Hardboiled Wonderland: Videogames and the Case of the Forgotten Genre

I was very hopeful when L.A. Noire came out in 2011 and so much of the press surrounding it focused on the interrogation mechanics and the actual shoe leather aspects of being a detective. The thought of sifting through clues at crime scenes, bluffing or intimidating thuggish mafia wise guys and swaggering into a seedy nightclub with a lounge singer crooning songs a hell of a lot sadder than the smoldering look in her eyes was everything I’ve wanted in a videogame in this era of hyper-real performance capture and photorealistic graphics.
You know the end to this sad story: While it had a few positively sublime moments, it was a mess of half-baked mechanics, confusing questioning and needlessly wack-a-doo plotting that, during one infuriating stretch of the game gave you no ability to correctly deduce the actual perpetrator. Waste opportunity though it was, I don’t think it should have completely sunk the detective fiction genre. We may never know if it did, but I can’t help but look at the conspicuous lack of the genre on the AAA game scene now and not at least surmise that’s what happened.
To be clear, I’m not talking about mystery games. For that, you’ve got plenty to choose from (though really more on the indie or smaller-release scene than the big AAA console market): Gone Home, The Vanishing of Ethan Carter, Soma. The Wolf Among Us goes in for some of the hardboiled sensibility, but mechanically speaking, it’s far more concerned with story, character and world-building than it is with the crunchy gameplay possibilities of investigation. Even Heavy Rain and Indigo Prophecy are a few years back and only partly focused on investigation.
Do you notice how so many of these are tinged with the theme of the supernatural, or elements of horror? (That is to say, unscientific, illogical bunkum that hardly ever bothers to follow even its own internal rules?) For the opportunity to play a hardboiled gumshoe solving an actual case – a classic character archetype with rich potential for adaptation to an interactive medium – you’re out of luck.
If you look at the detective fiction genre, it almost seems like it could be made into a videogame more easily even than shooters or fantasy role-playing, if for no other reason than the terse and clipped dialogue. As the stalwart animators over at Extra Credits have pointed out, while the average minute of television has about 120 spoken words, their investigation of games found that in the same span of time, players hear about 16 words.
So what better work to emulate than Raymond Chandler or Dashiell Hammett – guys renowned for cutting language down to its barest elements? In iconic ’30s detective novels that set the standard for the genre like The Thin Man, dialogue between characters zips by – whole gunfights are described in one syllable words with a sort of clinical voice.
While it’s challenging to base any game on things like deduction, it isn’t like old detective fiction doesn’t thrive on action in the same way action movies do: The stories themselves are riddled with gripping external conflict like deceptions, gun and fist fights, car chases, and the interrogations that L.A. Noire tried its best to make compelling. Any one of those could act as a peg to hang a sprawling AAA title upon, if the developers could learn from past mistakes.