Rockstar's newest video game turns the gamer into a methodical detective in a hyper-realistic recreation of Los Angeles in 1947. How did they do it and will L.A. Noire please the pulp fiction, architecture, Mad Men and gaming fans who have been eagerly awaiting the game's arrival? Frances Anderton talks to Simon Wood, production designer for L.A. Noire, John Buntin, author of L.A. Noir, the book, and technology and design expert Marissa Gluck. Then, Alissa Walker walks us through a stretch of real L.A.: John Chase's West Hollywood.
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L.A. Noire is a video game released today by the company that brought you Grand Theft Auto and Red Dead Redemption. It was created for Rockstar by Team Bondi in Sydney and it is an homage to the Los Angeles depicted in noir films and hard-boiled pulp fiction. How did the game designers recreate the Los Angeles of 1947? Did they get it right? Frances talks to John Buntin, author of the book LA Noir: The Struggle for the Soul of America's Most Seductive City, Team Bondi production designer Simon Wood, and technology and design expert Marissa Gluck.
Stills from the game L.A. Noire
This Saturday, DnA, de LaB, and the LA Forum are presenting a walking tour of West Hollywood in memory of John Chase, dear friend, astute writer of books about L.A., and longtime urban designer for the City of Hollywood, whom we featured on an episode of DnA when he died last year. Using smarts and an exuberant personality, Chase worked with the often arduous planning process to help shape the fabric of West Hollywood. The tour will stretch over the day and will include readings of Chase's work by fans and friends. DnA associate producer Alissa Walker, who helped to produce the walk, passes along a few highlights of the tour, which you can RSVP for here.
Sierra Bonita Affordable Housing designed by Patrick Tighe, one of the many projects John Chase helped make a reality. Photo by Art Gray