vast but lacked interaction. There weren’t the usual set of side activities. And the moral freedom many had come to expect was completely absent. As players were forced to uphold the law. Taken on it’s own, L.A. Noire was the antithesis of modern triple A games.

For starters, it was set in 1947. A unique time in America. The second World War had concluded but the post war era had yet to begin in earnest. Television and Rock N Roll were still years away from widespread popularity. Between Film and Radio, Hollywood, California was the entertainment capital of the entire country. But it was also a hotbed of murder, corruption and crime. With the local mafia providing an endless supply of illegal drugs and gambling deans.

L.A. Noire’s stars Cole Phelps. A celebrated World War 2 hero and unapologetically straight laced newcomer to the Los Angeles Police Department. A man whose personality clashes with the perception of Hollywood or even a traditional noir protagonist. College educated, career driven, and painfully uncool. Phelps is the perfect candidate for the LAPD. Able to cut through projected facades and convoluted schemes to identify motives and methods.

While his military service makes him more than capable in a fight, and he has absolutely no problem putting a criminal down, his strength is in deduction and reason. Which forms the basis of of L.A. Noire’s gameplay. Each of the four divisions of the campaign include five separate cases, and though there is an overarching narrative, the individual crimes are treated as their own short story. Complete with unique locations and characters.

Though this does introduce a new adventure every 40 or so minutes, Phelps by-the-book procedure creates a predictable pattern for each mission. Starting with a routine sweep of a crime scene, weeding out unimportant litter and collecting relevant clues. In terms of interaction, this boils down to strolling around a limited environment. Waiting for an audible chime and controller vibration to pick up and rotate an object until information is discovered.

And while that may sound simplistic, it’s not unlike the mechanics of a classic point and click adventure game. Gathering seemingly unrelated resources to solve puzzles, though in this case the puzzles are interviews with witnesses and suspects. And this is where L.A. Noire’s most recognizable gimmick comes into play.

Rather than animating facial models by hand, Team Bondi used a then revolutionary performance capture system called Motionscan. The games actors would not only have their voices recorded but their faces as well. Transferring every blink, grimace, and open breath onto 3D models. The results were arresting to say the least. And with a greater reliance on screen actors, you’ll likely recognize some of the city’s citizens from their other work.

But the purpose of Motionscan was more than impressive graphics. During an interrogation, suspects often conceal the truth but their facial tics reveal their insincerity. Giving Cole hints on how to direct his questioning. Calm and understanding, forceful and threatening, or selecting from the collected evidence to disprove their lies. It’s an all or nothing gamble, and breaking through a witnesses defense mechanism is deeply satisfying. At least, when it works.

This being my second playthrough, I was already aware of how important the investigation sequences are, and made sure to document every single piece evidence. As well as carefully listening to statements and staring at faces for giveaways. For the most part, I could select the right response. But every 4th mission or so, the choices felt out of sync, and my success rate would take a nosedive.

At first I assumed it was simply user error. But the intuition points, unlockable aids that simplified sections of a case, tell a different story.

For example, removing a line of questioning. However, in one instance, the game mentioned only 13.2% of all users were able to deduct the right answer after removing an option. Meaning a 76.8% failure rate for players WITH extra help.

Regardless, the story branches allow for flexible success. Sure, you might not find the truth. But as long as someone suspicious ends up dead or in handcuffs, the police captain is happy. Well, most of the time.

In fact, the only way to temporarily lose is in the life or death action sequences. Every once in awhile, the only solution is burning rubber a handful of bullets, and bruised knuckles. It might seem extreme by today’s standards, but in the era before Miranda Rights and SWAT Teams, the LAPD were tasked with violently resolving standoffs and colliding into criminal vehicles.

And it’s these moments where The Getaway’s DNA shines through with stiff cover shooting and heavily scripted on foot and car chase sequences. None of which are all that difficult but a direct and simple objective is an apperical change to the mostly relaxed pace.

And the pursuit events really show off the impressive scale and detail of L.A. Noire’s open world. Aside from a few artistic liberties, the general streets and landmarks are in correct proportion to their real world location. Or, they were back in 1947.

And this is a main criticism against the game design. Why bother rebuilding a 70 year old version of a city if there’s nothing to do inside of it. To some degree, that’s fair but L.A. Noire is a perfect example of the whole being greater than the sum of its parts.

The best aspect of L.A. Noire isn’t it’s story, gameplay, or graphics. It’s potent sense of commitment. Every element endears the next. Incredibly detailed houses with multiple decorated rooms and authentic radio shows playing in the background appear for 10 minutes and then are never. Seen. again.

Likewise, the faces and voices of dozens and dozens of actors portray elaborately written characters with carefully researched slang and mannerisms, only to appear for just one scene.

Walking out of a building into 8 square miles of real world 1940’s Los Angeles never loses its awe. Even if I often resorted to fast travel, the city was a crucial element.

Because none of this needed to be here. It’s conceivable a far more stripped down version removing the facial performances, open world,  could have delivered a successful experience, but not the same effect.

Now it’s far from perfect, as previously mentioned, a small number of cases feel snakebit from the start, and the final story arc doesn’t quite make sense. But the game’s aspirational vision is unlike anything seen before or since.

Which unfortunately didn’t quite line up with audience expectations. Players were anticipating grand theft auto 1947. What they got was a mix of heavy rain, ace attorney, and google maps. And the action sequences that were there were fine, but all together made up a narrow slice of the 20 hour story. Not to mention the option to skip shooting and car chases all together.

But those that liked it, championed it. After years of toiling away, Team Bondi finally got the last laugh. But only for a moment.

In January 2010, 16 months before LA Noire would release, an anonymous twitter account called @veracious_shit began leaking details of Team Bondi’s working conditions. Citing the director Brenden McNamara as the key problem and exposing the truth behind the game’s production.

According to the account, Sony became unhappy with McNamara during the development of The Getaway. Apparently he had promised it would be a launch title for the PS2, but it would arrive over two years late with a bloated budget. McNamara was equally irritated, Sony had forced the game’s release despite his protest, and so he left to start Team Bondi.

But when The Getaway’s produced strong sales, Sony quickly contracted McNamara’s new studio for another project. A PlayStation 3 launch exclusive called L.A. Noire. Sony handsomely funded the game to speed up the process for it’s fall 2006 release date. But Bondi’s Sydney location made routine check ups infrequent. And so McNamara was left to his own devices.

When Sony finally evaluated L.A. Noire’s progress, they were horrified to learn the game was in an unplayable state. In less than a year, McNamara had spent over 20 million dollars, most of which was used to form Depth Analysis, the tech company responsible for Motion Scan. Sony realized the project was unsalvageable without a sizeable time and money investment.

Fortunately for Bondi and Sony, Brendan McNamara’s friends at Rockstar we’re interesting in acquiring the entire project. And in perhaps the most telling sign of this entire story, Sony wrote off the 20 million dollars and gave L.A. Noire to Rockstar for free. Under the condition that Rockstar develop one exclusive for them, it’s unclear if this deal was ever resolved but for a time AGENT was meant to be a PS3 exclusive.

According to sources, Rockstar was so impressed by Team Bondi, they considered purchasing the studio outright and relabeling it Rockstar Sydney. From the outside, it looked as though Bondi was finally back on track.

But according to former employees, development remained chaotic. One source described McNamara as “the angriest person I’ve ever met” Allegedly it was not uncommon for Brendan to scream at an individual employee, berating them right at their work station, in front of their peers. The division leads would apologize to the employee eventually but would never stand up against McNamara.

In a later interview, Brendan defended his method of directly confront employees rather than following the chain of command by stating "It's my game. I can go to anyone I want in the team and say, 'I want it changed'."

And change was a constant at Team Bondi. Turnover was drastically high by any measurement. The studio recruited directly from local college campuses, offering real work experience and a full time job right after graduation.

Employees would quickly become burnt out as 60 hours weeks became 80 hour weeks and for long stretches, 120 hour weeks. So why did so many try to see it through? Because their hours and hours of overtime was unpaid, their contracts stated payment of overtime would come in one large sum three months after ship. Provided they were still employees at that time. Even Mcnamara admits over 100 people left during production.

And whenever an employee was lost, their work was dropped onto someone else. A former coder recalled doing the work of four people for months. For lengthy periods, the entire gameplay animations were created by a single person.

Despite years of crunch, L.A. Noire was nowhere near complete and Rockstar became increasingly dissatisfied with the progress. Dan and Sam Houser as well as renowned producer Leslie Benzies became far more hands on during the game’s final two years. Overruling, ignoring, and shutting down Brendan McNamara’s grandiose ideas. Fully designed fraud and burglary sections of the game were completely abandoned.

When Rockstar updated the game’s logo, McNamara was livid, accidently sending out a company wide email stating ‘there will be hell to pay”

Witnessing the disastrous development first hand, Rockstar scrapped any plans to purchase Team Bondi. They had already invested more time and money than even Sony had. Now surpassing 50 million dollars, L.A. Noire had become one of the most expensive games ever made.

And for about a month, it appeared to be a success story. But soon the first hand accounts, leaked emails, and explosive articles made their way into the news cycle. Team Bondi became synonymous with toxic development cycles. Any chance of future publisher deals evaporated. Afterall, if Sony and Rockstar couldn’t whip McNamara into shape, who could?

In October of 2011, five months after the release of LA Noire, Team Bondi closed its doors and all of its assets were liquidated to pay off it’s outstanding debts. However, the company properties were purchased by Kennedy Miller Mitchell, the Australian production company behind the Mad Max franchise.

Somehow, KMM agreed to fund McNamara’s next project, the deafly named Whore of the Orient. It would have featured many of the gameplay systems from L.A. Noire in a 1936 Shanghai setting. But by June of 2016, the project was confirmed dead.

And so we come to the story’s end. The surprise re-release of L.A. Noire on current gen platforms and the HTC Vive VR headset.

All these years later, does L.A. Noire still feel fresh? Yes...and no. It’s ironic Team Bondi wouldn’t live to see some of it’s ideas become popularized. Less than a year after LA Noire’s release, Telltale’s The Walking Dead would usher in a new age of adventure games. While facial performance capture technology would rapidly advance, with this year’s Hellblade: Senua's Sacrifice breaking new ground in the field.

So why now? Why bring back L.A. Noire? Perhaps Rockstar is testing the waters for another sequel, but if so, they’re not putting much effort into it. This latest port can look downright ugly at times. Though it can be played in 4K resolution, the fuzzy facies women’s muddy  haircuts are already terrible in 1080p.

The numerous audio glitches and hard cuts have been left unresolved. There’s a clear difference in vocal performances during scenes. One character echos while another is plain.

Then there’s the unexplainable, such as this head temporarily turning green.

In fact, the only appreciable difference is in the integration sequences. Where truth, doubt, lie have been changed to Good Cop, Bad Cop, Accuse. But just like the original, these options occasionally fail to represent the actual choice or fit with the line of questioning.

In all likelihood this quick port is Rockstar’s second chance at recouping their lost investment. But it’s also a second chance for Team Bondi. That’s not to romanticize McNamara’s horrific business practices, it’s safe to assume his behavior hurt the end result and only caused misery. Somehow the employees were able to overcome the nightmarish development and abusive management and produce something truly great.

There’s a narration in the game’s 5th mission that goes “The case that makes you. The case that breaks you”

For Team Bondi, LA Noire was one in the same.

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