Hamnet (2025)

All of the advertising for and critical response to Chloé Zhao’s prestige-season adaptation of Hamnet will lead you to expect a much shallower film than what it actually is. Having not read the novel myself, I’ve so far only understood Hamnet to be the weepie version of Shakespeare in Love: an Oscar-bait Hollywood drama about the death of William Shakespeare’s young child, Hamnet, the tragedy that inspired him to write the near-eponymous play. The loudest critical responses to the film adaptation have either been in praise of or in resistance to the ways that actors Paul Mescal and Jessie Buckley perform that parental grief as Shakespeare and his wife, Agnes Hathaway, respectively. I’m enough of a sucker for period-piece melodramas that I would’ve been onboard for that relatively small story about one historically famous couple’s version of art therapy, but the film turned out to be much grander & fuller in scope than that. It hits on much broader themes about how we’ve all lost a genuine, Pagan relationship with the natural world and how making art can be a form of witchcraft that brings us back to it. And it only manages to do so by primarily functioning as Agnes’s story, not William’s.

We meet Agnes & William as young no-namers who are violently in love but haven’t yet fully established their place in the world. As much as they adore each other, their individual natures pull them in separate directions. William’s theatrical ambitions draw him to a busy life in The Big City, while Agnes thrives in the country woods as far away from London as she can get. The central conflict is not so much the grief that couple suffers when they suddenly lose their child to illness, but the dissonance in how they personally process that grief after the fact. A falconer & herbalist who’s viciously rumored to be “the daughter of a forest witch,” Agnes is in tune with the natural flow of life & death, but that flow is frequently disrupted by civilized townsfolk who drag her out of the woods and into the unnatural rituals of Christian society. She’s neither allowed to give birth in the way that feels natural to her (alone, standing in the woods) nor grieve familial loss in her own way (directly, without averting her eyes). When her young son dies and her husband fucks off to the city to continue his work in the theatre, she perceives the abandonment as his own close-hearted rejection of life & nature, lumping him in with the phonies who won’t let her simply be herself in the woods because it’s not Proper Behavior. It isn’t until she sees the resulting play William names after their son that she understands that he can only grieve through his art, and that his act of creation on the stage is its own form of witchcraft — however foreign to hers.

The final act of Hamnet—when Agnes is reunited with and says goodbye to her dead son’s spirit through her husband’s art—is powerful stuff. It cuts right through the knee-jerk cynicism that usually prompts me to dismiss the Oscar-hopeful studio dramas that flood the release calendar this time of year. In particular, I was moved by a shot of Agnes looking up to the stage at her son’s dramatic ghost that mirrors earlier sequences of her looking up to the flying spirit of a deceased pet hawk, illustrating in a small gesture the separate but parallel magics she & her husband practice. It’s that tension between the old & modern ways that makes Zhao such a strong fit for the material. Her docudrama filmmaking style is incongruous with the costume drama genre, but her security-camera modernity clashes with the Old World natural setting in a way that echoes the spiritual divide between Agnes & William’s respective worldviews. The only times the movie loses its way, really, are the brief moments when Zhao strays from Agnes’s POV to catch up with how William is getting along in the city. There’s an especially corny reading of the “To be or not to be” soliloquy that temporarily breaks the movie’s spell as William works out his feelings on his own, but that’s less the fault of Paul Mescal’s performance than it is a misstep in intellectual rigor behind the camera. Hamnet is only truly about Hamlet in the final minutes when Agnes engages with that work from the audience pit, armed with Jessie Buckley’s trademark combative smirk. When it sticks with her, it soars. Thankfully, that accounts for most of the runtime.

-Brandon Ledet

Grand Theft Hamlet (2025)

Making art is hard work, even when you’re just goofing off with your friends. No matter how silly a collaborative art project is on a conceptual level—a novelty punk band, an amateur movie blog, a Mardi Gras costuming krewe (to name the few I have personal experience with)—the practicalities of seeing it through gets mired down in the general bullshit drudgery of modern life. Between everyone’s duties to work, to family, and to personal health and well-being, real-life circumstances are always stacked against your success, which can make you question why you’re working so hard for something so silly as, say, organizing a meet-up for a small group of friends to dress as Divine on Mardi Gras day. It does feel great when everything clicks in to place, though. There are few victories sweeter than defying the odds or our modern capitalist hellscape by making something sublimely stupid with your friends.

Even by my personal standards, the communal art project documented in Grand Theft Hamlet is exceedingly inane. “Filmed” entirely inside the video game Grand Theft Auto Online during the early lockdown years of COVID-19 (in the style of We Met in Virtual Reality), Grand Theft Hamlet documents the efforts of two goofball British blokes to organize a staging of Shakespeare’s Hamlet entirely within the gaming platform. It’s an absurdly specific novelty project that quickly leads to a broader story about how hard it is to complete any piece of collaborative art. All the usual roadblocks of squeezing in rehearsals around work schedules, balancing personal obsession with familial obligation, and navigating contributors’ differing excitement levels to distribute labor according to enthusiasm all apply to meeting online to recite Shakespeare while digitally represented as archetypal sex workers & thugs. Only, the video game platform literalizes those obstacles in the form of outside players firing bullets & rockets in your direction while you’re just trying to goof off with your friends.

The tradition of adapting Shakespeare in a novelty setting is long & storied. Even the modern specificity of Grand Theft Auto can’t make this staging a total anomaly, since a digital office-building setting will instantly recall Hamlet (2000) or a burst of neon-lit gunfire will recall Romeo+Juliet (1996). I’m sure there have also been unpermitted guerilla productions of Shakespeare plays periodically shut down by the cops, even if those cops are usually not algorithmically generated NPCs. It’s the effort that Sam Crane & Mark Oosterveen (along with central documentarian Pinny Grylls) put into working around the intended purpose of GTA Online that affords the project its true uniqueness. The triumphant perseverance of a player shouting their lines over machine gunfire during rehearsal while fellow collaborators play defense against disruptive trolls & “griefers” adds a new obstacle to the usual “Let’s put on a show!” artistic sprit. The defiance of carrying on in those chaotic circumstances is energizing, inspiring an actor to shout “You can’t stop art, motherfuckers!” into the digital void.

Hamlet proves to be an apt play to stage for this ludicrous project, not least of all because its tragic Shakespearean violence fits right in with the basic control functions of GTA. The actual themes of the play are genuinely felt in the final edit, especially in scenes where Crane & Oosterveen slip into suicidal ideation thanks to the isolation of COVID-19 lockdowns or when GTA‘s in-universe superhero franchise Impotent Rage is advertised in block letters on billboards & slot machines. The most critical Shakespeare quote repeated in this particular staging, however, isn’t from Hamlet at all. It’s the Macbeth line about how life is “a tale told by an idiot, full of sound and fury, signifying nothing.” That pretty much sums up the whole project, from the proudly idiotic premise to the meaningless displays of violence to the general, persistent emptiness of being alive. It’s also a succinct explanation of why it’s so important to make dumb art projects with your friends despite the effort required to pull it off. Nothing matters anyway; you might as well have a little fun while you’re here.

-Brandon Ledet