The Matrix feels more relevant and yet more quaint than ever.
Booting up The Matrix Resurrections is like logging back into an MMO you haven’t touched in years. The UI has changed. The mechanics are familiar yet diffeerent. The player base is different. Your old skills are still there, muscle memory kicking in, but they don’t hit quite the same way. The game world, once vast and full of mystery, now has an uncanny predictability. That exhilarating sense of discovery is gone, replaced with a gnawing realisation: you know this place too well, and worse, this place knows you too well.
Legacy sequels, by their nature, have a built-in paradox. They exist to rekindle nostalgia while justifying their own existence as something new, and few franchises embody this tension better than The Matrix. The original 1999 film was a revelation, a cyberpunk fever dream that melded philosophy, action, and tech paranoia into something electrifyingly fresh. The sequels expanded the mythology but divided audiences, leaving the franchise in stasis—until Lana Wachowski decided to hit “respawn.”
The Matrix Resurrections is, at its core, a meta-commentary on its own existence, sometimes to its detriment. It reboots the story with Thomas Anderson once again trapped inside a simulation, but this time as the creator of a wildly successful video game trilogy called The Matrix. Reality itself is a corporate construct, and the film delights in tearing apart the concept of a forced sequel, with studio executives (both in the film’s world and in the real one) demanding another instalment, whether the original architect wants it or not.
Keanu Reeves returns as a wearier, more subdued Neo, lost in a world that is no longer his. He’s no longer “The One” in the way he once was, and the film smartly plays with the idea of what heroism means when the narrative has moved on without you. Carrie-Anne Moss’s return as Trinity – now Tiffany, a suburban mother with no recollection of her past – is perhaps the film’s most emotionally resonant thread, a reminder that sometimes the most painful part of nostalgia is seeing something you loved trapped in a new form, unrecognisable yet frustratingly familiar.
But if Resurrections feels self-aware about the absurdity of revisiting The Matrix in 2021, it still struggles with the same issue that plagues most legacy sequels: the gameplay loop has changed. The frenetic, balletic action that defined the original trilogy is stripped back here, replaced with a more conventional, almost TV-like style of combat. Gone are the intricate, full-bodied fight sequences crafted with precision and wire-fu elegance. The new bullet-time gimmick, where time distorts around the Analyst (Neil Patrick Harris), is clever in theory but lacks the visceral impact of the series’ defining moments. It’s like logging into an old game and realising the physics engine has been altered just enough to make everything feel slightly off.
This tonal and stylistic shift makes sense within the film’s own logic. The Matrix was a story about revolution; Resurrections is a story about control – about how the system adapts, evolves, and repackages itself to maintain order. The machines no longer rule through fear but through comfort, feeding humanity just enough of what they want to keep them docile. And in many ways, The Matrix Resurrections itself embodies that idea: a film that exists because the machine (Warner Bros.) willed it into being, not necessarily because the story needed another chapter.
Yet, despite all its self-awareness, Resurrections still runs into the fundamental problem of trying to resurrect The Matrix in an era where its techno-dystopia feels less radical than it once did. In 1999, the film tapped into a nascent fear of the internet as an unknown frontier, a space of infinite potential but also insidious control. But in an age of AI-driven content, algorithmic echo chambers, and a metaverse that’s somehow both inevitable and laughably uninspired, The Matrix’s brand of simulated oppression feels…quaint. The concept of breaking free from a false reality carries less impact when modern existence is already a series of carefully curated digital experiences designed to keep us engaged, scrolling, and consuming.
There’s something almost tragic in watching Neo and Trinity fight to reclaim their agency when, in our world, the question isn’t whether we’re in a simulation, but whether we even care enough to escape it. The system isn’t hiding the truth anymore – it’s selling it as a subscription service.
Much like that old MMO, The Matrix Resurrections offers moments of genuine warmth and nostalgia. Seeing Keanu and Carrie-Anne share the screen again is like stumbling across old guildmates you lost touch with years ago. There’s a spark, a recognition of what once was. But then you realise that the world has moved on, the game’s mechanics have been superceded, and the magic is harder to recapture.
You can log back in, but you can’t really go home again and the question is, do we even want to?

