James is 17 and is pretty sure he is a psychopath. Alyssa, also 17, is the cool and moody new girl at school. The pair make a connection and she persuades him to embark on a road trip in search of her real father.
With the help of a mysterious pill that enables the user to access one hundred percent of his brain abilities, a struggling writer becomes a financial wizard, but it also puts him in a new world with lots of dangers.
Two strangers are drawn to a mysterious pharmaceutical trial that will, they're assured, with no complications or side-effects whatsoever, solve all of their problems, permanently. Things do not go as planned.
The wanted criminal Riddick arrives on a planet called Helion Prime, and finds himself up against an invading empire called the Necromongers, an army that plans to convert or kill all humans in the universe.
1984. Stefan is developing a computer game based on the book 'Bandersnatch', a novel where you get to make choices and this determines the story. He has an opportunity to take his game to Tuckersoft, a software company, and have them release it. However, the more he works on the game the more his life emulates the game, with choices being made that are out of his control. Stefan appears to be going insane.Written by
A Black Mirror (2011) interactive film, in which the viewer chooses the plot direction multiple times. Although the listed running time is 90 minutes, this is approximate depending how long the viewer decides to keep watching. The total amount of footage included to make all of the film's possible variations work is 5 hours 12 minutes 13 seconds, as revealed by the film's BBFC classification. See more »
When Stefan plays a Tangerine Dream album on the turntable, the LP had a single track that takes up the whole album side. "Phaedra", which he purchases earlier and is used elsewhere throughout the movie is indeed an album-side long, but track that starts playing is "The Dream Is Always the Same" from the Risky Business soundtrack, which is about four minutes long and one of five tracks on that side. See more »
There's messages in every game. Like Pac-Man. Do you know what PAC stands for? P-A-C: "program and control." He's Program and Control Man the whole things a metaphor, he thinks he's got free will but really he's trapped in a maze, in a system, all he can do is consume, he's pursued by demons that are probably just in his own head, and even if he does manage to escape by slipping out one side of the maze, what happens? He comes right back in the other side. People think it's a happy game, it's ...
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There is no single narrative or version. There are five different endings, each with multiple pathways to them. See more »
I'm a big Black Mirror fan, that sophisticated dystopian British/Netflix series that explores the darker side of technology. So when I heard less than a week ago that Netflix was releasing a new full-length movie installment into the Black Mirror universe on December 28th, I gasped, "It's a Christmas miracle!"
And when I learned that this new movie, set in 1984 and centered on a young video game designer writing the code for a new video game called Bandersnatch, would immerse the audience in the story by allowing each viewer to choose how the story unfolds for them, I was cautiously optimistic. After all, The Cave of Time was one of my favorite books as a child. Indeed, for a couple of years in the early 1980s I lived on a steady literary diet of Choose Your Own Adventure books (here is a great boxed set for your favorite 9-12 year olds ... or nostalgic forty-somethings).
So last night, I sat down to watch (is that the right word?) Bandersnatch.
The choices begin early on when we are asked to choose which cereal our hero, Stefan, will have for breakfast. Fortunately, from there the choices increase in gravitas as the program unfolds.
One thing is clear: Bandersnatch is essential viewing for anyone remotely interested in Black Mirror ... or anyone with a Netflix account and an hour or two to spare. (Depending on your choices the program varies significantly in length.)
But here's my major frustration: if the show doesn't like your choice, it eventually steers you back to the main storyline. Personally, it felt a bit like getting your knuckles rapped and as the story begins to unfold again, you realize that you have rather less control than you'd been led to believe. After about 1 1/2 hours, I found myself growing increasingly impatient. Along the way, I'd been offered a couple of opportunities to bow out to the end credits, but I wanted to persist to the real end. However, eventually, I realized that my interest in completing this dark story had been outweighed by my desire to do something else, and so finally I bowed out.
It was at that point that I thought back to the video game Dragon's Lair. When it came to the arcade in 1983, we were dazzled by the animation.
But soon, the novelty wore off as we, or at least I, realized the playability was low. Put simply, there wasn't much fun in learning how to link a series of animation sequences and calling it a game.
For all its innovation, I have the same feeling about Bandersnatch. There simply isn't much fun in learning how to link a series of dramatic sequences and calling it a movie.
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