Red Desert – review

Antonioni's 1964 film depicts a familiar landscape.

Some people have suggested that mental illness is a kind of adaptation to the sort of circumstances that will arise in the future. As we move towards a more and more psychotic landscape, the psychotic traits are signs of a kind of Darwinian adaptation. (J G Ballard, BBC Radio, 1998)

Aesthetic analyst of the bourgeoisie, which he geometrically framed with neither absolving nor condemning tones, Michelangelo Antonioni captured the moral degradation and emotional apathy of the "affluent society" like no other. Red Desert (1964), his first film in colour, retrieves a thematic intuition dating back to La Signora Senza Camelie (1953) and Le Amiche (1955) and examines it under the artificial light of industrialisation. Women appear as the first "victims" of the anthropological mutations brought on by progress; dissatisfaction and neurosis as its most recurring symptoms. Red Desert orbits around Giuliana (Monica Vitti), a woman trapped in an altering environment searching aimlessly for a place, function and role. Oppressed by the manufactured ambience, Giuliana gasps for air as her lungs are filled with the poisonous gases from the chimneys that varnish the sky.

The film pans over a lunar landscape where sentimental immobility clashes against the soulless dynamism of technological advancement. Antonioni, though, does not denounce the injustices of industrialisation; he merely registers the inability to adapt to it, which in Giuliana’s case results in mental disturbances.

The connective texture of the film decelerates and dilates, the camera dwelling more on objects than on the people who are unable to communicate with their surroundings. Long shots depict the monumental austerity of manufacturing plants, while the traditional landscape (the old city centre) is glimpsed via fleeting details, as if the camera were chasing its vanishing remnants.

Before the "swinging" blackmail of appearances (un)seen in Blow-Up (1966), the Red Desert of affective economy made colour the primary source of communication, way more eloquent than dialogue. Words are impotent; their ability to articulate an affirmative critique is deafened by the roar of progress. The narrative is entirely entrusted to the techno-expressive apparatus of the film – form does not contain substance; on the contrary, it incarnates it. Giuliana’s world – better still, her detachment from it – is mediated in chromatic terms and subjective deformations are rendered through the set design (even the vegetation was painted before filming). Her claustrophobic wandering through the vast and barren lands of a changing society seems condemned to eternal circularity.

Today, this Red Desert feels like a very familiar place.

A newly restored print of "Red Desert" opens at BFI Southbank on 27 July.

Monica Vitti and Richard Harris in Red Desert. Photograph: Getty Images
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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.