Films that make you feel old

Five videogame-related movies to savour.


Sometimes a film comes along that makes you feel like an enthusiast for the hand-cranked gramophone in a world of downloads. Mine was Frank Miller and Robert Rodriguez’s self-congratulatory graphic novel adaptation Sin City, which I didn’t respond to at all on any level. (Occasionally it’s nice for the critic to be off-duty, to see a film about which one is not required to build an argument for or against or somewhere in-between, and to simply say, like Tom Hanks in Big, “I don’t get it.” Not having been required to write about Sin City, I was able in that instance to give the critical synapses the night off.)

I felt it to a lesser degree with the new 3D Disney animation Wreck-It Ralph, about a character in a 1980s-style arcade game who tires of his role as a baddie and starts to look around for opportunities to be a hero. The story itself is familiar enough, the standard Be True To Yourself message that is always being promoted by the largely conservative, lily-livered, risk-averse mainstream film industry. And the film is often a hoot, with some resounding and well-played emotional beats, not to mention a good movie role at last for the abrasive comic Sarah Silverman, even if it is in voice only. (Yes, she had her own concert film, Jesus Is Magic but until now her film acting highlight has been her profane cameo at the start of Christopher McQuarrie’s The Way of the Gun.)

But I was keenly aware that the screenplay’s numerous videogame references and in-jokes were whooshing straight over my analogue head. It isn’t that I’m the wrong generation - Atari Tennis is my Proustian Madeleine. (Top tip: you can always tell those of us who have never read Recherche le temps perdu by our prodigious mentions of the only detail we have picked up from the text.) But I was never a videogame nut, unless you count the clunky, late-1980s game Gumshoe, which involved pointing an unwieldy plastic gun at the TV screen and pressing the trigger, thereby causing the squat detective hero to jump. Primitive isn’t the word. If memory serves, the image was comprised of around six pixels. Eight at a push.

I’ve been keeping in with Tetris. Well, you have to do your bit, don’t you? And one of my children downloaded Temple Run for me. It’s all go around here. But as if to prove that I’m still alive and able to ascend the stairs without pausing for breath more than three or four times, here are five videogame-related films that I admire - and, more to the point, that I can watch without having to resort to annotated notes from any nearby teenagers.


David Cronenberg’s foray into the world of virtual reality gaming was anything but sterile: the fleshy consoles pulsed, jacks are plugged into human flesh and a gun is constructed from bone and gristle. One of his strongest and funniest movies.

The Last Starfighter 

This charming 1984 adventure got trampled in the glut of cheapo Star Wars knock-offs, but it’s an altogether different and more delightful movie in which a boy’s success at a crummy arcade game serves as his inadvertent audition to join an intergalactic battle.


Bollywood megastar Shahrukh Khan stars in this ambitious 3D fantasy about a virtual reality villain who breaks out of the game and into the real world to hunt down his adversary. The same plot was used much less effectively in Virtuosity, starring a pre-superstardom Russell Crowe and Denzel Washington.

Scott Pilgrim Vs the World 

Edgar Wright’s musical-action-comedy doesn’t feature much actual videogame action, but that’s because it all spills into the “real” lives of the twentysomething Canadian characters who’ve grown up on Zelda, Final Fantasy etc. The quest of Scott (Michael Cera) to vanquish his girlfriend’s seven evil ex-lovers is structured like an arcade game, while even the Universal imprint at the start of the film is remade in 8-bit, old-school, 1980s videogame style.


You didn’t really think I’d leave this out did you? This may not be as good as you remember it, but its retro charm is something to be reckoned with, and it looks even better next to the travesty of its tardy sequel, Tron: Legacy.

"Wreck-It Ralph" is on release.

A still from "Scott Pilgrim vs The World", Edgar Wright’s musical-action-comedy.

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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Bohemian rhapsody: Jeanette Winterson’s “cover version” of The Winter’s Tale

 Jeanette Winterson's The Gap of Time is full of metaphorical riches.

Shakespeare – that magpie plunderer of other people’s plots and characters – would undoubtedly have approved. The Hogarth Shakespeare project invites prominent contemporary writers to rework his plays in novelistic form and this is Jeanette Winterson’s reimagining of The Winter’s Tale. Like the original, it shuttles disturbingly between worlds, cultures and emotional registers. It has never been an easy play, for all its apparent focus on reconciliation, and Winterson handles the gear-changes with skill, moving between the offices of Sicilia, a London-based asset-stripping company, and New Bohemia, a New Orleans-like American urban landscape (with interludes in both a virtual and a real Paris).

Her Leontes is a hedge-fund speculator, Polixenes a visionary designer of screen games (the presence of this world echoes the unsettling semi-magic of Shakespeare’s plot). They have a brief and uncomfortable history as teenage lovers at school and Polixenes – Xeno – has also slept with MiMi (Hermione), the French-American singer who eventually marries Leo.

The story unfolds very much as in the play (though Winterson cannot quite reproduce the effect of Shakespeare’s best-known deadpan stage direction), with Leo using advanced surveillance technology to spy on Xeno and MiMi, and Perdita being spirited away across the Atlantic to the US, where her guardian, Tony, is mugged and killed and she is left in the “baby hatch” of a local hospital – to be found by Shep and his son and brought up in their affectionate, chaotic African-American household. Perdita falls in love with Zel, the estranged son of Xeno, discovers her parentage, returns to London and meets Leo; Leo’s PA, Pauline, has kept in contact across the years with MiMi, a recluse in Paris, and persuades her to return secretly to give a surprise performance at the Roundhouse, when Leo is in the audience, and – well, as in the play, the ending is both definitive and enormously unsettling. “So we leave them now, in the theatre, with the music. I was sitting at the back, waiting to see what would happen.”

That last touch, bringing the author into the narrative in the same apparently arbitrary way we find in a text such as Dostoevsky’s Demons – as a “real” but imperfect witness – gently underlines the personal importance of the play to this particular author. Winterson is explicit about the resonance of this drama for an adopted child and one of the finest passages in the book is a two-page meditation on losing and finding: a process she speculates began with the primordial moment of the moon’s separation from the earth, a lost partner, “pale, lonely, watchful, present, unsocial, inspired. Earth’s autistic twin.”

It is the deep foundation of all the stories of lost paradises and voyages away from home. As the moon controls the tides, balances the earth’s motion by its gravitational pull, so the sense of what is lost pervades every serious, every heart-involving moment of our lives. It is a beautifully worked conceit, a fertile metaphor. The story of a child lost and found is a way of sounding the depths of human imagination, as if all our longing and emotional pain were a consequence of some buried sense of being separated from a home that we can’t ever ­remember. If tragedy is the attempt to tell the story of loss without collapse, all story­telling has some dimension of the tragic, reaching for what is for ever separated by the “gap of time”.

Winterson’s text is full of metaphorical riches. She writes with acute visual sensibility (from the first pages, with their description of a hailstorm in a city street) and this is one of the book’s best things. There are also plenty of incidental felicities: Xeno is designing a game in which time can be arrested, put on hold, accelerated, and so on, and the narrative exhibits something of this shuttling and mixing – most effectively in the 130-page pause between the moment when Milo (Shakespeare’s Mamilius, Leo’s and MiMi’s son) slips away from his father at an airport and the fatal accident that follows. In the play, Mamilius’s death is a disturbing silence behind the rest of the drama, never alluded to, never healed or reconciled; here, Milo’s absence in this long “gap of time” sustains a pedal of unease that has rather the same effect and the revelation of his death, picking up the narrative exactly where it had broken off, is both unsurprising and shocking.

Recurrent motifs are handled with subtlety, especially the theme of “falling”; a song of MiMi’s alludes to Gérard de Nerval’s image of an angel falling into the gap between houses in Paris, not being able to fly away without destroying the street and withering into death. The convergence and crucial difference between falling and failing, falling in love and the “fall” of the human race – all these are woven together hauntingly, reflecting, perhaps, Shakespeare’s exploration in the play of Leontes’s terror of the physical, of the final fall into time and flesh that unreserved love represents.

A book of considerable beauty, then, if not without its problems. MiMi somehow lacks the full angry dignity of Hermione and Leo is a bit too much of a caricature of the heartless, hyper-masculine City trader. His psychoanalyst is a cartoon figure and Pauline’s Yiddish folksiness – although flagged in the text as consciously exaggerated – is a bit overdone.

How a contemporary version can fully handle the pitch of the uncanny in Shakespeare’s final scene, with the “reanimation” of Hermione, is anyone’s guess (the Bible is not wrong to associate the earliest story of the resurrection with terror as much as joy). Winterson does a valiant job and passes seamlessly into a moving and intensely suggestive ending but I was not quite convinced on first reading that her reanimation had done justice to the original.

However, weigh against this the real success of the New Bohemia scenes as a thoroughly convincing modern “pastoral” and the equally successful use of Xeno’s creation of virtual worlds in his games as a way of underlining Shakespeare’s strong hints in the play that art, with its aura of transgression, excess, forbidden magic, and so on, may be our only route to nature. Dream, surprise and new creation are what tell us what is actually there, if only we could see. Winterson’s fiction is a fine invitation into this deeply Shakespearean vision of imagination as the best kind of truth-telling.

Rowan Williams is a New Statesman contributing writer. His most recent book is “The Edge of Words: God and the Habits of Language” (Bloomsbury). The Gap of Time by Jeanette Winterson is published by Vintage (320pp, £16.99)

Rowan Williams is an Anglican prelate, theologian and poet, who was Archbishop of Canterbury from 2002 to 2012. He writes on books for the New Statesman

This article first appeared in the 01 October 2015 issue of the New Statesman, The Tory tide