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Black Mirror: Bandersnatch

Bandersnatch: A Deep Dive into Netflix's Interactive Labyrinth

Black Mirror: Bandersnatch, released on the 28th of December, 2018, isn't just a film; it's an experience. Crafted by the inimitable Charlie Brooker and brought to life with the stark vision of director David Slade, this installment of the science fiction anthology series Black Mirror shattered conventions by placing the viewer directly into the narrative driver's seat. Premiering on Netflix, its interactive nature was a closely guarded secret, only confirmed on the day of its release, despite a swirling tempest of media speculation.

The premise immerses the viewer in 1984, following Stefan Butler (Fionn Whitehead), a young and ambitious programmer. His obsession? Adapting a complex fantasy gamebook titled "Bandersnatch" into a groundbreaking video game. This journey takes him to the doorstep of Tuckersoft, a prominent video game company led by the pragmatic Mohan Thakur (Asim Chaudhry) and featuring the enigmatic game designer Colin Ritman (Will Poulter). Stefan's path is fraught with personal demons, including the lingering trauma of his mother's death and a strained relationship with his father, Peter (Craig Parkinson). Adding to the psychological fray is his therapist, Dr. Haynes (Alice Lowe), who attempts to navigate Stefan's unraveling psyche.

At its core, Bandersnatch is a postmodernist exploration of free will, or perhaps, the chilling illusion of it. The very title is a nod to a real, never-released video game from 1984 by Imagine Software, itself named after the fantastical creature from the writings of Lewis Carroll. This layered naming convention hints at the labyrinthine narrative that awaits.

The genesis of Bandersnatch began in May 2017 when Netflix approached Brooker and executive producer Annabel Jones with the concept of an interactive film. While Netflix had already experimented with interactive content for younger audiences, the prospect of a mature, complex narrative presented a unique challenge. The sheer non-linearity of the script proved so demanding that Netflix developed a specialized tool, dubbed "Branch Manager," to manage the intricate branching pathways. The ambitious scope and extended production timeline meant that Bandersnatch was ultimately released as a standalone film, pushing the fifth season of Black Mirror to June 2019.

Initial critical reception lauded the film's technical innovation and ambitious design. However, the narrative and character development drew more mixed commentary, with a particular debate surrounding the true extent to which viewer choices impacted the story's trajectory. While its placement in critics' rankings of Black Mirror episodes varied, Bandersnatch undeniably left its mark, accumulating numerous awards and nominations, including two Primetime Emmy Awards. A subsequent exploration of its universe, the episode "Plaything", featuring Poulter and Chaudhry, was later released in 2025 as part of the series' seventh season.

Bandersnatch stands as a significant, albeit ultimately transitional, piece in Netflix's history with interactive media. By 2023, the platform began shifting its focus towards video games, with executives citing that the technology for interactive shows had reached its perceived limitations. While many interactive titles were eventually delisted, Bandersnatch and Unbreakable Kimmy Schmidt: Kimmy vs the Reverend remained exceptions for a time, before both were removed in May 2025 as part of a broader interface overhaul.

Format

Bandersnatch is defined by its interactive film format. Upon initiation, a concise tutorial, tailored to the specific streaming device, guides the viewer on how to make choices. At designated decision points, a ten-second window is provided to select an option; failure to choose results in a default selection. The average viewing experience spans approximately 90 minutes, though the most direct route can conclude in as little as 40 minutes. The film comprises 150 minutes of unique footage, segmented into 250 distinct pieces, theoretically allowing for over a trillion possible narrative paths. Intriguingly, the same scene can be reached through multiple routes, yet present different choices depending on the viewer's preceding decisions. Furthermore, certain narrative loops are designed to guide viewers towards a predetermined outcome, irrespective of their input.

Netflix officially acknowledges five primary "endings," each with its own variations. Some of these conclusions are interwoven with credits, a stylistic echo of other Black Mirror episodes. Producer Russell McLean suggests a range of ten to twelve endings, varying in their narrative finality, while director David Slade alludes to a few elusive "golden eggs" endings. Series creator Charlie Brooker and executive producer Annabel Jones emphasize that no single ending is inherently "correct," especially given that some feel less like definitive conclusions and more like continuations. In most instances, upon reaching an ending, the viewer is presented with the option to revisit a pivotal preceding choice, thereby unlocking alternative narrative threads, often with the ability to fast-forward through previously viewed segments. However, certain choices can irrevocably close off specific endings, necessitating a full restart of the film to explore them.

Plot

The narrative of Bandersnatch unfolds in Britain during July 1984. Stefan Butler, a young programmer, is consumed by the task of transforming a "choose your own adventure" book, "Bandersnatch" by Jerome F. Davies, into a revolutionary video game. He presents his ambitious project to Tuckersoft, a company helmed by Mohan Thakur and home to the celebrated game designer Colin Ritman. At this juncture, Stefan is offered a crucial choice: accept or reject the company's assistance in developing the game. If Stefan accepts, Colin cryptically remarks that he has chosen the "wrong path." The game, when eventually released months later, is met with critical derision, labeled as "designed by committee." The film then often loops back to this pivotal decision point, offering the viewer the chance to alter Stefan's initial choice.

Opting to reject Tuckersoft's offer, Stefan embarks on developing the game independently from his bedroom, facing a stringent September deadline. As the game's complexity escalates, Stefan's personal life becomes increasingly entangled with his work. The mounting pressure leads to escalating stress and hostility towards his father, Peter. Seeking professional help, Stefan begins therapy with Dr. R. Haynes. During these sessions, the viewer might guide Stefan to reveal the tragic circumstances surrounding his mother's death: at the age of five, Stefan's refusal to relinquish his stuffed rabbit to his father resulted in his mother being delayed. The train she was traveling on subsequently derailed, claiming her life. Stefan carries the profound guilt of feeling responsible. Dr. Haynes prescribes medication, and the viewer can choose whether Stefan takes it or discards it.

The narrative can also lead Stefan to accept an invitation to Colin Ritman's home, where he resides with his girlfriend Kitty and their infant daughter, Pearl. Within this setting, the viewer faces another critical choice: partake in taking LSD with Colin or abstain. Even if Stefan refuses, Colin may still spike his tea with the drug. Under the influence, Colin expounds on conspiracy theories involving government mind-control programs and alternate realities. To illustrate his point, Colin compels Stefan to choose one of them to jump off the balcony. If Stefan jumps, he dies, and Tuckersoft ultimately releases a poorly received version of the game. If Colin is the one to jump, the encounter is dismissed as a hallucination, though Colin's subsequent appearances are altered, and he retains fragmented memories of the event.

As the game's deadline looms, Stefan begins to experience a disturbing sense of external control. His life starts to mirror that of Jerome F. Davies, whose story Stefan learns about through a book and a documentary presented by Colin. He encounters recurring imagery of a "branching pathway" symbol, which is linked to Davies beheading his own wife. As Stefan's mental state deteriorates, the viewer is presented with various explanations for who is manipulating him, including the revelation that he is being observed by someone in the 21st century via Netflix. The viewer might also uncover a locked safe containing either Stefan's treasured toy rabbit or documents detailing his monitoring as part of an experimental program.

The film offers a multitude of possible conclusions. In one scenario, Stefan confronts his therapist, leading to the revelation that he is on a film set, and his "father" is merely an actor. A specific sequence of choices allows Stefan to seemingly traverse a mirror to his five-year-old self, where he can choose to "die" with his mother in the train crash, resulting in his immediate death in the present. In other paths, the viewer can direct Stefan to murder his father, followed by the choice to either bury or dismember the body. Burying the body leads to Stefan's imprisonment before the game's release. Dismemberment, however, results in the game's successful launch, but Stefan is incarcerated shortly thereafter, leading to the game's recall and destruction. Certain endings involve Mohan, Colin, or Kitty arriving at Stefan's residence, sometimes with the option for Stefan to eliminate them. In some outcomes, the film depicts the critical reception of the Bandersnatch game and the eventual fate of Tuckersoft, which may face bankruptcy. One particularly resonant ending, following the dismemberment of Peter Butler, concludes in the present day with an adult Pearl, now a programmer at Netflix, attempting to adapt Bandersnatch into an interactive film. The viewer's final choice for Pearl—to spill tea on her computer or destroy it—suggests a potential repetition of the destructive cycle experienced by Davies and Stefan.

Cast

  • Fionn Whitehead as Stefan Butler, a young programmer grappling with his past and the nature of reality.
  • Will Poulter as Colin Ritman, an enigmatic and influential game designer who serves as a guide and tormentor.
  • Asim Chaudhry as Mohan Thakur, the business-minded owner of Tuckersoft, concerned with the company's success.
  • Craig Parkinson as Peter Butler, Stefan's father, whose actions are often perceived as controlling.
  • Alice Lowe as Dr. R. Haynes, Stefan's therapist, who attempts to unravel his psychological turmoil.
  • Tallulah Haddon as Kitty, Colin's girlfriend and mother to their daughter Pearl.
  • Catriona Knox as Leslie, a host on a video game review program.
  • Jonathan Aris as Crispin, a reporter covering the burgeoning video game industry.
  • Paul M Bradley as Robin, a critic for a video game review publication.
  • Alan Asaad as Satpal, an employee at Tuckersoft.
  • Suzanne Burden as Judith Mulligan, the host of a documentary exploring the history of video games.
  • Fleur Keith as Stefan's mother, a figure central to Stefan's trauma.
  • Laura Evelyn as Pearl Ritman, Colin and Kitty's infant daughter, who appears in a significant flash-forward ending.
  • Jeff Minter as Jerome F. Davies, the troubled author of the "Bandersnatch" gamebook, whose descent into madness mirrors Stefan's potential fate.

Production

Bandersnatch premiered on Netflix on December 28, 2018, with its availability spanning 28 languages. Initially conceived as an episode within the fifth series of Black Mirror, its sheer complexity necessitated its development as a standalone film. Production on Bandersnatch commenced after one of the planned fifth-season episodes had already been filmed. Brooker himself likened the production effort to that of four standard Black Mirror episodes, a factor that contributed to the subsequent delay of the fifth season, which finally aired on June 5, 2019.

Conception and Writing

The script for Bandersnatch was penned by Charlie Brooker. He and Annabel Jones were initially approached by Netflix in May 2017 with the proposition of creating an interactive episode. Their initial reaction was one of hesitation, primarily due to concerns about the technical execution and potential for clunky transitions, recalling less polished examples of interactive media. However, a subsequent script meeting for the upcoming fifth season of Black Mirror sparked an idea for a narrative that could only function effectively as an interactive experience: a programmer creating a video game based on a choose-your-own-adventure book. Brooker had previously explored the idea of multiple endings, notably for the third-season episode "Playtest", where a "nightmare mode" would have presented a darker resolution after a first viewing.

Brooker's initial vision for the film involved a single, overarching narrative with a few divergent endings. This evolved significantly with the concept of incorporating memory of past choices into subsequent scenes, a core mechanic of the interactive format. To maintain narrative coherence amidst the multitude of branching paths, Brooker centered the story on the theme of choice – or the potent suggestion of its absence. Jones focused on crafting believable characters whose motivations and reactions would resonate across the various narrative possibilities. Extensive discussions were dedicated to determining the optimal number of choices for the viewer and the overall pacing of the film. The intricate web of storylines and branches continued to expand well into the pre-production phase.

The flash-forward ending featuring Pearl Ritman was anticipated to be the most frequently encountered conclusion. Brooker wryly noted his own experience, akin to Pearl's, of navigating complex decision trees while writing the script. A significant number of paths lead the viewer towards the option of Stefan killing his father, although this is not always a mandatory outcome. However, some endings are rendered unattainable without Stefan committing this act, a deliberate choice by the creators to imbue the viewer with a sense of agency over the narrative. Endings where a reviewer critiques the Bandersnatch game were conceived to encourage further exploration by the viewer, acknowledging the inherent paradox that the game could not simultaneously achieve critical acclaim and grant Stefan a happy ending.

Technical Design

Brooker found himself navigating a steep learning curve concerning the technical requirements for scripting the film. Following Netflix's suggestion, Brooker initially drafted the 170-page script using Twine, a tool designed for creating interactive fiction. He also employed Scrivener, Final Draft, and multiple instances of Microsoft Notepad. The foundational structure of the film proved to be the most time-consuming aspect to develop, with the script undergoing seven distinct revisions. As Netflix's inaugural interactive content aimed at an adult audience, Bandersnatch demanded a greater level of complexity in its choices compared to previous interactive works. This led Netflix engineers to develop a custom tool, aptly named "Branch Manager," which became available to Brooker only a few months into the project's development.

Brooker and the production team deliberated extensively on how to present choices to the viewer, initially exploring the use of GIF animations depicting possible actions. These early designs proved confusing to test viewers, prompting a shift to text-based options, accompanied by temporary letterboxing of the frame to ensure clarity. The lighting, sound design, and aspect ratio of the film would dynamically alter during these choice points, intended to heighten the viewer's sense of pressure.

The seamless transition between scenes, particularly when presenting two distinct choices, necessitates that the subsequent scenes be pre-cached. This technical requirement meant that Bandersnatch could not be made available on certain older devices, nor was it compatible with Chromecast or Apple TV at launch. To assist viewers unfamiliar with the mechanics of adventure games, the film incorporates an early, seemingly trivial choice: selecting Stefan's breakfast cereal. This serves a dual purpose: demonstrating the method of choice presentation and illustrating how the viewer's selections are retained by the Netflix application for later narrative impact. The cereal choice, for instance, influences a television advertisement featured within the film. In the absence of viewer input, the film defaults to choices made by Brooker, guiding the viewer through the most basic iteration of the story.

Casting and Filming

David Slade, who had previously directed the series four episode "Metalhead", helmed Bandersnatch. The principal cast included Fionn Whitehead, Will Poulter, and Asim Chaudhry. Whitehead was reportedly only made aware of the film's interactive nature after accepting the role. The character of Jerome F. Davies was portrayed by independent game developer Jeff Minter, a suggestion put forth by Annabel Jones, who had previously worked with him on a documentary. Minter's own background reportedly informed aspects of the character of Colin Ritman. Writer Warren Ellis was also considered for the role of Davies but was unable to commit to the project's flexible shooting schedule and travel requirements.

The production spanned eight months, with Netflix mandating that all assets be finalized by the end of November 2018. The actors were afforded a two-week preparation period, while principal photography lasted approximately 35 days – a duration considerably longer than the typical production schedule for a Black Mirror episode. Exterior filming took place at the St George's Walk shopping center in Croydon, London, during April 2018. A detailed flowchart was initially employed on set, but actors found it to be an overly complex tool. Both Whitehead and Poulter drew parallels between the experience of filming Bandersnatch and performing in theatre productions. Slade highlighted Colin Ritman as the most challenging character to portray due to the need to shoot certain scenes multiple times, with Colin possessing varying levels of awareness at each stage. Slade instructed Poulter to focus not on how his character acquired information, but simply on the fact that he possessed it. Whitehead found it particularly demanding to sustain Stefan's perpetual state of anxiety and tension throughout the production.

Both Will Poulter and Asim Chaudhry reprised their roles in the seventh season episode "Plaything", further integrating the Bandersnatch universe into the broader Black Mirror continuity.

Soundtrack

The original score for Bandersnatch was composed by [Brian Reitzell], known for his work on various video games. Reitzell approached the project by creating distinct musical scores for each of the major narrative storylines, subsequently composing music for the remaining scenes. While he had prior experience with complex musical arrangements, the modular nature of Bandersnatch's score, requiring synchronization with choice point transitions, presented a unique challenge. His aim was to achieve tonal consistency without the music feeling static or repetitive. A significant portion of the musical equipment utilized was sourced from the 1980s, including vintage video game sound chips and modified consoles. Music was required not only for the choice points themselves but also for the in-universe video games, flashbacks, and fast-forwarded recap sequences. Reitzell collaborated closely with director David Slade to cultivate an atmospheric soundscape. In addition to the original score, the film incorporates a selection of popular songs from the 1980s, such as "Relax" by Frankie Goes to Hollywood, "O Superman" by Laurie Anderson, and "Too Shy" by Kajagoogoo. The viewer even has a degree of influence over the music played, with specific choices leading to the inclusion of songs like "Hold Me Now" by the Thompson Twins or "Here Comes the Rain Again" by the Eurythmics.

Unused Content

Several creative ideas for Bandersnatch were ultimately left on the cutting room floor. At one point, the inclusion of unlockable trophies, akin to Xbox achievements, was considered for players who discovered specific scenes. Instead of a documentary detailing Jerome F. Davies's life, there was a concept for Stefan to engage with an entire interactive film about the author. In another discarded idea, Brooker envisioned Stefan's father's blood splattering across the viewer's chosen breakfast cereal. A segment requiring the viewer to input a therapist's phone number was initially conceived as a more elaborate riddle, where specific codes like "999" (UK) and "911" (US) would trigger alternate scenes of Stefan contacting the authorities in respective countries. Originally, Netflix's meta-commentary endings were only accessible after a viewer had completed the film at least once.

Fionn Whitehead reported that a substantial amount of footage was shot but not included in the final cut. Some scenes were rendered inaccessible due to late editing changes or reordering of sequences, a phenomenon not unlike unused content found within video game files. One such omitted scene depicted a third encounter between Stefan and Colin at the Tuckersoft offices, where Colin would begin finishing Stefan's sentences. Brooker acknowledged that at least one individual had managed to access and share this footage. Certain material was also cut for reasons of tone; for instance, a scene where Stefan kills Colin with a knife was removed, as the overall work was already considered sufficiently violent. This particular choice point also featured a cut scene where Stefan, after dropping the knife, embraced Colin.

Marketing and Release

On December 27, 2018, Netflix unveiled a 90-second trailer for Bandersnatch, announcing its premiere for the following day, December 28. The subsequent week, on January 3, 2019, Netflix released two promotional "featurettes" offering behind-the-scenes insights into the film's production.

Anticipation for Bandersnatch was fueled by widespread media speculation, particularly after news broke in March 2018 that Black Mirror had been renewed for a fifth season. Early reports in April 2018, disseminated by outlets like Digital Spy and across social media, indicated that filming for Black Mirror was underway in Croydon, with speculation mounting that it was for an episode titled "Bandersnatch." Around the beginning of December 2018, reports surfaced of a now-deleted tweet from an official Netflix account that seemingly listed premiere dates, including December 28 for Black Mirror: Bandersnatch. The film received certification from the Korean and Dutch ratings board prior to its release, with the former erroneously listing its runtime at an improbable 5 hours and 12 minutes. On December 19, 2018, Netflix added Black Mirror: Bandersnatch to its "upcoming" section, accompanied by the tagline "Be right back," a subtle nod to the earlier episode of the same name. Various runtimes, including 2 minutes, 36 minutes, and 90 minutes, were displayed in different territories. In late December, media outlets reported on an image featuring the cast and confirmed that David Slade was slated to direct the episode.

The interactive nature of Bandersnatch was first publicly hinted at by Bloomberg News in October 2018, citing an anonymous source who claimed Netflix was developing an interactive Black Mirror episode alongside other interactive specials slated for a 2018 release. When approached by The Verge for comment, a Netflix spokesperson offered a characteristically playful, interactive response: "Thanks for reaching out! You have the ability to choose your own response from Netflix: this or this." The first option linked to a GIF from Unbreakable Kimmy Schmidt, while the second linked to a YouTube video of crickets chirping. No advance screeners were provided to critics. However, Netflix did invite select media representatives to their headquarters approximately a month before the release, allowing them to experience the interactive film firsthand.

It was only upon the film's official release on December 28 that Netflix publicly confirmed its interactive format. Carla Engelbrecht, Netflix's director of product innovation, explained to The Hollywood Reporter that the decision to withhold confirmation was to prevent viewers from forming "preconceived notions," such as an inflated expectation of the degree of interactivity. Following the release of Bandersnatch, actor Will Poulter announced a temporary reduction in his Twitter activity, citing mental health reasons in response to negative comments. In a November 2021 interview with GQ, Poulter elaborated that he had deleted his Twitter account in January 2019 after experiencing harassment from online critics who mocked his appearance as Colin Ritman. Poulter later returned to Twitter in 2021, focusing his engagement on supporting causes like The Black Curriculum and Alzheimer's Research UK.

A week after the film's premiere, Netflix strategically shared hints on its social media platforms, guiding users toward discovering a particularly obscure scene. Approximately a week later, Netflix released data pertaining to viewer choices within the episode. For instance, it was revealed that 73% of viewers opted for Stefan to initially accept the job at Tuckersoft, and among the five endings Netflix identified as "main," the least viewed was the one where Stefan boards the train with his mother as a child. Later, Netflix reported that an impressive 94% of viewers actively participated in making choices throughout the film.

Following Bandersnatch's release, a live website for the fictional company Tuckersoft was launched. This site featured details about various fictional games mentioned in the film and included a playable version of "Nohzdyve," requiring a ZX Spectrum computer or an emulator. Promotional posters for the film also appeared on the London Underground system. Within a week of its release, several pop-up "Tucker's Newsagent and Games" stores materialized in London and Birmingham, designed to evoke the aesthetic of a 1980s store and showcasing Tuckersoft games alongside VHS tapes of other Black Mirror episodes.

Netflix and Interactive Fiction

Netflix had previously ventured into interactive programming for children, beginning in 2017 with Puss in Book. In November 2018, Netflix also hosted the 2015 Telltale Games interactive series Minecraft: Story Mode on its platform. Bandersnatch marked their first foray into interactive content specifically targeted at adult audiences. The company continued to utilize the Branch Manager tool for subsequent productions, including Bear Grylls's eight-episode interactive reality series You vs. Wild, launched in April 2019, and an interactive special for the comedy series Unbreakable Kimmy Schmidt, released in May 2020.

Jesse Damiani, writing for The Verge, posited that Netflix could leverage interactivity, as demonstrated in Bandersnatch, to gather valuable user preference data, thereby informing marketing strategies and potentially enabling targeted product placement. In February 2019, technology policy researcher Michael Veale exercised his rights under the General Data Protection Regulation to request the viewing data Netflix had compiled for his Bandersnatch sessions. He expressed concern that the data, detailing every choice he had made, was not anonymized and had been collected without explicit user consent. A 2019 study by researchers at the Indian Institute of Technology Madras demonstrated a method for inferring viewers' choices in Bandersnatch through network packet analysis with 96% accuracy. The researchers noted that such techniques could potentially reveal sensitive viewer preferences, ranging from benign tastes in food and music to more personal inclinations regarding violence and political leanings. They also proposed technical solutions Netflix could implement to mitigate these privacy risks.

As Netflix expanded into the traditional video game market in the early 2020s, its output of interactive programming began to wane. In a December 2023 interview, Mike Verdu, then-vice president of Netflix Games, stated that "the technology was very limiting and the potential for what we could do in that realm was kind of capped," indicating that Netflix was "not building those specific experiences anymore." On November 4, 2024, Netflix announced its intention to remove most of its interactive programs from the service the following month, with Bandersnatch being one of the four exceptions. Game designer Sam Barlow, known for his work with full-motion video games, argued that Bandersnatch's success lay in its metafictional commentary on the nature of interactive media, a formula not easily replicable in future Netflix productions. Ahead of a significant user interface update that would remove interactive content functionality from its television applications, Netflix announced that Bandersnatch and Unbreakable Kimmy Schmidt would be removed from the service in May 2025.

Lawsuit

Chooseco, the company founded by R. A. Montgomery to revive the iconic Choose Your Own Adventure book series, initiated a lawsuit against Netflix, alleging trademark infringement due to the use of the phrase "choose your own adventure" within Bandersnatch. Chooseco sought damages exceeding US$25 million, asserting its ownership of the trademark for the phrase in connection with various media forms. They claimed that Netflix had engaged in licensing negotiations with Chooseco in 2016 for films and animated series, which ultimately failed to materialize. Netflix attempted to have the suit dismissed summarily on several grounds related to trademark law and fair use. However, the presiding judge denied this motion, citing evidence presented by Chooseco, and the case was slated to proceed in February 2020. Netflix continued its efforts to seek dismissal, arguing that the term "choose your own adventure" had become generic and that the narrative element depicting Stefan being controlled by an external viewer distinguished the work from traditional "Choose Your Own Adventure" books, which placed the reader as the protagonist. In November 2020, Netflix and Chooseco reached an undisclosed settlement, bringing the legal dispute to a close.

Analysis

Bandersnatch, a period piece set in the 1980s, also functions as a work of science fiction, seamlessly integrating elements of comedy, horror, and pathos. It has been characterized as a psychological thriller, heavily drawing upon postmodernism through its meta-commentary and use of an unreliable narrator, with free will serving as a central thematic pillar. Ed Cumming of The Independent noted its exploration of "authorial control, free will and fate." Beth Elderkin of io9 posited that Bandersnatch fundamentally addresses the absence of choice and Stefan's lack of control over his own life. Elderkin specifically highlighted the "White Rabbit" ending, wherein Stefan finds his childhood rabbit and joins his mother in death on the train, as a singular instance where "free will is celebrated instead of derided." The thematic resonance of monitoring and control, coupled with the 1984 setting, inevitably drew comparisons to George Orwell's seminal novel Nineteen Eighty-Four. Stuart Heritage of The Guardian observed that Brooker had "popularised a new form of storytelling, then identified its tropes and dismantled them one by one."

The work has been compared to a diverse array of media. Keith Spencer of Salon drew parallels to early internet-era hypertext fiction and Netflix's earlier interactive work, Puss in Book, which shares a similar narrative arc of a character descending into madness due to the awareness of external control. David Griffin of IGN likened it to the adventure video game series The Walking Dead, first released in 2012, and the 2018 game Detroit: Become Human. Karl Quinn of The Sydney Morning Herald made comparisons to Mosaic, a 2017 murder mystery released by HBO as an interactive app. Brooker himself also drew a parallel between the story's cyclical nature and the 1993 comedy fantasy Groundhog Day, which centers on a character reliving the same day repeatedly.

The character of Jerome F. Davies has been linked by one critic to the postmodern writer William S. Burroughs, who famously killed his second wife. The term "bandersnatch" itself originates from a fictional creature conceived by Lewis Carroll, appearing in his 19th-century poems "Jabberwocky" and "The Hunting of the Snark". The former poem is featured in the novel Through the Looking-Glass, a sequel to Alice's Adventures in Wonderland. A planned video game by Imagine Software, also titled Bandersnatch, adopted its name from this creature. The game's existence was alluded to in an Easter egg within the series three episode "Playtest," appearing on the cover of a magazine briefly shown onscreen. Bandersnatch was one of several ambitious "megagames" undertaken by Imagine Software, but it was never released due to the company's bankruptcy in 1984. The closure of Imagine was widely publicized, notably through the BBC's documentary series "Commercial Breaks," which chronicled the company's downfall and its broader repercussions on the British video game industry. As a deliberate allusion, the film commences on July 9, 1984, the very day Imagine Software ceased operations.

The narrative also echoes themes prevalent in the works of Philip K. Dick, whose writings frequently explored alternate realities and timelines. Jerome F. Davies, presented as the archetype of a tortured artist, can be interpreted as an allusion to Dick, who openly struggled with recreational drug use throughout his life and famously attempted to kill his wife. The original book cover of Dick's novel Ubik is prominently displayed in Colin Ritman's apartment. Rosie Knight of The Hollywood Reporter drew a parallel between Davies and the writer William S. Burroughs, known for the accidental death of his second wife. A notable aspect of Bandersnatch is the absence of any ending where Stefan achieves both happiness and a positive critical reception for his game. Jackson McHenry of Vulture suggested this implies a connection between "mental illness, violence, and creativity." Brooker responded by suggesting that the game itself could be perceived as "a force of evil," and that "the less friction there is in Stefan's life, the more boring the story for an onlooker becomes."

Easter Eggs

In keeping with the tradition of the Black Mirror series, Bandersnatch is replete with allusions to previous episodes. The "branching path" symbol, encountered by both Davies and Butler, serves as a recurring motif from the series two episode "White Bear". One of Tuckersoft's fictional games, "Metl Hedd," is a direct reference to the episode "Metalhead," while Colin Ritman is depicted working on a game titled "Nohzdyve," an homage to the episode "Nosedive". Stefan attends therapy at the Saint Juniper clinic, named in honor of the acclaimed episode "San Junipero". Further references to events and characters from other Black Mirror episodes are subtly woven into news stories displayed on brief shots of The Sun newspaper and on a television news crawl. The character Dr. R. Haynes echoes Rolo Haynes, the proprietor of the titular showcase in "Black Museum". Intriguingly, Bandersnatch also contains Easter eggs referencing episodes from series five, which had not yet been released at the time of its premiere, such as the mention of Billy Bauer, a character from "Smithereens", in a news ticker.

Brooker, Slade, and McLean engaged in discussions regarding the deeper implications of these Easter eggs. Slade expressed some reservations about including the "Metl Hedd" game, feeling it was not strictly necessary. He also mused that Tuckersoft could potentially evolve into TCKR, the company featured in "San Junipero," and suggested that the events of "Metalhead" might represent a future scenario rather than a simulation. McLean emphasized that the stories are primarily developed in isolation, rather than with a deliberate intent to "fit the story into this universe." Brooker viewed the Easter eggs as a "nice nod to superfans" that should not impede the creative process or dictate a specific viewing order for the episodes. Both Brooker and Poulter have speculated that the character of Colin Ritman could potentially reappear in future Black Mirror installments, given that in certain narrative paths, he seems to vanish but possesses an awareness of alternate timelines and realities, as exemplified in "Plaything (Black Mirror)".

In one of the film's endings, the sound of a computer data tape recording is played. When this audio is processed through a ZX Spectrum, it generates a QR code containing the White Bear glyph in its center. This QR code directs users to the fictional Tuckersoft website, where a playable version of the ZX Spectrum game "Nohzdyve" can be downloaded. This particular ending was initially conceived as a clue for a real-life treasure hunt, inspired by the 1979 children's book Masquerade, which provided hints to the location of a buried jeweled golden hare.

Reception

On Rotten Tomatoes, Bandersnatch garnered a "certified fresh" rating, with 74% of 72 reviews being positive, and an average score of 7.5/10. The website's critical consensus states: "While Bandersnatch marks an innovative step forward for interactive content, its meta narrative can't quite sustain interest over multiple viewings — though it provides enough trademark Black Mirror tech horror to warrant at least one watch." According to Metacritic, the film received "generally favorable reviews," based on a weighted average score of 61 out of 100 from 16 critic reviews. It earned ratings of four out of five stars from The Independent and The Observer, and three stars from Rolling Stone. IndieWire awarded it an A− rating, while IGN gave it a score of eight out of ten.

Critics often described the piece as "incredibly funny at times." Stuart Heritage, writing for The Guardian, hailed it as a "masterpiece of sophistication." Liz Shannon Miller of IndieWire found it "hard-to-define" but "impossible to forget." Karl Quinn, in The Sydney Morning Herald, considered it one of the stronger Black Mirror installments, deeming it a "brilliant foray into a (more or less) new realm of visual storytelling." However, Brian Lowry of CNN characterized it as "a wildly familiar plot for a psychological thriller," and Keith Spencer of Salon felt the storyline "isn't particularly memorable." Austen Goslin of Polygon criticized the narrative for being "like a cleverly disguised straight line."

The technical execution of Bandersnatch received widespread acclaim. Griffin praised the tutorial for "do[ing] a solid job of explaining how the experience works." The user interface and the seamless transitions between choice points were lauded by critics including Heritage and NPR's Linda Holmes, who both described them as "seamless," and Griffin, who found the feature "smooth and unobtrusive." Miller commented that "the system was very smart about knowing when to essentially fast-forward through earlier storylines to move things forward." However, the interplay between interactivity and the narrative structure elicited a more divided response. Griffin noted that the limited time allotted for choices could induce frustration. Goslin argued that the interactivity resulted in "staccato pacing that prevents anyone involved from finding a real rhythm in each scene," a sentiment echoed by Roisin O'Connor of The Independent, who found the choices "can become quite wearisome." Lowry concluded that the medium "winds up feeling like a gimmick."

The narrative itself faced further criticism. Spencer deemed it "riddled with cliche," asserting that Stefan questioning the nature of free will "has been done to death in print" and other forms of interactive fiction. Holmes suggested it "would have been good to see this technology demonstrated on a stronger story." Lowry found the narrative's tendency to "circle back" to be "numbing and repetitive," a sentiment with which Holmes agreed, describing it as "deeply frustrating" when she was "simply shown the same segment of story again" until making the choice that would advance the plot. Lucy Mangan of The Observer felt the story "rarely landed in an unexpected place." Overall, David Fear of Rolling Stone criticized that the experience offered "little to hold onto after the fact" and that "the story doesn't matter." Holmes found it "especially poorly suited to being watched more than once." Conversely, Cumming argued that the medium was "bound with the plot," which "saves the film from pure gimmickry." Griffin reported feeling "responsible" for Stefan's actions and "more and more invested in his story." Miller and Quinn both singled out the self-referential "Netflix" branch of the narrative for praise.

The characters, however, were met with predominantly negative commentary. Goslin described them as "paper thin and barely interesting," while Mangan observed that the medium lacked "energy to spare to make the characters much more than ciphers." Holmes criticized the "isolated artist" trope for failing to sustain a narrative on its own, adding that the audience doesn't "learn enough about who [Stefan] is to care about him." Regarding Stefan's backstory involving his mother's death, Goslin commented that Bandersnatch "is really only interested in this premise as a bridge toward its ultimate destination: becoming meta commentary on itself and video games as a medium." Nevertheless, the acting performances received praise. Griffin commended "impactful performances from Fionn Whitehead and Will Poulter," and Cumming found that Poulter "steals most of his scenes." Cumming further noted that "the dialogue is as knowing and smart as we have come to expect."

Episode Rankings

Bandersnatch received varied rankings in critics' assessments of the 23 Black Mirror installments, from best to worst:

  • 5th (of the Top Seven) – Al Horner, GQ
  • 5th – Ed Power, The Telegraph
  • 6th – Matt Donnelly and Tim Molloy, TheWrap
  • 11th – Charles Bramesco, Vulture
  • 11th – Travis Clark, Business Insider
  • 13th – Morgan Jeffery, Digital Spy
  • 14th – Corey Atad, Esquire
  • 14th – James Hibberd, Entertainment Weekly
  • 14th – Aubrey Page, Collider

Awards

Among its accolades, Bandersnatch secured two Primetime Emmy Awards and a Broadcasting Press Guild TV and Radio Award in the Innovation category. Charlie Brooker received the Best Game Writing award at the 2018 Nebula Awards in 2019, recognizing his narrative contributions.

Year Award Category Recipients Result Ref.
2019 British Academy Television Awards Best Single Drama Black Mirror: Bandersnatch Nominated [115]
Best Special, Visual And Graphic Effects Black Mirror: Bandersnatch Nominated [116]
Editing: Fiction Tony Kearns Nominated [117]
[Broadcasting Press Guild TV and Radio Awards] Innovation Award Black Mirror: Bandersnatch Won [113]
[Fangoria Chainsaw Awards] Best Streaming Premiere Film David Slade Nominated [118]
[Golden Trailer Awards] Best Drama/Action Poster for a TV/Streaming Series Black Mirror: Bandersnatch Won [119]
[Nebula Awards] Best Game Writing Charlie Brooker Won [114]
[Primetime Emmy Awards] Outstanding Television Movie Annabel Jones and Charlie Brooker (executive producers); Russell McLean (producer) Won [120]
Outstanding Creative Achievement in Interactive Media Within a Scripted Program Black Mirror: Bandersnatch Won [121]
[Rondo Hatton Classic Horror Awards] Best Television Presentation Black Mirror: Bandersnatch Nominated [122]
2020 [Casting Society of America] Film – Nontheatrical Release Jina Jay Nominated [123]
[Producers Guild Awards] Innovation Award Black Mirror: Bandersnatch Nominated [124]

See also

  • Brataccas, a 1986 video game that may have been inspired by the unreleased 1984 game project Bandersnatch by Imagine Software.
  • Interactive Adventures, a series of online interactive stories created by Chad, Matt & Rob, considered a precursor to the Bandersnatch storytelling model.

Notes

  • ^ Attempting to watch the film on an unsupported platform results in a brief video message, using clips from earlier Black Mirror episodes, informing the viewer that their platform does not currently support interactive content on Netflix. [21]