It's About Time again: What happened when a film critic discussed ill-considered sex in a Richard Curtis movie

Last week Ryan Gilbey expressed discomfort at a scene in Richard Curtis's new time travel rom-com About Time, and was astonished by the responses he received.

When I blogged last week about a scene in Richard Curtis’s time-travel rom-com About Time which I found morally dubious, it prompted the sort of stimulating online back-and-forth that’s useful in reminding one that internet exchanges aren’t entirely combative and disparaging in nature. (That said, I was accused of “mansplaining” and of writing “a terrible article” that should never have been published. My mother, there, supportive as ever…)

The scene with which I took issue featured Tim, the time-travelling hero played by Domhnall Gleeson, revising repeatedly his first night with Mary (Rachel McAdams) in order to emerge from the encounter with his sexual confidence intact. He has sex with her multiple times, rewinding the evening each time in order to do so, and improving immeasurably on his first rather brief attempt. However, she remains oblivious to the fact that he has effectively used her as a glorified blow-up doll on which to practice his technique. They marry halfway through the picture, but she never discovers what he did to her, and it certainly isn’t an issue to the filmmakers.

On the NS site, Mukkinese felt the point was all a bit right-on: “Good grief, talk about middle-class sensibilities run wild. Get a grip. It would only be rape if she did not consent each time she had intercourse, not each time he did.” This, though, was my problem with the film. Mary is given no such opportunity to consent to those multiple revisions. The privileged knowledge rests entirely with Tim. He gets one—no, several—over on her. Rather than focusing on the man, who has all the power in this situation, I thought we should consider the woman, who has none. It’s comparable to a man having sex repeatedly with a woman suffering from short-term memory loss, only for him to present each time as the first. If she gave her consent on every occasion, it could only be without full possession of the facts.

Still on the NS site, Graham said that Tim’s behaviour “could … be construed as him wanting to do better for her benefit.” Ron responded insightfully: “I don’t think this is entirely the case … This sequence maps onto a more general cultural discourse in which sex is something men ‘do’ to women, female pleasure is something men ‘give’ to women, and female orgasm stands as ‘proof’ of men’s sexual prowess.”

On Twitter, @amuchmoreexotic pointed out that “each version of her does know what’s being done to her” since Tim is “travelling in between realities, but in each one she consents,” though he did concede that this was “arguably under a mistaken assumption.” In other words, while she consents to each individual act of intercourse, she has no access to the bigger picture. The audience does have that access, though, which makes us complicit in Tim’s deception and increases the sleaziness of the scene. @amuchmoreexotic had a question: “so what happens to the version of her he prematurely ejaculates in? When he time travels is that one destroyed?” The answer is yes. Each new version of reality that Tim creates by time-travelling over-writes the previous one. “So he’s killing alternative versions of the woman every time he travels,” @amuchmoreexotic continued. “Murder, not rape, is the problem here.”

I liked the procedural coolness brought to bear on the whole conundrum by @StephenTHughes: “The complainant needs to have had the capacity (in this case the understanding) to make a choice about whether or not to take part in the sexual activity *at the time in question*. Tricky with two timelines! I guess with time travel you ought to need capacity to consent in both timelines. And one could argue that she didn’t have capacity to consent in his timeline because of the deception as to nature of the act. Perhaps not enough case law involving time travel to decide if rape or not?” Let’s say the jury’s out.

About Time is released 4 September.

Rachel McAdams as Mary in About Time.

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.