The Fifth Estate: WikiLeaks at its worst

Compared with <em>The Social Network, The Fifth Estate</em> is craven and cartoonish.

One of the keenest pleasures of watching David Fincher’s film The Social Network, scripted by Aaron Sorkin, came from realising how badly the whole enterprise could have turned out and feeling grateful that it ended up being something close to a masterpiece. A pair of old-media dudes cocking a snook at this Facebook tomfoolery—how enlightening or entertaining could that be? Well, now we know the answer: infinitely. Part of that film’s brilliance lies in its detachment: Fincher and Sorkin are palpably suspicious of our voluntary surrender to the gods of social networking, but they still recognise that at its heart the story is one which rests on timeless themes (ambition, betrayal, conformity, loneliness). Most of my pre-release fears surrounding The Social Network have now been helpfully embodied in The Fifth Estate, Bill Condon’s film about Julian Assange and WikiLeaks. I come not to review the film today but merely to remark on the infinitesimal differences in tone and perspective which can decide a movie’s fate.

That said, I’m not going to take the fifth on The Fifth Estate: I think it’s bogus. The problem is not Benedict Cumberbatch as Assange or Daniel Brühl as his WikiLeaks co-conspirator Daniel Domscheit-Berg. Both work small miracles with the cartoonish characterisation they have been given. (Though Cumberbatch is called upon to give a terrible “Over to you…” straight-to-camera address at the end in a last-ditch attempt to make the film seem amorphous and self-reflexive.)

Whereas The Social Network had a mature, sane outlook on a youthful phenomenon, The Fifth Estate is craven: it’s so superficially thrilled by the unknown potential of the internet that it goes into a spin. Graphics that would have been rejected as too absurd by The Day Today are thrown in alongside dubious visualisations of WikiLeaks’ online world—an unending office floor like the one in The Apartment, only with the sky where the ceiling should be, and an Assange clone seated at every desk. The sensation that someone is trying to explain the internet to you is hard to suppress.

The film’s fogeyish approach to technology probably wouldn’t matter so much if it had grasped the bare bones of drama. The verbal clichés pile up (“We changed the world!” “This is huge” “Welcome to the revolution!”). Motivation and back-story are smuggled into casual conversation with all the elegance of an elephant being sneaked through passport control. Even if the real Assange has a habit of cramming his conversation with one-line biographical anecdotes (“I have a son…” “When I was 13…”), the writer-director Bill Condon (Gods and Monsters) should know that this doesn’t fly in film—it stops the drama dead while we wait for the significance to pass like a storm cloud.

Condon also betrays a serious lack of faith in his material whenever he sets the cameras whizzing around the characters or cuts frantically between scenes and time-zones. This is the filmmaking style of a director who suddenly realises that most of his dramatic high-points involve men staring at laptop screens. While it may be unfair to use The Social Network as a stick with which to beat The Fifth Estate, this is another area in which Fincher and Sorkin excelled: rather than getting hung up on the computer-screen problem, they simply circumnavigated it for the most part and coaxed the drama out into the physical. If we felt any claustrophobia from that movie, it was entirely intentional. With the exception of some taut scenes involving Laura Linney (she serves much the same acerbic function that Joan Allen did in the Bourne series), The Fifth Estate feels desk-bound even when its characters are whizzing across the world, or glancing over their shoulders at enemy agents.

In some of the scenes set in the Guardian offices, Dan Stevens turns up as the paper’s former assistant editor, Ian Katz, who recently decamped to the BBC’s Newsnight. What he said rather ungallantly last month about one of his show’s guests, Labour MP Rachel Reeves, goes double for The Fifth Estate: it’s boring snoring.


The Fifth Estate opens 11 October.

Benedict Cumberbatch arrives at 'The Fifth Estate' premiere during the 2013 Toronto International Film Festival. Image: Getty

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.