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In the landscape of fantasy, it’s safe to say that the real
city of Los Angeles — despite all of its real-world size and
complexity — pales in comparison to its acreage in the public
consciousness. This L.A. of the Mind is both a character and a
setting, the magic menagerie in which cultures around the
world have watched a thousand stories play out. And, as no two
stories are the same, neither are any two imagined L.A.s.
It’s not exactly as if the city has a split personality —
more as though it’s unaware of the impressions it has made at
other times, like the friend who conveniently forgets about
the night he got drunk and hit on your mom. At one end is the
gimp-and-gangland milieu of "Pulp Fiction." At the other is
the "Muppet Movie’s" sweet, archetypical end of the rainbow.
And, as the regular political brouhaha over some recent film
or other inevitably shows, there are plenty of people in the
world (most of whom have never been to our town) that are
ready to believe both extremes — and to judge L.A.
accordingly.
But these communal perceptions have, until now, at least
been filtered through a writer or director’s particular
vision, the audience only asked to absorb the story, never to
participate. Now, for good or bad, the technologies of
electronic games promise to allow the rest of the world — and
even those of us living here — a visceral experience of the
character and culture of our city that film, television, or
even real life could never approach. With local pastimes and
personalities making cameo appearances and some games
recreating hundreds of L.A. landmarks — from the Santa Monica
Pier to Staples Center — our town is poised as a prime
destination for thrills, chills, subculture voyeurism, and
digital mayhem of today’s video games.
My Own Private Sig Alert
Part of the credit for this recent trend is that computing
power has finally evolved enough to allow the faithful
recreation of one of our town’s most recognizable features:
urban sprawl. This development is fitting, because the
frustration of a traffic jam on the 405 Freeway is already a
tableau for plenty of imaginary drama. One may occasionally
notice the drivers behind them oscillating their index fingers
above their steering wheel like the twin barrels of a machine
gun. Particularly if one drives a Hummer. In any case, the
people making games are smart enough to know that: 1)L.A. is a
car town, and 2) This fantasy is not an isolated one. And, as
such, game designers are doing their best to make sure that
your fellow road warriors have an option for addressing such
fantasies that does not involve strapping chain-guns to their
hoods, and so are in truth performing a vital public service.
So it’s no surprise that, of the upcoming games set in
L.A., a great number are so called "racers," putting you
behind the wheel of virtual vehicles — many of them real-world
replicas themselves. Some of these games, such as "The Fast
and The Furious" and "The Italian Job" are based on successful
L.A.-centric films; the games allow players to experience and
expand on their favorite celluloid moments (and, really, who
doesn’t want a chance to crash Vin Diesel into a freight
train?)
Others, like the acclaimed "Midnight Club II," just let
gamers treat the city as a private playground where Caltrans
guidelines can be mocked with impunity, from ripping the wrong
way up the California Incline to outracing punks on the
runways of LAX.
Others have incorporated the unique quirks of local car
culture, both to appeal to the large crossover auto and
videogame market in L.A. as well as to give the hip kids in
Des Moines something to aspire to. One example of a local
trend in the spotlight: car tuners — the young, largely Asian
and Southern California subculture obsessed with upgrading the
performance and flash of inexpensive, small cars (like
Toyota’s currently California-exclusive Scion brand, which
offers neon-glowing cup-holders as a dealer option.) Several
upcoming games give players the ability to build and customize
their own virtual rides, including simulated auto parts from
real companies. In addition, the soon-to-be-released "Gran
Turismo 4," which Charles Graeber profiled in a recent WIRED
magazine article, will include so-called "drifting"
competitions — precision driving events featuring synchronized
skidding that are popular with the L.A. tuner crowd. These
drifting competitions will get what amounts to their first
real national exposure by way of a video game, an
unprecedented event Graeber predicts might let the "sport"
achieve the mainstream success of skateboarding.
But it’s "Street Racing Syndicate" that’s most likely to
make soccer moms in Iowa think we Angelinos are seriously out
to lunch. Based on the truism that a hot-rod is only as good
looking as the lady in the passenger seat, in this upcoming
illegal-street-racing game the affection of lovely racing
groupies is as important to your street cred as is your skill
behind the wheel. You can upgrade not only the quality of your
car but also the quality of your ladies by impressing them
with big wins. But it will take more than just speed to keep
them; you may literally have to choose between entering a race
and taking your high-maintenance virtual girlfriend out for
martinis. You can also up the stakes, however, by betting her
on the race outcome, along with your pink slip, a feature that
will likely endear the game to feminists everywhere.
Of course—in keeping with another unofficial L.A. pastime —
if a street race gets busted, players can lead the 5-0 across
town in an impromptu high-speed chase.

O’er the Rampart District We Hailed
For those civic minded few who would prefer to be the
chase-er than the chase-ee, a slew of games let players don
the blue polyester of the LAPD, giving gamers the chance to
reign in the chaos instead of causing it. Or, even better, to
do both at once.
For those who feel that Colin Farrel has as much tactical
sense as a Leprechaun with a shotgun, "SWAT 3: Close Quarters
Battle" lets players join the ranks of the department’s most
bullet-chompingly macho group and take aim at the bad guys
themselves. The game also boasts the pedigree (or — depending
on your point of view — the horrible, horrible curse) of being
developed in conjunction with former LAPD Chief Daryl
"Let-It-Burn" Gates. Thanks to Gates, the game incorporates
actual LAPD SWAT tactics, equipment, even personnel — and also
some handy guidelines about joining the force for real.
Nothing like a little free advertising.
Released before 9/11 but still widely available, the game
boasts a weird prescience, with terrorists taking control of
the tower at LAX and the floor of the Convention Center.
Building on that theme, the upcoming "SWAT: Global Strike
Team" —taking an apparent cue from current foreign policy —
lets players go yippe-kai-yay on the whole planet, from
foiling an L.A. bank heist to rubbing some 100 percent
American Lead Pepper into the eyes of dictators everywhere.
But, of course, when much of the nation thinks of the LAPD,
they don’t just think cops. They think corrupt cops. Call it
the Bloody Glove Syndrome. And fueling that collective
delirium is the upcoming "True Crime: Streets of L.A.," which,
for good or ill, has the potential to be one of the most
successful and sprawling visions of Los Angeles to make it
into a game this year.
Echoing the open-ended structure of the hugely popular
"Grand Theft Auto" games, you’ll follow Nick Kang, angry cop
and kung-fu master, who has a regular habit of going medieval
on his suspects. In most towns, that would land him on
doughnut patrol, but in L.A., Kang instead ends up as part of
the secret Elite Operations Division, where his trouble
respecting fourth amendment rights becomes a professional
asset.
As in the GTA games, you’ll have the option of stealing
anyone’s vehicle and speeding in any direction in search of
mayhem (and, after the recent election, there’s a certain
appeal to carjacking anyone driving a Hummer.) But what sets
this apart is that over 250 square miles of a real city are
recreated with GPS precision — complete with streets,
landmarks, even shopping malls modeled in their correct
locations.
When I played an early version of the game at this May’s
huge Electronic Entertainment Expo ("E3" to geeks in the
know), I did what the booth representative there acknowledged
"everybody from L.A. does"— I raced my hijacked wheels to my
virtual home, experiencing an almost voyeuristic tingle as
each real-named intersection sped by. In the game, my
apartment was now a liquor store. Between a pair of strip
joints. While this was, admittedly, a contingency that I had
long prayed for, it was also strangely jarring — especially
with the hoity Beverly Center perfectly re-created just down
the street. More intimate than the simple buzz of recognition
we all enjoy when spotting a glimpse of our city in a film,
the experience was most akin to visiting a scrambled
dreamscape, the kind where you are wandering the exact house
you grew up in, but your father has been replaced by a talking
trout.
And it is an addled reality that will soon be exported and
could be shared by millions. It won’t be doing a lot to clear
up the House-of-Crackpots image that California has been
earning of late, either. In a recent interview at HomeLAN, an
online gamers site, "True Crime" producer Bryant Bustamante
promised that you’ll be able to "ogle the surgically-enhanced
hotties down in Beverly Hills" and put the smack on some
"baddass Russian Mafiosos and Chinese Triad thugs." No word on
surgically-enhanced hottie Mafiosos, though presumably this
version of L.A. must have a few of those as well. The
developer also assured that "when you are walking the streets
of L.A. you might run into pimps, hookers, movie stars,
kung-fu grandmas, angry bums, you name it," and reminded us
that "It’s L.A. man!"
Now, certainly kung-fu grandmas may call forth a lot of
associations in our fellow American’s heads — notably an
overpowering scent of Ben Gay — but an indigenousness to L.A.
probably isn’t the first. This game may well change that,
affording it the dubious accomplishment of instilling a brand
new, whacked-out stereotype about a city that already has well
more than its share. And, adding to the blurred line between
the virtual setting and the real city, the developers plan to
pepper the game with recreations of historic L.A. crime
spectacles such as the North Hollywood bank shootout or the
infamous white Bronco chase.
To Live and Die in LA:
All of this brings up a point: will actually experiencing
rogue cops and ninja octogenarians and kamikaze, nitrous-oxide
equipped Honda Civics make people think that this is what L.A.
is really all about? After all, the Marines have used the game
"Doom" to prepare their troops for the confusion of
close-quarters battle. Are we sending out the message that if
you want to make it here, these games are your playbook?
Francis Steen is an a associate professor of Speech and
Communication Studies at UCLA, where the intersection of
culture and games is a burgeoning topic, prompting a recent
conference on "Playing, Gaming, and Learning," co-organized
with UCLA Extension’s Department of Computer Graphics and
Graphic Design. Steen’s work analyzes the kind of survival
lessons learned through the simulations of "play" behavior,
such as the surprisingly common (and gruesome) game parents
play when tickling and pretending to devour their young
children. Such play simulations, he argues, are ideal for
rehearsing "high-stakes interactions," the kind of
saber-toothed-tiger-in-the-nursery moments for which ancestral
children got only one chance at the correct response. The same
ability to replay life-and-death decisions is what makes
military war-gaming useful as well.
In other words, if — upon disembarking at LAX — travelers
really were besieged by crazed seniors intent on sinking
dentures into their necks, then tourists who had already
battled against a simulated horde in a videogame would
probably have an edge. But whether playing the videogames
would actually make these tourists more likely to pick a fight
with "Matlock" junkies is a well-worn and ultimately circular
argument. After all, the point of war-games is always twofold:
to prepare soldiers to confidently tackle deadly situations,
but also to remind them that all the Rambo stuff that works in
action movies is really a bad, bad idea.
Instead of training for bloodthirsty combat, Steen
envisions that travelers to L.A. might more likely use virtual
cities to do things like tweak their sightseeing itinerary or
pick a place for dinner with their Uncle Phil. Such a feat
might eventually be possible, technically at least. At this
very moment, there are literally thousands of game designers
working in Los Angeles (see sidebar) vying to make their next
videogame version of L.A. even more detailed and believable
than the one they actually live in. "A danger, of course,"
Steen says, "might be that people will be satisfied with
experiencing only the virtual city — and not bother with
making a real trip at all."
There is a science-fiction film (one of our new governor
elect’s gems) called "Total Recall," in which citizens, rather
taking vacations, simply have fabricated memories of fictional
tours implanted in their minds. That the film’s title was
borrowed more than a decade later as a tagline for one of the
most bizarre political campaigns in U.S. history had more to
do with its catchiness than the film’s cultural significance.
But, ironically, the election itself serves as evidence of why
such a doppelganger reality will likely never arise. And
that’s because Los Angeles just keeps writing it’s own
stories, different each day, unexpected and customized for
each and every person who makes this town their home. And even
the strangest city that we could imagine will never be as
weird or rewarding as the real thing. |