Russian Doll, Black Mirror: “Bandersnatch” and the All-Too-Probable Rise of Videogame Television
Photos: Netflix
It’s fitting, since the series is always returning to the start, that Russian Doll exhibits a surplus of patience. Case in point: The funniest moment in its eight-episode arc is a throwaway line in the fifth installment, the humor of which depends on a montage in the second. In “The Great Escape,” our heroine, Nadia (the magnificent Natasha Lyonne)—caught in a Groundhog Day-style loop that begins in the bathroom at her 36th birthday party and resets each time she dies—hits a snag as she tries to leave the building, tumbling again and again and again to her untimely, darkly comic end. (See also: sidewalk doors.) As a result, she’s almost awestruck when she learns in “Superiority Complex” that Alan (Charlie Barnett), a new acquaintance in a similar situation, has no such trouble. “Are you telling me you’re never dying on the stairs?” she asks. “Are you some fuckin’ superhero?”
A coding error, a glitch in the matrix, the tricky level you can’t seem to beat: Whichever metaphor you prefer, Russian Doll builds momentum by leaning on its protagonist’s medium as much as its own. “This is like the game!” Nadia, a software engineer, exclaims at one point, and it’s this grammar, of simulations and cutscenes, that defines the series—at least at first. When the span of time between Nadia’s deaths lengthens in the opening minutes of “The Great Escape,” for instance, Russian Doll introduces the tension of the restart function that erases one’s gains; later in the same episode, as she finds a fire-escape workaround to her dying-on-the-stairs problem, the strands combine to form a devilishly funny lesson about the relationship between learning and the leap of faith, fear and flying blind. In fact, though the series features exchanges on determinism, moral narcissism, mirroring, and the general theory of relativity, discussions of good and evil, heredity, aging, the abyss, one might go so far as to argue that each stems from Nadia’s confrontation with the heady blend of choice and chance that distinguishes us from superheroes. In a sense, “dying on the stairs” is the Turing test of the new videogame TV: a useful reminder to pinch ourselves to make sure that we’re still human.
Of course, TV about videogames—as opposed to televised gaming, from the rise of esports to the streaming platform Twitch—is nearly as old as videogames themselves. Star Trek: The Next Generation featured a virtual-reality game/mind-control device in the 1991 episode “The Game”; in a similar vein, cyberpunk writers William Gibson and Tom Maddox collaborated on a pair of X-Files episodes, “Kill Switch” (1998) and “First Person Shooter” (2000). On the humorous end of the spectrum, both The Big Bang Theory and Young Sheldon have included plots about gaming, while Felicia Day’s innovative web series The Guild (2007-2013) focused entirely on the participants in an online role-playing game. In fact, as Vulture’s Mark Harris suggests in his recent essay on the pervasive, “reality-denying” influence of The Matrix (1999), “this isn’t happening” has woven itself into the fabric of our denuded discourse, in “Everything You Know About [X] Is Wrong” stories, the notion of the “life hack,” the long tail of the Reddit thread, and more.
To an extent, then, Russian Doll, Black Mirror, and Future Man are simply the latest and most prominent examples of the all-too-probable rise of videogame TV, following dozens of films in an attempt to cash in on the $138 billion videogame industry, or compete, as Netflix claims, with Fortnite. What’s new, in this evolving subgenre, is the adoption—with varying degrees of success—of “prestige” styles, structures, and themes, reflecting the vogue for serialized storytelling, grimdark aesthetics, philosophical questions, and emotional realism over sitcom one-offs and monsters-of-the-week. At its finest (Russian Doll), this approach integrates the logic of games into the characters’ experiences so seamlessly that the resulting analogies (and their limits) register as insights; at its worst (Black Mirror: “Bandersnatch”), it’s so stiff with techno-didacticism it leaches games of their extant appeal.