James McAvoy Did Not Get a Script for My Son, the Movie That Feels Like an FMV Game

My Son, the Peacock streaming movie to which star James McAvoy was not given the script, is like watching someone play a personalized, feature-length narrative videogame. Writer/director Christian Carion remade his own 2017 thriller Mon Garçon, which presents its lead Guillaume Canet with the same conceit, throwing McAvoy into the dramatic deep end. The cast and crew are fully informed, but he only has the vaguest idea of the story: His son is missing. But he gets no screenplay. No dialogue. It’s like he’s a Marvel star that won’t stop leaking plot points. The experiment’s a dull watch, but it’s far more fascinating a case study than it is a piece of drama. And if we dig into the gimmick that makes it so interesting, we can piece together why its inevitable compromises make it so boring.
As quickly becomes apparent as you watch, the way you have to make a movie in order to make it navigable for an actor with no idea what the hell’s going on is very specific. In fact, it’s a lot like how you might design and write a videogame, where you limit a player character’s options and set their stage in order to guide them along your story’s arc with a (hopefully) invisible hand. Also linking the two forms is the line between active and passive spectatorship that separates even the most “cinematic” games from movies. Players make choices, or at least take actions that have repercussions. We might not be making choices here, aside from the questionable one to sign up for Peacock and turn on this movie, but ostensibly, McAvoy is through his mostly on-the-spot performance.
My Son is not just an opportunity to revisit the excellent improv game Give Me Back My Son, but a film inexorably linked with improv as a technique. Not having a script required McAvoy to rely on his well-honed ability to tap into whatever emotion a scene requires, and his unknown detective instincts as he tries to figure out what happened to his boy. Experimental, but not unheard of—especially if everyone else filmed was participating in that collaborative tradition. Many movies feature ad-lib and improv, and have since the beginning.
Early silent comedians were constantly restructuring films to better fit the best gags; Jean Renoir saw improvisation as an ideal, as “the most accurate way of getting under the skin of life,” as scholar Gilles Mouellic describes it. Off-the-cuff moments can supplement a screenplay’s plan with memorable and vital humanism, later pulled out as canonized factoids (Indy shooting that swordsman; Travis Bickle posing some repetitive questions to his reflection) or compiled into Apatow outtake reels of riffing—it’s no coincidence that this comes up most explicitly with larger comedies seeking spontaneity to juice up a moment where lines are less important than laughs.
But as you get more indie, you run into longer-form and more intentional improv. Like Crazy, The Blair Witch Project, the films of Nobuhiro Suwa, Mike Leigh and the mumblecore movement all aim for enhanced realism by dropping their characters into situations and putting faith in their actors to react accordingly. These find their gaming comparisons in the tabletop world; Mike Leigh often builds characters out with his actors for weeks before shooting, and you have to imagine he’d be a great DM. But rarely, if ever, are movies built like My Son.
It’s not a case of true improvisational theater, with actors being given characters, basic desires or even nothing at all, and asked to engage in whatever play—storytelling or non-narrative—develops “naturally” between them. Nor is it guided improvisation within a given framework, aimed at producing the most unexpected humor or the most honest characters within a preplanned story. Rather, it’s a case of meticulous structure—flexible structure, perhaps, but painstakingly planned—designed for the experience of a single player: James McAvoy.
As a sidebar, it’s worth noting that McAvoy is an avid gamer, specifically enjoying story-centric experiences like The Elder Scrolls IV: Oblivion—a game he played so much on the Xbox 360 that his all-nighters were distracting him from work on Becoming Jane. But My Son puts him deeper into a game than ever, even deeper than when he had to burn his copy of Oblivion on his gas stovetop in order to break free from its thrall.
While it’s hard to say if he made the connection between the two experiences, as McAvoy and Carion didn’t seem to do any press for My Son, Carion and Canet did a bit for Mon Garçon. And Canet was right on the money: “It was like a role-playing game in fact, I was projected into a story where I had no control over anything.”
That might seem paradoxical coming from the one guy operating with no written script, but you feel this from My Son’s opening moments. As Edmond (McAvoy) introduces himself to police at a taped-off crime scene (where he’s prompted to present identifying documents) and hugs his ex-wife Joan (Claire Foy, who quickly gestures towards a new location and comments “I can’t go back there” like the NPC that she is), that would-be invisible hand is more than a little opaque. The dialogue and physical movements of the actors and production are leading. The camera lingers on McAvoy’s listening face to see what, if anything, will happen. The expectations for its star are laid out, only a bit more obvious than they’d be later. What else did you expect? If this is a videogame, the opening scene’s a tutorial.
If I was McAvoy, I’d chafe against these “invisible walls.” If you’re taking a risky role like this, you’re presumably ready to follow your instincts wherever they may lead you. Being directed to a person that clearly points you towards the next location, well, it foreshadows a fenced-in narrative that might make any improv feel a bit like trying to get to the horizon you see but can never reach in an open-world game. You hit those invisible walls at some point. But this is a movie, and a down-to-earth one at that—you can’t surround McAvoy with a mountain range, or an out-of-bounds area that’ll kill him with radiation. So how, exactly, does this production replicate these gameplay boundaries?
“When Guillaume arrived in the building, with the crew we manipulated him,” Carion explained about Mon Garçon. “We positioned the crew in such a way that Guillaume couldn’t come towards us. He couldn’t walk through the crew, so we pushed him forward. He had to go one direction; we pushed him like a mouse towards its hole, constantly. He realized it. He knew he was stuck and that’s what was great. We pushed him where he needed to go—it happened very organically.”