Gilbey on Film: lovable Roeg

This great British director's movies are enjoying a deserved revival.

Two pieces of Nicolas Roeg-related good news arrived this morning. The first came in the post: a copy of BFI Southbank's March programme, with its long-overdue Roeg season.

It's no exaggeration to say that I grew up on Roeg; my tastes were shaped, and my horizons broadened, by his films. I came of cinema-going age during what is generally considered the start of his downward slide: the first film of his that I saw at the cinema was Castaway in 1986, followed by the unloved curiosity that is Track 29 -- a freaky, Dennis Potter-scripted adult fairy-tale with a mix'n'match cast (Gary Oldman, Back to the Future's Christopher Lloyd and Roeg's wife Theresa Russell, a regular fixture in his work for 12 years beginning with 1979's Bad Timing). The Witches, Roeg's traumatic 1990 adaptation of Roald Dahl's novel, was a gruesome joy right up to the moment of its compromised ending, and went some way toward bringing the director back into favour.

But Cold Heaven, the fraught and creepy psychological thriller that marked his last collaboration with Russell, drifted on to video after a couple of festival screenings; I remember seeing Roeg on a TV arts show around that time, arguing that the film's themes and concerns were not dissimilar from those found in the then-current blockbuster Total Recall. It wasn't a far-fetched claim by any means, but there was palpably the sense that cinema audiences, critics and the industry in general had moved on from Roeg.

Funny to think that films as scandalous (in both formalist and visual terms) as Performance, Don't Look Now and The Man Who Fell to Earth could have become part of the canon, but maybe that was one aspect of the problem: possibly we felt we had all the Nicolas Roeg films we wanted, and we had no further use for any more. So I mourn the fact that Roeg never got to shoot his much-mooted adaptation of Martin Amis's Night Train, or to bring to the screen Paul Theroux's clammy thriller Chicago Loop with James Spader (Theroux had dedicated the novel to Roeg -- with whom he had conjured up the plot -- and Russell). He remained instead effectively relegated to TV, or forgotten, ever since.

As for the question of whether a falling-off in quality had contributed to this general fatigue in our response to him, that is not something I can answer until I've watched the later movies again. Were I to defer now to my teenage self for an opinion, there's every chance he would rave long into the evening without discernment before asking if anyone knows how to get hold of a "This Charming Man" 12-inch for under £20.

The other bulletin from the world of Roeg is the appearance of Don't Look Now at the top of Time Out's just-published Top 100 Best British Films poll, which proves that he is still greatly treasured after all this time (Perfomance, Walkabout and Bad Timing also make appearances further down the list), but also that we have decided collectively to write off the later films and give obeisance to the accepted masterpieces.

Either way, the recognition is reassuring, considering the debt that modern film-makers (Christopher Nolan in Memento, Alejandro González Iñárritu in 21 Grams and Babel, Steven Soderbergh in The Limey, Julio Medem in The Red Squirrel) owe to the fractured, associative storytelling style pioneered by the likes of Resnais and Roeg. It isn't simply a case of throwing the scenes up in the air and cutting them together in whichever order they fall; there's an intuitive quality to Roeg's mosaic textures, so that colours, sounds, words and visual echoes can cause a sudden ricochet effect in the narrative chronology.

I still think of Roeg as one of cinema's great cerebral and emotional forces, yet I didn't vote for any of his films in my own contribution to the poll: were there too many other contenders, or had he just become too familiar to me, so much a part of myself that I had failed even to notice him any more? A bit of the former but more of the latter, I think.

When I got to interview him in 1995 (before the release of his film Two Deaths), he disputed the long-rumoured story that he liked to leave a cinema halfway through whatever film he happened to be watching so that he could imagine the rest himself. It really doesn't matter that it isn't true because it fits: something in that mixture of perverseness and imagination gets close to the essence of Roeg.

Ryan Gilbey is the New Statesman's film critic. He is also the author of It Don't Worry Me (Faber), about 1970s US cinema, and a study of Groundhog Day in the "Modern Classics" series (BFI Publishing). He was named reviewer of the year in the 2007 Press Gazette awards.

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It’s been 25 years since the Super Nintendo and Sega Mega Drive were released – what’s changed?

Gaming may be a lonelier pusuit now, but there have been positive changes you can console yourselves with too.

Let's not act as if neither of us knows anything about gaming, regardless of how old we are. Surely you'll remember the Super Nintendo console (SNES) and Sega's Mega Drive (or Genesis, if you're an American)? Well, it's now been 25 years since they were released. OK, fine, it's been 25 years since the SNES' debut in Japan, whereas the Mega Drive was released 25 years ago only in Europe, having arrived in Asia and North America a bit earlier, but you get the idea.

Sonic the Hedgehog by Sega

It's amazing to think a quarter of a century has passed since these digital delights were unveiled for purchase, and both corporate heavyweights were ready for battle. Sega jumped into the new era by bundling Sonic, their prized blue mascot and Nintendo retaliated by including a Mario title with their console.

Today's equivalent console battle involves (primarily) Sony and Microsoft, trying to entice customers with similar titles and features unique to either the PlayStation 4 (PS4) or Xbox One. However, Nintendo was trying to focus on younger gamers, or rather family-friendly audiences (and still does) thanks to the endless worlds provided by Super Mario World, while Sega marketed its device to older audiences with popular action titles such as Shinobi and Altered Beast.

Donkey Kong Country by Rare

But there was one thing the Mega Drive had going for it that made it my favourite console ever: speed. The original Sonic the Hedgehog was blazingly fast compared to anything I had ever seen before, and the sunny background music helped calm any nerves and the urge to speed through the game without care. The alternative offered by the SNES included better visuals. Just look at the 3D characters and scenery in Donkey Kong Country. No wonder it ended up becoming the second best-selling game for the console.

Street Fighter II by Capcom

The contest between Sega and Nintendo was rough, but Nintendo ultimately came out ahead thanks to significant titles released later, demonstrated no better than Capcom's classic fighting game Street Fighter II. Here was a game flooding arcade floors across the world, allowing friends to play together against each other.

The frantic sights and sounds of the 16-bit era of gaming completely changed many people's lives, including my own, and the industry as a whole. My siblings and I still fondly remember our parents buying different consoles (thankfully we were saved from owning a Dreamcast or Saturn). Whether it was the built-in version of Sonic on the Master System or the pain-in-the-ass difficult Black Belt, My Hero or Asterix titles, our eyes were glued to the screen more than the way Live & Kicking was able to manage every Saturday morning.

The Sims 4 by Maxis

Today's console games are hyper-realistic, either in serious ways such as the over-the-top fatalities in modern Mortal Kombat games or through comedy in having to monitor character urine levels in The Sims 4. This forgotten generation of 90s gaming provided enough visual cues to help players comprehend what was happening to allow a new world to be created in our minds, like a good graphic novel.

I'm not at all saying gaming has become better or worse, but it is different. While advantages have been gained over the years, such as the time I was asked if I was gay by a child during a Halo 3 battle online, there are very few chances to bond with someone over what's glaring from the same TV screen other than during "Netflix and chill".

Wipeout Pure by Sony

This is where the classics of previous eras win for emotional value over today's blockbuster games. Working with my brother to complete Streets of Rage, Two Crude Dudes or even the first Halo was a draining, adventurous journey, with all the ups and downs of a Hollywood epic. I was just as enthralled watching him navigate away from the baddies, pushing Mario to higher and higher platforms in Super Mario Land on the SNES just before breaking the fast.

It's no surprise YouTube's Let's Play culture is so popular. Solo experiences such as Ico and Wipeout Pure can be mind-bending journeys too, into environments that films could not even remotely compete with.

But here’s the thing: it was a big social occasion playing with friends in the same room. Now, even the latest Halo game assumes you no longer want physical contact with your chums, restricting you to playing the game with them without being in their company.

Halo: Combat Evolved by Bungie

This is odd, given I only ever played the original title, like many other, as part of an effective duo. Somehow these sorts of games have become simultaneously lonely and social. Unless one of you decides to carry out the logistical nightmare of hooking up a second TV and console next to the one already in your living room.

This is why handhelds such as the Gameboy and PSP were so popular, forcing you to move your backside to strengthen your friendship. That was the whole point of the end-of-year "games days" in primary school, after all.

Mario Kart 8 by Nintendo

The industry can learn one or two things by seeing what made certain titles successful. It's why the Wii U – despite its poor sales performance compared with the PS4 – is an excellent party console, allowing you to blame a friend for your pitfalls in the latest Donkey Kong game. Or you can taunt them no end in Mario Kart 8, the console's best-selling game, which is ironic given its crucial local multiplayer feature, making you suspect there would be fewer physical copies in the wild.

In the same way social media makes it seem like you have loads of friends until you try to recall the last time you saw them, gaming has undergone tremendous change through the advent of the internet. But the best games are always the ones you remember playing with someone by your side.