Beyond the Big Screen
While star-studded features dominate headlines, the festival's LFF Expanded programme offers a glimpse into the future of narrative. Now in its sixth year, this section is dedicated to showcasing immersive art, virtual and mixed reality, and video games
that push the boundaries of storytelling. This year, the lineup feels less like a niche sidebar and more like a logical extension of cinema itself, featuring nine projects that blend cinematic language with interactivity. The works range from VR documentaries and AI-driven installations to narrative-rich video games, all asking a similar question: what happens when the audience is no longer just a passive viewer?
Stories You Can Step Inside
The 2026 selections highlight this crossover with impressive variety. Take 'Solwata', a mixed-reality documentary narrated by Mark Ruffalo that plunges viewers into the lives of saltwater communities in the Solomon Islands. Or consider 'Red the Ocean Around U', an installation that uses AI to create a dreamlike world that evolves based on the decisions of each visitor. These aren't just films you watch; they are environments you explore. Even the Games Lounge presents titles that feel deeply cinematic, like '...And Roger', an interactive visual novel about dementia, and 'Mixtape', a story-driven game about three friends on a final adventure set to a nostalgic soundtrack. These projects use game mechanics not for points, but to deepen emotional engagement and character development.
The Technology Tearing Down Walls
So, why is this happening now? A big part of the answer lies in the shared technology that now powers both blockbuster films and blockbuster games. Tools like Epic Games' Unreal Engine, once exclusively the domain of game developers, are now staples in film production for creating photorealistic digital sets and effects—a technique known as virtual production. As filmmakers and game designers increasingly use the same digital paintbrushes, the line between a cinematic cutscene and an interactive game world becomes blurrier. This shared toolkit makes it easier and more natural for creators to think across mediums, designing stories that can be both watched and played.
From Adaptation to Integration
The conversation is moving beyond simply adapting video games into movies, a topic explicitly discussed in a festival panel called 'From Console to Cinema'. That panel explores turning game IP into streaming hits, but the LFF Expanded works suggest a more profound integration. Instead of a one-way street—game becomes film—we're seeing the emergence of hybrid works conceived from the start to exist in multiple forms. This isn't about telling the same story on a different platform; it's about creating a narrative world that a user can experience in different ways, through a headset, with a controller, or on a cinema screen. It points to a new language of storytelling, one where viewer agency is part of the art form itself.













