This book is a mixed bag. On the one hand, there are genuinely useful insights and readings of The Matrix, as when the author divides the story beats into preconscious, conscious, and superconscious stages. Clover's insistence on reading The Matrix through a Marxist lens is helpful, as I have always assumed the movie to be more libertarian in outlook. On the other hand, the author spends too much time in his analysis focusing on the meta-ness of The Matrix movie. He rejects the philosophical or theological subtexts of The Matrix as especially compelling "if you're stoned" (13). I do not deny that The Matrix's understanding and presentation of philosophy and Eastern mysticism is often shallow and simplistic, but on rewatching I am continually impressed with densely they populate their simplistic musings with elements from philosophical and religious traditions across the world. I think any account of The Matrix that ignores this intricate system of symbolism will be incomplete.
And then there are the video games. Clover usefully compares The Matrix to a video game, but then proves he has not done adequate research into the medium. For instance, he identifies the "most popular combat formats of videogames" as "martial arts and the shooter [s]." But "martial arts" is not a genre of videogame; the discussion strongly suggests Clover means "fighting games." And are these "the most popular combat formats"? I would not classify Mario jumping on a turtle as "martial arts," and the bestselling games of 1998 and 1999 are full of third-person platformers like Super Mario 64, Donkey Kong 64, Spyro, and Banjo-Kazooie. In another instance, he describes the difference in perspective and embodiment between first-person and third-person shooters as if it was the difference between first-person and third-person narration in a book (46). While indeed there is a difference between embodiment in these different types of games, mostly in third-person shooters you stare at a character's butt. And as if to prove that the author is a little confused, he adds a weird footnote about how since 1999 games have offered both first-person and third-person views (Mario 64, which offers a first-person viewpoint, albeit a limited one, was released in 1996). Elsewhere he describes the skills being delivered to Neo's brain "exactly the way Virtua Fighter is delivered to a monitor: via the slotting of data cartridge into console" (28). A fact-checker would note that, while technically a 2D version of Virtua Fighter was later made for the cartridge-based Genesis, the most popular and well-known versions were released on the Sega Saturn, which uses discs not cartridges. In short, this is plain sloppy research and writing, and should serve as a warning for film critics and academics to make sure they understand another medium before writing about it.