For the bulk of every Rocky and Bullwinkle episode, moose and squirrel would engage in high concept escapades that satirized geopolitics, contemporary cinema, and the very fabrics of the human condition. With all of that to work with, there's no excuse for why the pair and their Soviet nemeses haven't gotten a decent movie adaptation. But the ingenious Mr. Peabody and his faithful boy Sherman are another story, intercut between Rocky and Bullwinkle segments to teach kids brief history lessons and toss in a nearly lethal dose of puns. Their stories and relationship were much simpler, which means that bringing their shtick to the big screen would entail a lot more invention — always risky when you're dealing with precious material.
For the most part, Mr. Peabody & Sherman handles the regeneration of its heroes aptly, allowing for emotionally substance in their unique father-son relationship and all the difficulties inherent therein. The story is no subtle metaphor for the difficulties surrounding gay adoption, with society decreeing that a dog, no matter how hyper-intelligent, cannot be a suitable father. The central plot has Peabody hosting a party for a disapproving child services agent and the parents of a young girl with whom 7-year-old Sherman had a schoolyard spat, all in order to prove himself a suitable dad. Of course, the WABAC comes into play when the tots take it for a spin, forcing Peabody to rush to their rescue.
Getting down to personals, we also see the left brain-heavy Peabody struggle with being father Sherman deserves. The bulk of the emotional marks are hit as we learn just how much Peabody cares for Sherman, and just how hard it has been to accept that his only family is growing up and changing.
But more successful than the new is the film's handling of the old — the material that Peabody and Sherman purists will adore. They travel back in time via the WABAC Machine to Ancient Egypt, the Renaissance, and the Trojan War, and 18th Century France, explaining the cultural backdrop and historical significance of the settings and characters they happen upon, all with that irreverent (but no longer racist) flare that the old cartoons enjoyed. And oh... the puns.
Mr. Peabody & Sherman is a f**king treasure trove of some of the most amazingly bad puns in recent cinema. This effort alone will leave you in awe.
The film does unravel in its final act, bringing the science-fiction of time travel a little too close to the forefront and dropping the ball on a good deal of its emotional groundwork. What seemed to be substantial building blocks do not pay off in the way we might, as scholars of animated family cinema, have anticipated, leaving the movie with an unfinished feeling.
But all in all, it's a bright, compassionate, reasonably educational, and occasionally funny if not altogether worthy tribute to an old favorite. And since we don't have our own WABAC machine to return to a time of regularly scheduled Peabody and Sherman cartoons, this will do okay for now.
If nothing else, it's worth your time for the puns.
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Wreck-It Ralph lives in an arcade and while that may be a longstanding fantasy for many of the children of the 80s the shine has more than worn off for Ralph. He resides in a videogame called Fix-It Felix and has been executing the same program for thirty years. Pursuant to the game’s 8-bit edict he must endeavor to destroy an apartment building as a quirky little do-gooder with a hammer tries to repair it. Ralph is a badguy but is he a bad guy? Feeling out of order he flees the world he knows to see if he can take his unfulfilling existence to the next level.
At a cursory glance Wreck-It Ralph may seem to offer nothing to anyone bereft of a passion for classic gaming. Truth be told there are ample references to games and gaming characters and not without a deep and knowledgeable affection. The jokes don’t come from the mere appearance of these characters but also videogame fundamentals actually permeate into the traits of the film’s original characters. In fact possibly the most thoughtful nod to gaming is the jerky movements of the characters within the Fix-it Felix cabinet superbly calling back to the limited range of motion afforded to 80s-era arcade fodder. It’s a balance of overt reference and the methods by which various gaming trademarks play into Wreck-It Ralph’s overarching universe.
And that universe is precisely what will draw in even those who have never held a controller. The landscapes through which Ralph travels are varied and gorgeous: from his modest but charming 8-bit home to the dark and foreboding nightmare of Hero’s Duty and finally to the garish wonderment of Sugar Rush. There are so many styles and applications of animation at work each dedicated to the conceptual scenery changes. You don’t need to know how to play Tapper or even that it ever existed as a real game to recognize that his almost stop-motion movements clash delightfully with the CG Ralph. And no Halo or Mario Kart knowledge required to understand the depth of detail in the worlds of Hero’s Duty and Sugar Rush respectively.
But like any hardcore gamer will attest great games cannot live by rich environments alone. The best games like the best movies are founded upon remarkable characters. Ralph may be a arcade videogame villain but his appeal is as broad as his building-leveling shoulders. He represents that need in all of us to rise above our station to challenge the notion that we are predestined to one occupation or personality set. Ralph is a guy who’s bad because he’s programmed to be but he is constantly looking at the life he wants--the life of a hero--from the other side of the glass literally in fact. It’s a sweetly relatable theme that finds its way into other characters like Ralphs pint-sized nemesis Vanellope. It is from this theme that the movie derives the majority of its heart.
The voice cast here is exceptional but that should come as no surprise considering the characters seem modeled after the personalities of the performers selected or at least modeled after the characters they tend to portray. Ralph brought to life by John C. Reilly is a perennial sad sack with an awkward sense of humor that is somehow endearing. Voiced by Sarah Silverman Vanellope is a shrill snarky troublemaker who manages to be adorable despite herself. Felix is a dopey but sincere yokel…voiced by 30 Rock’s Jack McBrayer. Jane Lynch voices the bossy domineering female soldier with the endless vocabulary of put-downs. Need we say more? That’s not to say this approach is lazy; far from it. It gives the characters a fleshed-out lived-in quality.
Wreck-It Ralph significantly narrows the gap between Disney and Pixar in terms of excellence. It still seems strange to think of Disney and Pixar as two separate bodies but the fact is that as soon as Pixar made the choice to stand alone their films have outshined Disney’s by a considerable margin. Wreck-It Ralph borrows liberally from the Pixar playbook evident right from the moment the central conceit is revealed to be the bestowing of sentience and personality to inanimate entities. And like Pixar Wreck-It Ralph is at its most enjoyable and most clever when the audience experiences the functional mechanics of how these characters exist in their own world the specificity of their imagined living space and its logistics. Yet this time Disney has dug deeper than the amiable outward trappings and arrived at what makes us love the films of Pixar and quality family entertainment in general.
If there is a complaint to be had with Wreck-It Ralph it is merely that it introduces a fascinating and thoroughly entertaining concept and then limits itself to but a few outlets for its expression. The movie spends so much time in Sugar Rush and while it’s beautiful and captivating we wonder what the other games would have had to offer. It’s akin to Monday morning filmmaking “I would’ve done this” or “I would’ve done that ” but it would have been the cherry on the sundae or perhaps more appropriately the various fruits in the maze to have been able to witness Ralph’s interaction with other games.
By the time we reach the kill screen Wreck-It Ralph has used something as geeky and esoteric as the world of arcade gaming to warp us to a place of emotional resonance and utter delight. Suffice to say it has plenty of replay value.
Do the Bourne movies make any sense? Enough. The first three films — The Bourne Identity Supremacy and Ultimatum — throw in just enough detail into the covert ops babble and high-speed action that by the end Jason Bourne comes out an emotional character with an evident mission. That's where Bourne Legacy drops the ball. A "sidequel" to the original trilogy Legacy follows super soldier Aaron Cross (Jeremy Renner) as he runs jumps and shoots his way out of the hands of his government captors. The film is identical to its predecessors; political intrigue chase scenes morally ambiguous CIA agents monitoring their man-on-the-run from a computer-filled HQ — a Bourne movie through and through. But Legacy has to dig deeper to find new ground to cover introducing elements of sci-fi into the equation. The result is surprisingly limp and even more incomprehensible.
Damon's Bourne spent three blockbusters uncovering his past erased by the assassin training program Treadstone. Renner's Alex Cross has a similar do-or-die mission: after Bourne's antics send Washington into a tizzy Cross' own training program Outcome is terminated. Unlike Bourne Cross is enhanced by "chems" (essentially steroid drugs) that keep him alive and kicking ass. When Outcome is ended Cross goes rogue to stay alive and find more pills.
Steeped heavily in the plot lines of the established mythology Bourne Legacy jumps back and forth between Cross and the clean up job of the movie's big bad (Edward Norton) and his elite squad of suits. The movie balances a lot of moving parts but the adventure never feels sprawling or all that exciting. Actress Rachel Weisz vibrant in nearly every role she takes on plays a chemist who is key to Cross' chemical woes. The two are forced into partnership Weisz limited to screaming cowering and sneaking past the occasional airport x-ray machine while her partner aggressively fistfights his way through any hurdle in his path. Renner is equally underserved. Cross is tailored to the actor's strengths — a darker more aggressive character than Damon's Bourne but with one out of every five of the character's lines being "CHEMS!" shouted at the top of his lungs Renner never has the time or the material to develop him.
Writer/director Tony Gilroy (Michael Clayton Duplicity and the screenwriter of the previous three movies) is a master of dense language but his style choices can't breath life into the 21st century epic speak. In the film's necessary car chase Gilroy mimics the loose camera style of Ultimatum director Paul Greengrass without fully embracing it. The wishy washy approach sucks the life out of large-scale set pieces. The final 30 minutes of Bourne Legacy is a shaky cam naysayer's worst nightmare.
The Bourne Legacy demonstrates potential without ever kicking into high gear. One scene when Gilroy finally slows down and unleashes absolute terror on screen is striking. Unfortunately the moment doesn't involve our hero and its implications never explained. That sums up Legacy; by the film's conclusion it only feels like the first hour has played out. The movie crawls — which would be much more forgivable if the intense banter between its large ensemble carried weight. Instead Legacy packs the thrills of an airport thriller: sporadically entertaining and instantly forgettable.