The individual elements of Through a Glass Darkly are familiar. We’ve previously seen Bergman play with techniques familiar from the horror genre, especially in Hour of the Wolf. We’ve also seen his characters grapple with mental illness, as well as with religion and crises of faith. However, Through a Glass Darkly feels quite different from these other films – perhaps because of its intense focus on its central female character, another striking addition to the cast of women created by Bergman and his leading actresses throughout their collaborations. Bergman’s male protagonists are often weaker than his female characters, but this time, they are basically a supporting cast to the female lead. Without a doubt, the star of this film is Harriet Anderson.Continue reading
Okay, he’s pulled it off: I’ve finally got to a film on my Bergman odyssey that has left me entirely non-plussed: The Passion of Anna. Obviously there are elements here that I recognise and that I have an idea what to do with: we have the old Bergman staples, shame, despair, marital unhappiness, infidelity, as well as the stock characters, male cynics who only see senselessness and react with an aloofness that makes you want to slap them, women who in turn cling on to a belief in something real and pure in the face of shallow existentialism under the guise of worldly intellectualism. The faces, too, are very familiar – Max von Sydow, Liv Ullmann, Bibi Andersson, Erland Josephson – as is even the landscape, Bergman’s beloved island of Fårö.Continue reading
The cliché of an Ingmar Bergman film seems to be that of a melancholy, existentialist treatise on the meaninglessness of life and of relationships, most likely in black and white. You know the kind of thing: people standing at the beach, being depressed. I’ve said so before, but that’s not the Bergman I’ve found, even in films such as The Seventh Seal, and most definitely not in Fanny and Alexander (both of these are yet to come in our journey through Criterion’s amazing box set Ingmar Bergman’s Cinema). Look at something like Scenes from a Marriage and alongside the acrimony, emotional cruelty and existential despair that doubtlessly fuel the conflict between Marianne and Johan, you’ll definitely also find warmth, humaneness and humour.
I rather wish there had been more of the latter in Shame, a film that, while recognisably Bergman in its concerns – and obviously in its cast -, reminded me of Michael Haneke in its relentless grimness. It is perhaps telling that one of the rare scenes where the film displays a sense of humour shows one of its characters to be such a bad shot that he fails to kill a chicken that’s barely half a metre in front of him.
By the end of the film, the chickens have lost their lives nonetheless and that character has become both able and more than willing to use his gun on a human being.Continue reading
This film should have been the thirteenth in Criterion’s sublime collection Ingmar Bergman’s Cinema – and if we count Scenes from a Marriage as one work in two different formats, the numbers actually tally. Hour of the Wolf is an ominous, nightmarish work; in fact, I would go so far as to say that it is about the last thing I would have expected in the director’s oeuvre, an out-and-out horror film – though, this being Bergman, the horrors are not those of ghouls and ghosts, they are of the decidedly psychological kind.
Nonetheless: there are scenes of faces being pulled off and eyes floating in wine glasses. You’ve been warned.Continue reading
Stop me if this sounds familiar, because I’m sure I’ve written it before: the thing that makes gaming in Virtual Reality fundamentally different from playing on a regular screen is that it removes a layer of abstraction. You don’t look around by moving the mouse, pressing a stick in a certain direction or pressing a button: you look around by looking around. It sounds like a small difference, but it feels entirely different whether you look up at an enormous, ominous gate covered with runes glowing red by moving the hand holding the mouse a few centimetres away from you or whether you lean your head back. You perceive size and scale entirely differently, and as a result things feel more intimate, more real, for want of a better word. Present-day VR aims at reducing abstraction even more by means of room-scale solutions (the virtual space is represented by the actual space, so you can walk around in-game by walking around in the available space – until you bump into the nearest wall or trip over the cat) and of controllers that replicate hand and finger movement, so you grab things in virtual space not by pushing a button but by using your actual hands.