Hollywood's rubbish Tube geography in Thor 2 is an unnecessary distraction

Londoners know the Tube map off by heart, so why do scriptwriters test their patience with needless mistakes?

The recently released film Thor: The Dark World is a huge fantasy epic spanning nine intergalactic realms, following the story of an alien creature with god-like powers fighting to save the universe from the powers of darkness. But what really killed the film’s gritty realism for me was the poor Tube geography.

Londoners are not known for their willingness to talk whilst on public transport, or their politeness, but it’s an unspoken point of pride that when asked by a tourist that they will give the quickest and most accurate directions. The London Underground is so central to the city that even if you’re not a native (I emigrated from Leicester a few years ago), Harry Beck’s iconic Tube map will become ingrained into your mind. So when Thor gets on the Tube at Charing Cross and is told by a fellow passenger he is three stops from Greenwich, it’s intensely frustrating.

Why couldn’t they have just fixed the script? Surely the actor who they employed for just that one line was a local who would know? Unfortunately for Thor, the correct route isn’t quite so simple. He’d have to leave the Tube station, hop on the national rail train from Charing Cross mainline station, and change at London Bridge. And even then to get to Greenwich Park, where shit was going down, it might be quicker to go to Maze Hill station, one stop after Greenwich.

Or how about taking the short walk to Embankment, taking the District to Monument, changing to Bank and taking the DLR to Cutty Sark? Or there’s even the number 53 bus - though if he takes this latter option, the odds of him turning up just in the nick of time are going to be significantly reduced.

Thor 2 isn’t alone though in getting London wrong. Last year’s Bond film, Skyfall, had Bond board a train at Temple station that aficionados (that’s how I’m choosing to refer to train spotters) will be able to tell you was actually a deep-level Jubilee line train rather than the sort used on the District and Circle lines. And this isn’t even to mention the fact that in Bond’s world, the District line apparently serves the Spitalfields (EDIT: Smithfields) area.

Similarly, the cerebral thriller Fast & Furious 6 at one point has a fight in the tunnels at Aldwych station only to emerge in what Vin Diesel’s character later refers to as Waterloo station - though this is perhaps forgivable in comparison to the film’s utterly bizarre street race sequence above ground. In this case, they hold a loud party literally next to the Foreign Office (how did they get a permit for that?) before racing along a bizarre route up Whitehall, skipping Trafalgar Square, emerging at Piccadilly Circus from the wrong direction before, umm, somehow heading north up Whitehall again. Though I guess this is a film that also tries to pass off a barely disguised Lambeth Bridge as Moscow (some onion domes have been added to buildings in post-production), and Senate House as Interpol HQ.

Perhaps the worst London geography fail I’ve seen, though, is in the 2009 Bollywood film London Dreams. At the start of the film a boy called Arjun and his uncle come to London in search of stardom. When they arrive at Heathrow, Arjun runs away... and manages to run all the way to Shad Thames. Just over 20 miles away. Impressive.

Okay, so London geography errors are pretty common - but why do they persist? It’s such a trivial thing, why can’t filmmakers get them right?

In the case of the Tube, the reason is practical. The two most common filming locations on the Underground are the disused station at Aldwych (seen in Fast & Furious 6), which used to be on a branch of the Piccadilly line until it closed in 1994, and the similarly disused Jubilee line platforms at Charing Cross (used for Skyfall and Thor 2), which were used until the line was extended to Stratford via Westminster in 1999. It’s much easier to film on some closed track than upset thousands of commuters.

Now, am I kicking up a fuss over something essentially trivial? Well, yes - but what I don’t understand is how millions of dollars can be spent on making a giant spaceship appear to hover over the Royal Maritime Museum in Greenwich, yet for some reason the budget doesn’t extend to fixing a few rogue signposts in the a Tube station.

And given how London is home to six million people - many of whom presumably like to watch films - can’t a little more care be taken? This can’t be unique to London either - I imagine residents of New York, Los Angeles and many other cities must find this maddening. Am I the only person who finds rubbish geography distracting?

If you want to find me to argue, I’ll be on platform 12 at Clapham Junction. I’ll be the guy with the notebook and the anorak.

Thor in Greenwich, which is not three stops from Charing Cross. (Image: Marvel)
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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.