‘Shakespeare would be writing for games today’: Cannes’ first video game Lili is a retelling of Macbeth

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"Cannes Film Festival Features First Video Game 'Lili', A Modern Retelling of Macbeth"

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TruthLens AI Summary

The Cannes Film Festival, traditionally known for its focus on cinema, is making waves this year by showcasing 'Lili', a groundbreaking video game co-produced by the New York-based studio iNK Stories and the Royal Shakespeare Company (RSC). This innovative project reinterprets Shakespeare's 'Macbeth' within a contemporary Iranian context, positioning Lady Macbeth as the ambitious wife of a paramilitary officer. Vassiliki Khonsari, co-founder of iNK Stories, expressed excitement about the game being the festival's first video game experience, noting that attendees unfamiliar with gaming often find themselves immersed in its narrative. The game combines live-action footage with interactive mechanics, drawing parallels to titles like 'Telling Lies' and 'Immortality', and features Zar Amir Ebrahimi, a past Cannes Best Actress winner, in the lead role.

'Lili' explores themes of gender and societal constraints, portraying Lady Macbeth as a character limited by the patriarchal structure of her society. The player engages as a member of the Hecate Web, a group of hackers analogous to the witches in the original play, navigating the oppressive landscape of surveillance and censorship within Iran. The game emphasizes the voyeuristic role of the player, who can either perpetuate or challenge this surveillance. As Lili attempts to reclaim her identity through acts of rebellion, such as applying makeup in secret, the narrative evolves into a powerful allegory about empowerment and resistance against systemic oppression. Scheduled for release in late 2026, 'Lili' may also transition into a theatrical production, highlighting the increasingly blurred lines between gaming, film, and theatre. RSC’s Sarah Ellis noted the collaboration's innovative nature, echoing sentiments that if Shakespeare were alive today, he would likely be engaged in writing for games, reinforcing the idea of continual evolution in storytelling mediums.

TruthLens AI Analysis

The article delves into the innovative fusion of video games and classic literature at the Cannes Film Festival, spotlighting the game "Lili," a reimagining of Shakespeare's "Macbeth" set in modern-day Iran. This collaboration between iNK Stories and the Royal Shakespeare Company indicates a significant shift in how storytelling mediums are perceived and utilized within prestigious cultural events.

Cinematic and Gaming Convergence

The Cannes Film Festival has traditionally celebrated film, but the introduction of "Lili" marks a potential redefinition of its cultural landscape. The game’s presence is presented as a breakthrough, aimed at attracting audiences unfamiliar with gaming. The developers emphasize the immersive experience, suggesting a growing appreciation for video games as legitimate narrative forms akin to cinema.

Empowerment Through Narrative

The focus on Lady Macbeth’s character provides a compelling lens through which to explore themes of gender and power. The narrative asserts that societal limitations placed on women shape their ambitions and actions. This modern retelling not only highlights the timelessness of Shakespeare’s work but also resonates with contemporary discussions about gender roles and empowerment, possibly aiming to inspire a more progressive dialogue in the audience.

Audience Engagement and Cultural Impact

The creators express optimism that attendees, initially hesitant about video games, may become more engaged through this innovative format. This shift could lead to broader acceptance of video games as a storytelling medium, potentially altering perceptions within both the film and gaming industries. The collaboration with a prestigious institution like the Royal Shakespeare Company lends credibility and may attract diverse audiences, including those typically uninterested in video games.

Political and Social Underpinnings

The choice to set "Lili" in Iran, amidst a backdrop of political and social complexities, may invite further exploration of the intersections between art and sociopolitical commentary. By reinterpreting a classic work through the lens of a modern Iranian context, the developers may be addressing contemporary issues, possibly aiming to foster a greater understanding of the cultural dynamics at play.

Manipulation and Intent

While the article presents the collaboration in a positive light, it could also be seen as a way to market video games to a broader audience, perhaps framing them as high art. The focus on empowerment and gender issues might evoke sympathy and support from feminist and progressive communities, although this could also be perceived as a strategic framing to garner attention and funding.

The reliability of the article is reinforced by its focus on established entities like the Cannes Film Festival and the Royal Shakespeare Company, although it also carries an inherent promotional angle for the game "Lili." The portrayal of the game as a cultural milestone may be a strategic move to position video games within a respected artistic framework.

Considering the implications of this news, it could encourage a shift in how video games are perceived socially and culturally, potentially impacting future collaborations between the film and gaming industries. The article may resonate particularly well with creative communities, feminist groups, and audiences interested in innovative storytelling.

In terms of economic impact, the involvement of a high-profile festival could positively influence the gaming sector, potentially leading to increased investments in similar projects. The stock performance of companies involved in gaming or cultural productions may be affected as public interest shifts toward such innovative intersections.

The news aligns with ongoing global conversations about art, gender, and technology, reflecting current trends in media consumption and cultural production. There may not be an explicit geopolitical angle, but the choice of a modern Iranian setting for a classic Western narrative invites discussions about cultural representation and globalization.

The possibility of AI's involvement in crafting this narrative cannot be overlooked, especially in generating engaging content that resonates with diverse audiences. AI tools may have influenced the article's style and presentation, subtly steering the discourse toward themes of empowerment and innovation, with the potential to engage a wider audience.

In conclusion, the article aims to highlight an innovative cultural collaboration while potentially downplaying the marketing aspects involved. The framing of gender and empowerment themes suggests a deliberate effort to connect with contemporary societal issues, presenting a dual narrative of innovation and social commentary.

Unanalyzed Article Content

The Cannes film festival isn’t typically associated with video games, but this year it’s playing host to an unusual collaboration. Lili is a co-production between the New York-based game studio iNK Stories (creator of1979 Revolution: Black Friday, about a photojournalist in Iran) and the Royal Shakespeare Company, and it’s been turning heads with its eye-catching translocation of Macbeth to modern-day Iran.

“It’s been such an incredible coup to have it as the first video game experience at Cannes,” says iNK Stories co-founder Vassiliki Khonsari. “People have gone in saying, I’m not familiar playing games, so I may just try it out for five minutes. […] But then once they’re in, there is this growing sense of empowerment that people from the film world are feeling.”

The Cannes festival’s Immersive Competition began in 2024, although the lineup doesn’t usually feature traditional video games.“VR films and projection mapping is the thrust of it,” says iNK Stories’ other co-founder, Vassiliki’s husband Navid Khonsari. But Lili weaves live-action footage with video game mechanics in a similar way to a game such asTelling LiesorImmortality. Its lead, Zar Amir Ebrahimi, won best actress at Cannes three years ago.

Lili focuses on the story of Lady Macbeth, here cast as the ambitious wife of an upwardly mobile officer in the Basij (a paramilitary volunteer militia within the Islamic Revolutionary Guard in Iran). As in the play, she plots a murder to secure her husband’s rise. “I think that the narrative of Lady Macbeth is that she’s manipulative, and that’s exactly what got us interested,” says Navid.

“The social limitations based on her gender forced her to try to attain whatever leadership role she can,” he continues. “If she was a man, she would have been one of the greatest kings that country would have ever experienced, but because she was a woman she had to work within the structure that was there for her. And I think this is the same thing that we have with our Lili character: because of society, she’s limited to how high she can rise.”

The player is cast as a member of the Hecate Web, a group of hackers who stand in for Macbeth’s witches, and you begin by accessing Lili’s phone and computer, watching her on CCTV cameras inside her home. The oppression of surveillance and censorship is a key theme. At one point Lili tries to access a YouTube makeup tutorial, only to be blocked by the state’s firewall. The fact that the player takes on an uncomfortable voyeuristic role is intentional. “We’re all part of the problem when it comes to surveillance, when it comes to looking at each other, spying on each other,” says Navid.

You can bypass it to give her access, however, prompting a memorable scene in which she wraps her head in clingfilm before applying eyeliner and lipstick. “That is her ritual, applying makeup in a world that she cannot do that [in], without her husband knowing or anyone else knowing,” says Vassiliki. “We love it as this sort of allegory, that she’s suffocating in the world and in the various layers of masks that she must put on herself … our Lady Macbeth, our Lili, has an awakening, and all of those tools that we’ve used to hack her become tools that we actually give her to help her take the system down from within.”

Lili is scheduled for release in late 2026, and the RSC’s Sarah Ellis says that it might well be turned into a play at some point in the future. Navid says there are already plans for a film version, using some of the same footage shot for the game – a reminder that the boundaries between the worlds of gaming, movies and theatre are increasingly porous. This is unlikely to be the last time the RSC is involved in games.

“I was always interested in games, and the convergence of games and theatre in particular,” says Ellis, who originally approached iNK with the idea for this collaboration. “We’ve worked with some of the best Shakespeare scholars … Professor Emma Smith from Oxford has been an absolute keystone in the dramaturgy of this work,” says Ellis. Smith has said that if Shakespeare were alive today, he’d be writing for games, and Ellis agrees: “He was an innovator.”

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Source: The Guardian