Castlevania (2017)

Creator & Writer: Warren Ellis
Directors: Sam Deats, Spencer Wan, Adam Deats, Amanda Sitareh Bautista
Studio: Mua Film, Tiger Animation

Finished first watch: 14/11/2024


Review contains ***SPOILERS*** for Castlevania

Ratings:
OVERALL
NB: These are not weighted equally (if at all)
PlotStorytellingAnimationCharacters
43453


Easily one of the weakest series I have ever watched. I hate to say that about something so many artists worked on over several years but it's honestly inescapable how poor this series is in almost every department. I'm genuinely confused how it got 4 seasons, especially considering how boring that 3rd season was.

I'll start with the one shining positive from the series, which is its artwork. Every drawing, painting, background and setting in this series is really beautiful. It has a clearly anime-influenced style that looks great and they use it to great effect. I'd say it has a strong visual identity. It even has a clear direction in terms of colour, with everything obviously being shifted towards dark and broody. The designs are also brilliant. Trevor, Alucard, Dracula, the forgemasters, the vampire sisters, all legitly fantastic and appealing designs. Big big shout out to Striga's day armour as well, fucking sick design. Someone clearly loved Berserk on that team. And of course, the castles, laboratories and libraries all felt very grand and wondrous. They did a good job of creating an aesthetic and a feeling of the series's world and it all fit together with the overall dark and sinister subject matter.

That leads onto the most disappointing aspect of the series, which is its animation. It's so upsetting to see such beautiful drawings move so lifelessly, if they move at all. The vast majority of screentime is taken up by super limited animation; maybe just a chin moving up and down as a character speaks, or drawings literally just being slid across the screen. I get that studios and producers want to save costs as much as they can but it made the show feel completely lifeless most of the time. And how much they did it was absolutley eggregious. There was an episode where Isaac talked to a night creature for about 10 minutes straight, with almost no animation to it. And the conversation they had was not relevant in any way to the story (which I'll come back to). So it didn't come across as being savvy and saving costs for the bigger moments; it honestly felt like they were trying to pull whole episodes out of their arses with as little substance as they could get away with. Another thing that I personally dislike and that makes the character acting/posing feel super uncanny is characters' heads being completely side on. Just makes for really flat animation and breaks any sense of immersion.
    There were, of course, scenes with significantly better animation quality. But they didn't do anywhere near enough - in my opinion - to make up for the low effort marathons across the rest of the show. That's partly because they were really few and far between but also because they weren't actually that good in themselves. All of the fights generally have lots of quick cuts, rarely show multiple characters on screen at the same time and never show complete, fluid action - it's always the wind up from one angle, then a flip to show the outcome from another. So so so much implied action as well. They had lots of detailed guts and gore (again, great drawings) but it would always be shown after something had already dropped dead. You'd never see the actual slashing and the gore as a clear single shot - and any slashing you did get was very Fist of the North Star. It's really disappointing to watch, because the fights were actually really well choreographed. The characters had cool and unique fighting styles and would usually pull off impressive and unorthodox manoeuvres; it was just a shame that we only got to see it in bits and pieces. Also in the later seasons, you could sadly see the quality of the drawings drop off noticeably in quite a few of these action sequences, which honestly felt like an insult being added to an already pretty bad injury. The later seasons are in fact a consistent disappointment across the board too.

Just watch this clip and look at how stiff and robotic all the animation is. If it's animated at all. This is very standard for the show and what the vast majority of screentime looks like. Watching it without sound really helps illustrate how lifeless it is. Listening with sound on highlights how mismatched the voice acting and character acting are.
Although you can still see how nice the character designs and drawings are - look at Saint Germain's jewellery, for example!




This clip, I think, gives a very fair representation of what the approach to fight scenes is like throughout. It's very cool, dnyamic, stylised and well choreographed. It might be entertaining to a lot of people. But there are so few drawings over such a long clip. And the two characters never really interact. Everything is implicit, which is made to look good but to me, just glosses over a lack of substance. Draw the fight!



Moving onto the plot: there basically isn't one. The first two seasons at least have an overarching story of Dracula wanting to kill all the humans and Trevor, Sypha and Alucard (TSA?) trying to stop him. That was incredibly loose, because there was a whole heap of inconsequential nothing that happened in between this. Dracula's war council being summoned and then having in-fighting all had close to no impact on the story at all. Even Carmilla's successful betrayal is kinda just... nothing. Like okay, she becomes the queen or whatever and usurps Dracula but that all just has so little significance. We don't care about Dracula very much (as we've had very little insight into who he is outside of the backstory given in episode 1) and Carmilla is a genuine side character, even after this whole thing. Then you have whatever TSA was up to; finding the library, getting into random night creature fights etc. All very cool and flashy but did very little for the plot. You could remove most of it and still have the same storyline play out unimpeded. Then the last two seasons were just totally unnecesary. The main reason for these characters to exist (in fact literally the only reason Alucard exists) was gone. They then set up these random, regional conflicts that meant absolutely nothing to anyone. Definitely dragged the show out for 2 Seasons 2 Long and in my opinion, ruined any chance Castlevania had at being remembered as decent.
    Supposedly significant scenes having very little impact was basically the theme for entire 4-season run, to be honest. For example:
The final fight vs. Dracula at the end of season 2. Firstly, it comes after basically a full season of people just talking and posturing for a war that might happen; there's no real fuel given to the fight. Add to that the fact that we also never ever saw Dracula engage in combat (other than a flashback in which he kills a bunch of villagers), so we had no sense of how powerful he actually was or what sort of abilities he had. Defeating him didn't feel significant in any way or like any kind of challenge.
You can add to that the fact that Alucard has zero on-screen interactions with Dracula - not even in flashbacks. So the first interaction you see them have is when Alucard arrives to kill him. That makes Alucard's crying scene another one with absolutely no emotional weight.
Why was Death the final enemy? Of course we all understand the concept of death as an entity but he has no establishment whatsoever in the story. Literally appears and disappears in the penultimate episode. We have no attachment to him whatsoever and again, no idea how to kill him nor whether it's a big achievement to do so. Trevor says some shit about some ancient weapon but these things are really not plot relevant and spoken about completely off-hand.
It's extra disappointing because the idea of Death being a vampire with an insatiable thirst for human life is a great concept. Even Death's plan to play Saint Germain and bring back Dracula to feed his hunger is great. Was just executed in a really underwhelming way. Plus I honestly don't think I could have been any less invested in Death's analogue, Varney, as a character. Also why bother making it seem like Trevor died for like... 19 minutes? It's a cheap tactic and it achieved very little.
Isaac literally spends about a season doing fuck all in the middle of nowere - twice. Why does he have such a massive fight with a random unnamed necromancer and why does this need a full season of prep?? And coming back to the earlier point of Isaac's conversation with his night creature: the writers raised some interesting and potentially significant questions in that episode. They suggested that the night creatures aren't just mindless killing machines and that they can experience things beyond their forgemaster's orders. They might even have memories of the lives they lived before being resurrected. Then after that episode, the writers just completely ignored that fact for the rest of the show and the night creatures went back to being silent, brainless pawns. That, to me, is the hallmark of a terribly written and generally directionless show. They would have improved the quality of the end product by not raising these profound questions, yet did it and then ignored them. Whatever their reasoning was, it made for an inredibly disengaging viewing experience.
Both Carmilla and Dracula are considered villains because of completely hypothetical tyranny. Dracula does hit Targoviste hard once but that doesn't really give sufficient gravity of his scorched earth campaign, for me. And Carmilla's plan to turn humans into cattle is actually never actioned nor even depicted on screen. So again, we don't feel any real opposition or hatred towards her.
Isaac suddenly deciding to kill Carmilla comes out of nowhere. Yes, she killed Dracula but he spends 2 seasons seemingly pretty unbothered about that, then suddenly switches. Decides he wasnts to kill Hector but then equally abruptly decides he doesn't.
Similarly, Striga and Morana just decide they don't like Carmilla's plan, even though they were very enthusiastically planning it the season before. There was no turning point, no moment of crossing the line. They just decided to switch up. Then didn't even go to the caslte to see what happened after watching it blow up. Insanely bad writing.

There are probably more examples but I think the point has been made. In general, the show did a bad job of actually having a coherent story that made the events on screen have real significance. They basically relied on the viewers' own sense of morality. In fact the entire show hinges on (what I consider) the most boring and counterintuitively low stakes motivation in fictional stories: the fate of all the people in the world (with whom we have no relationship through the events on screen - if anything we'd be justified in thinking what they did to Dracula's wife was worthy of punishment). To finish it all off, there was of course the cowardly meta self-admission in the final scene, when Lisa turned to Dracula and said "none of this makes any sense". That was a big slap in the face. It doesn't make the show any more enjoyable and just confirms that you knew your story was some bullshit but you put it out anyway. CC: Tenet and Evangelion.

Moving on: storytelling. I've said this about so many shows now but Castlevania had very little storytelling to do, because there was so little story. You can't use any clever plot devices if there isn't anything clever in the plot. You can't use a visual metaphor to represent fuck all happening. Equally bad was the pacing of the show. There so many long stretches of nothing happening, then big ticket events would happen upon you so abruptly. All that talking didn't even build any tension nor expectation. Again, this was made even worse with later seasons. You're just spending ages watching characters have boring conversations about absolutely nothing, then suddenly all killing each other. You could maybe consider this standard, does-a-job kinda storytelling but the show then draggs down its own score with its constant need to tell rather than show. It made the the viewing experience mind-numbing for me. Two quick examples off the dome are the realisation that Zamfir had gone crazy and Greta saying that she was starting to like Alucard. Like please trust that your viewers can connect dots in a straight line based on what you have shown them on screen. In fact, rely on that to build up to your big flourishes significantly better!
    I also have to mention one of the sequences in season 4, when Alucard and the villagers are fighting off night creatures in a forest. That was genuinely terrible TV. It kept cutting back and forth between the fights and dialogue and it was so unclear whether the journey was progressing or not. I felt like I was having an aneurism watching it. I honestly expect the explanation for it to be that someone put the shots together in the wrong order in the final edit.
    Also not sure if this is the proper place to mention this but the script for the show is seriously bad. Like really, truly terrible. None of the lines come across as clever nor even thematic. They also just throw in random swear words; I'm guessing that's to make it clear it's aimed at adults but it's so forced and awkward. It honestly sounds like it was written by a 14-year-old who's just been told they're allowed to swear but only during drama lessons. Not natural whatsoever and just adds to the overall very stiff and honestly quite cringey dialogue. I can't think of anything that could have undermined Saint Germain's character story any more than "I get to have sex again". Without a doubt one of the worst lines I have ever watched.
    Visual directing might just get a pass as okay. Some cool poses, cool shots, as I said good choreography of the fights at least. Consistent visual style and good, clear framing. I just have to call it visual directing, because there wasn't any real storytelling to mention.

I think I've said enough in the above to cover my thoughts on Castlevania's characters. Mostly very bland, especially Trevor and Sypha. Nothing remotely interesting about either of them. Trevor is the irresponsible, rash boy and Sypha is the organised, brilliant girl. We've seen it 100 times. Not to mention their romance has no substance to it whatsoever. They just suddenly become in love. Alucard probably has the most significant journey, as he goes through loneliness and lack of purpose once Dracula dies and the TSA team splits up. But that didn't really do anything. The rest of the cast is woefully dull. Honestly, there isn't a single good, well-written and interesting character in the entire thing. Maybe Lenore but that would be me being incredibly generous.

I'll admit, I came into watching Castlevania with some high expectations, given how liked it is and how many clips seem to pop up across the internet. I won't hold the resulting disappointment against the show but even then, it's undeniable how bad the series is, at least in my opinion. I also note that it seems to have opened the doorway for a bunch of similar animated Netflix series (e.g. Blood of Zeus, Tomb Raider). I'm glad to see more animated series and movies, of course, but I honestly hate that this incredibly stiff style of limited animation is becoming so common. Again, won't hold that against Castlevania - I'm already scoring it low enough - but just worth mentioning as not my favourite trend across the industry.
I'm sincerely sorry to have written this review and can only hope that if any Castlevania artists ever read it, they undersand that it's written honestly and with respect for the ways they have to work on animation these days with tighter and tighter budgets and deadlines. But I'll say it outright, I did not enjoy the series and I blame the executives responsible for it.

Some more random thoughts:
-The Isaac vs. Carmilla fight did feel really cool. Even though Hector's secret passageway was some bs (and not even necessary), the staging and overall execution made it feel pretty epic.
-I laughed my ass off when Alucard got his dick sucked so good he started crying. Felt that shit, especially since he was living every bisexual weeb's dream of getting with two kinky japanese siblings at the same time. I know the animators put their heart into that scene.
-Bloody Tears during the Dracula fight was really cool. Wish they'd built up to it more by maybe having motifs throughout the music across the rest of the series.
-Broader point, I'm sure there were lots of little easter eggs in the series for fans of the game and maybe even the Metroidvania genre. That probably contributed to its success and I'll admit I'm an ignorant neutral in that regard.

Cowboy Bebop: The Movie (2001)

Direcor: Shinchirō Watanabe
Writer: Keiko Nobumoto
Studios: Bones, Bandai Visual, Sunrise (Bandai)
Watched on: 01/09/2024

Review contains ***SPOILERS*** for Cowboy Bebop: The Movie (aka Cowboy Bebop: Knockin' on Heaven's Door)

Ratings:
OVERALL
NB: These are not weighted equally (if at all)
PlotStorytellingAnimationCharacters
87896


 
This film isn't just a classic because it's iconic or significant - it's an an absolute scorcher of a film. I finally got round to watching it and can't describe it as anything less than fantastic. Of course, the film (and Cowboy Bebop overall) does not need mine or anyone else's seal of approval but I'm at least glad to part of the club.

Obviously, we have to start with animation, and it is incredible. It's got all the brilliant quality and style of the main series, with maybe about 10% extra added on top*. Everything that moves does so convincingly as a solid object with believable volume and mass; that includes the characters, the big and small spacecraft, the guns, the props, even quite a few elements of the backgrounds. As the main series did, the film really shines during the fight scenes. They're so much fun and both well choreographed and well directed - we always get a perfect shot to emphasise the dynamicism or the impact of every blow. Practically flawless other than having limited animation for practically all of its speech. I can't knock it for that, really, it's sticking to its roots. I'd give it a 9 for animation, noting that the only film I know that has better animation is Akira (which I also rated as a 9 but could easily change to a 10 tbh).

The plot was actually very good, in my opinion. Far better than the overarching storyline of the series, or any of the individual episode stories. The main aim of the villain isn't quite clear but he's clearly mad enough to want to infect a bunch of people for no reason. Everything else is great, from how the conspiracy is uncovered, how we get to piece it together bit-by-bit and even the mechanics of the story are pretty much airtight. It also did a great job of leading us into each fight or interesting sequence. So no complaints (and I'd also add that the plot for James Bond 'No Time to Die' is incredibly similar).

Touched on it a bit in the animation section but the storytelling is great too. All the shots are framed really well for interesting and clear scenes. This is especially true for scenes where there isn't a lot happening - we'd often have a bird's eye view of the characters, then a shot of the background, then a focus in on a small detail etc. Always kept it visually interesting and showed off the great work of the artists and animators (drawing large crowds of people moving across the horizon line in dramatic perspectives really is not easy!). Also, in true Cowboy Bebop style, the uptempo jazzy soundtracks not only help to distinguishing Cowboy Bebop's quite unique identity and style but also just add so much appeal to it. You can't help but get excited in those big moments.

Not sure if this is a storytelling point but will just add it - the 'fan service' is way too much. As always, I can appreciate this is what they had to do to increase its mass appeal and of course, Faye is pretty much designed to be eye candy for people who want to ogle cartoons but 2 things: 1. it was far too gratuitous in my opinion and was compounded by the fact that Faye had shit all to do as a character except fail and get assaulted for the sake of the plot. 2. The scene where Vincent has her tied up/semi-conscious is far too forceful to be considered sexual. My problem with it, is that the directors present it as fan service when really it should be treated as terrifying and violent. When this guy's threatening to rape her, we don't need to see her boobs flopping out of her shirt. To me, that's a clear decision that you want it to be sexy, rather than horrifying, which is a shitty decision.

Lastly, characters. Possibly the only element of this film that isn't super strong. There's nothing wrong with the characters. They're all very appealing, interesting, well designed and play their parts very well throughout. However there isn't much of a journey for any of the characters, especially not the main cast. I guess this is because the movie has to fit in somewhere within the series, so it's understandable. At the very least, if they didn't develop, they did learn throughout the film, which is what you need for the narrative to continue, so it definitely didn't detract from the enjoyment of the film.

I don't think I've stressed enough just how good the animation in this film is, as is very well known, over 20 years after its initial release. But I'd just like to re-iterate one last time that the animation in this fim is absolutely stunning and it's worth watching just for that. Even if you only watch the shootouts and fight scenes.
Also, a quick shoutout to Ghibliotheque who put on the screening of the film in IMAX, which was incredible. Hopefully lots of similar events from them in the future.
Overall conclusion: this film is fantastic and lots of fun and I'd say it warrants the undivided attention of animation nerds, however is also just so cool and visually appealing that anyone would enjoy it.




*Just went back and watched a few scenes from the series and think I was giving it a bit too much credit it my memory. The movie has SIGNIFICANTLY better animation. The series animation is maybe a 7 at best.

How I Would Improve 'Elemental' (2023)

I watched Elemental last night (02/08/2024) with no intention of writing a review of it. I decided today though, that I'd make a note of things I think could have improved the film. These are generally small tweaks or reworking what's already in the film. However, I started writing them out and it ended up being longer than most of my reviews. 
Anyway, I hope somebody reads and enjoys:

Ember's reluctance to run the shop is literally introduced more than halfway through the film. Up to that point, it's shown that she actually really wants to run the shop and prides herself on it.
Similarly, we never see her blowing glass artistically. Only ever doing it when it's practical and necessary.

I'd fix both of these by having Ember clearly have a love for creating art from the beginning, even as a baby. (Like it seems so random when they're sat on the beach and she makes a ball with the flower in it). Also "your temper is trying to tell you something" makes no sense in the context of the film.

I'd also make the glassblowing internship more real. It's one of several things they tell but don't show. The guy's mum just mentions it so off hand, like "hey I can get you a job" and that's kinda it.
Maybe Ember's tempered glass fix could have been super beautiful and Gale doesn't just say it's satisfactory but maybe she calls Ember into a big fancy glass building the next day (which we can then be shown is super beautiful and is something she connects with) and be introduced to the glass boss.

There were also lots of very disparate storylines that were either unresolved or underplayed. Definitely had changes in writing or directing, is my guess. But I'd get rid of lots of these.

E.g. The big bow down is meant to be this huge, significant thing that ties them back to their culture but also so is the blue flame. They're serving the same purpose. I'd get rid of one, probably the bow, because the blue flame is much more visual. I'd make it so that the flame shows on someone like an imprint when they are "ready", which is why Ember isn't trusted to run the shop (because her imprint hasn't shown up) but it pops up on her in the glass factory.

Wade's back story is also very weak. Like his dad dying being the reason he "goes from job to job" did absolutely nothing for the story. What we do see is that he's got love and support from his family, which could have easily been flipped to "I get to try lots of different jobs and find what's right for me". Also we only ever see him do 1 job lol. So it has zero impact on the story. Bin it.


I'd also completely cut the Vivisteria subplot. It's a tool they use to let Wade do something nice for Ember but it was super weak. It loosely tied back to the discrimination against fire people but kinda just half arsed both. Let Wade be involved in supporting Ember's art. Also it was pretty visually disappointing, considering the were some great visual moments there were in the film.


I'm generally not a huge fan of romance plots but I think they could have made it a lot more convincing why these two would fall for each other. There's a very weak, off-hand comment about how Wade "connects with people" but this isn't something that's an issue for Ember at all. It's her temper. But they tried to link the two by making her dad say "take a breath, connect" when she loses her temper but this literally does not make any sense. She connects with her parents just fine, connects with the other patrons just fine and only loses her temper when people are being complete dicks to her. So there's no actual link.

The only person she could arguably do a better job connecting with is Clod (I thought she was meaner than she needed to be). Could have been a small little moment, where she keeps his flower but teaches him to be himself, instead of a little knob. But they don't do it.


As for why the two main characters actually do like each other, I think it would have been better if Wade liked Ember for her artistic flair and she liked him for being able to accept his emotions, which is a clear strength of his. (I also didn't love that they chose to portray a man in touch with his emotions as just being a big crybaby). Could have been done in lots of ways but they could easily have set up foil moments where she reacts 1 way to something, then watches as he reacts completely differently.

(Also, the final speech she gives to make him cry was a great opportunity to for her to show how she has learned to connect with him by using her own fucking examples of things that make him cry. Not just repeating the things he said back to him, beat-for-beat).


The biggest issue with the plot overall (not the story) is the source of the leaky pipes. Like this is a massive, structural, life-threatening issue. And it's just like... a broken gate? To me, it seemed like there was meant to be a much bigger and more significant cause, given the tight deadline from the City and the very intentional mention of rust and motor oil (twice). They either needed to make it clear that cause of the issue wasn't a big deal (because at least the leak comes back later on), make the impact of the leaky pipes a lot less devastating or just remove it entirely. Make Wade actually come down as a city inspector. If not, there would have to be a big plot that involved some kind of structure or machinery but that would move too far away from what the film is actually about tbh. (Although there could have been a plot about how Element City is falling apart without the Fire people, since they got banned because it needs everyone living together harmoniously).


Another very persistent issue with the film is its incredibly patronising "tell don't show" approach, as previously mentioned. Idk if this is a reasonable suggestion but I'd just change every instance of characters needlessly saying or explaining something with an at least decent way of showing it. Pixar is usually very good at this.

The most pertinent example is the smoke readings. The mum in general has an embarrassingly insignificant part (could have made her a cooky side character tbh) but the smoke reading is a fairly important plot device. But in the key moment when Wade uses his body to focus Ember's flame, we actually have no idea what the smoke shows. This would have been significantly improved by showing the earlier couple having a somewhat brightly coloured smoke, then Ember and Wade having a super bright combo. What we get instead is very unclear, because the wisps kinda blend together but then from another angle they appear to swirl and never touch. There is no inherent sense of whether this shows a good or a bad match. (This could also easily replace the Vivisteria moment).

Related to this is the Mum being able to smell love. It's a weird plot point but contains two very annoying instances of telling: one when she finds the photo and says "but who is this boy????", like yeah no shit, we know that's what she's wondering; the other when she decides to follow Ember to dinner by sniffing the air and shouting "love!". These would have both been much better if there were a visual representation of the smell of love. We could see a purple (/whatever colour) wisp go by Mum's nose and know immediately what she was smelling.


The biggest overall criticism I have, though, is of the incredibly shallow fake immigrant narratives. It's so surface level that it doesn't do justice to real immigrant stories. Are they supposed to be Hispanic or Chinese? Maybe Indian? Really they're nothing, just a generic, catch-all, foreigner which doesn't represent anyone (for reference, as a child of immigrants, I'd connect better with a real but different culture than I did with a fake placeholder trying to represent mine). And the discrimination ultimately played very little part in the story as well. I personally would have removed the immigrant struggle and replaced it with structural struggle (things burning down etc.) and tied it back in with how people live in harmony together. The line "Element City wasn't built with Fire People in mind" is completely wasted otherwise. What did they change in the city to make it work better by the end? We saw lots of cool adaptations for other elements (like the blimps for the wind people, that was great!). At the end of the film, we should see some great adaptations for fire people. They actually did a great job showing all the really practical uses of fire and they could have built on this. (And taken a page out of ATLA's book - fire doesn't just destroy, it gives us light and life!)


And finally, the romance itself. I didn't mind it too much but I thought that the moment of Ember and Wade realising they could touch each other - hold hands and hug - was much more powerful than their final kiss. So that last scene could have been improved by them maybe realising but not fully confirming that they can touch, then finally fully embracing for the first time after the finale, rather than kissing.


Now if Pixar really wanted to make this a truly great film, I have one last suggestion that is definitely me stepping too far away from what's already there. I think they should have been very bold and actually kept it so that Ember and Wade can't touch. It would have said so much more about the nature of love and companionship if they decided that they loved each other so much that just being near one another was enough. That's what they'd been doing the whole film anyway. They could have easily added a line about how Wade feels warm near Ember and Ember feels cool near Wade. But I get that audiences wouldn't like that.


Also the sports game is just Quidditch.

The Prince of Egypt (1998)

Directors: Brenda Chapman, Steve Hickner, Simon Wells
Writer: Philip LaZebnik
Studio: Dreamworks Animation
Watched on: 01/08/2024

Review contains ***SPOILERS*** for The Prince of Egypt

Ratings:
OVERALL
NB: These are not weighted equally (if at all)
PlotStorytellingAnimationCharacters
74864


 
First things first, there isn't much point discussing the plot of the movie in huge detail. The Bible did all the heavy lifting (ooh, dark pun) but that's the story Dreamworks/LaZebnik picked up and brought to life, so they get some heat for it. To keep it brief though, the story features several apparently very powerful gods, with Moses's god being powerful enough to bring down plagues and part seas; however this god lets their people be enslaved for decades (at least in the span of the movie) rather than have a magical revelation or intervention, electing instead to kill a bunch of first born children, the exact same as the pharoah, to free them. No story that calls that a 'miracle' could ever be given a positive nor even neutral score.

As for the bits that were more in the control of the creative team, some things worked really well. For example, giving Ramses a relatable desire and motivation for his actions and building a genuine, loving bond between him and Moses as brothers, which made Moses's departure an emotional and impactful moment. The film also had to depict with some really dark and horrific moments, like opening up with a sequence showing the brutality of slavery right off the bat. I'd also say they did an excellent job of treating the slavery and mistreatment as a given - something that quietly happens in the background - whilst the brothers focus on their own personal stories. This meant that the audience could stop and really think about how empires are built at the same moment as Moses is made to realise, because we're focused on the pretty pictures in the frame, thinking that us watching the film doesn't do anything to change the fate of the enslaved people.

I previously mentioned the killing of the first borns. I have to single that scene out as being executed incredibly well. They don't duck the responsibility of showing the brutality of this biblical story. There was a lot of great storytelling throughout this film and this was one example, where the shift to almost completely black and near silence to contrast warm colours and orchestral swells up to that point and with the appearance of this ethereal, spectral aura that comes and claims the lives of these children emphatically underlines the reality of what's taking place. There's a sequence of 2 or 3 very clever shots that show you - in decreasing levels of symbolism and ambiguity - that these children are being killed. One shot shows the lamp in one child's window go out as the wisps leave. I'd have absolutely forgiven them for wanting to end the sequence there but they take it further - twice. The next shot shows another child step through a doorframe and out of sight, followed by his arm extending back out across the frame, completely limp after he falls to the ground. The first sound you then hear when it's all over is the wailing and sobbing of the parents. It's genuinely awful, and they get credit for sticking to their task diligently*.
The second time they take it further is their depiction of Ramses carrying the body of his son to his resting place and covering him with a thin veil. That is one of dozens of incredibly powerful shots throughout this movie. That's the element I'd praise the film for the most, by far; its storytelling and cinematography. Shots are dramatic, they're symbolic, they help keep the story moving forward and - something that's easy to get wrong - they really provide a sense of the palace, the land and empire being absolutely massive. They achieve their goal of making it feel physically massive, which of course helps the other goal of making the weight of Ramses's responsibility even heavier. And a lot of the background paintings are just gorgeous as well. They also clearly made a point of having lots of evening/twilight scenes or torch-lit corridors so that they could have high contrast and loads of dramatic lighting, which they nailed.





A selection of some of the absolutely stunning, cinematic shots throughout the film.


Last couple points on storytelling: I loved Moses's dream sequence. In a lot of movies, they use animation to gain a level of abstraction from the 'reality' of the rest of the film. So in this film, an already animated movie, set in ancient Egypt, they have the dream come to him in moving hieroglyphics. I thought that was brilliant. They also made the hieroglyphics super dynamic, including Moses's mother sneaking past the guards by the drawing shifting around a pillar in 3D space. Very clever, great use of the medium. Only knock I could give the storytelling is the pacing of the story. Again, it's adapted from Exodus but even still, the story covers Moses's complete story from birth to face turn in about 40 minutes but then the freeing of the slaves basically takes the rest of the film. Plus there are odd things, like the multiple plagues being glossed over through one song and the Eyptians following the Hebrews to the Red Sea after we've been given the big finale for freedom. It's a bit jerky.

The animation, sadly, wasn't anything that really stood out. The artwork is beautiful, including the charactor work, but the animation itself is pretty standard hand-drawn dreamworks stuff. There wasn't any particularly brilliant character acting and no intricate nor dynamic scenes (can't knock it for not having action sequences but those are really where great animation can shine). There was one single 'turnaround' shot of Moses in the river mouth/bathing room place, which was cool but that was about it for motion shots. What I will say, though, is that the CG elements never felt out of place. The final plague, the burning bush (which was admittedly very cool), the basket etc. All of them blended well enough with the rest of the shots they were in that it was never more of a cost than a benefit. Overall decent animation but not incredible.

Lastly, characters are kinda 'meh' all round. Ramses is interesting but the Pharoah is super flat (and we don't even see him die). Of course, all the women in the story are just there to create the path for the main men characters. That's the bible story, sure, but it's still a feature film and should be treated like one. The creators had choices (as they themselves point out in the prologue) and I think they made some bad ones. Like Moses having 2 mothers, with only 1 just managing to have her name mentioned in the script. The other mother, presumably the Queen, is never named but even worse, to me it seemed she was intentionally depicted as being much younger than the Pharoah. That's probably just being true to the source material, doesn't mean it wasn't gross (without the same intentionality of how the slavery and murder was gross). Tzippora is another typical 90s/2000s cool girl, who seems feisty at first but ultimately says and does nothing other than become a wife to sifgnify Moses's journey. She is a lengy though. Also, I would have liked to see a lot more of the two royal hand/sidekick guys. Their song was pretty disappointing and even if they didn't have any story significance, they could definitely have been given a bit more dramatic flair.

Overall, the movie is a great experience to watch but that is with me intentionally blocking out the religious elements (because things like "god has told me to do this" don't make for a very strong narrative). It definitely starts stronger than it ends. The songs were powerful but didn't really stick with me at all. I think that this film's status as a bit of a niche 'sub-classic' is pretty fair. Narritively not amazing but has some clear strengths.





*Because of the morbidity of some of these scenes, I would even consider classifying this as an adult film, rather than a family film. I actually wouldn't recommend this film for young kids, honestyl. It's too brutal.

Sinbad: Legend of the Seven Seas (2003)

Director: Tim Johnson, Patrick Gilmore
Writers: John Logan
Studio: Dreamworks Animation
Watched on: 19/02/2023

Review contains ***SPOILERS*** for Sinbad: Legend of the Seven Seas

Ratings:
OVERALL
NB: These are not weighted equally (if at all)
PlotStorytellingAnimationCharacters
76776


Sinbad. Pretty cool film. Obviously not perfect but that's what the state of the audience and the industry was at the time. But overall, a really great, very fun film. Has the typical romance storyline that ruins most fun films but it's just brief enough to ignore. But almost everything else was well done, executed nicely and came together for a solid end product. So the first thing to talk about is Eris and her amazing character acting. The way she flows in and out of states of being, from place to place, glides through the shadows, all of that comes together to make her an incredibly likable villain. I honestly think if they had gone all out with some chilling, creepy music, she would definitely have given kids nightmares. Naturally, it follows that the animation in this film is wonderful - for the most part. Right from the start, the film has really well animated (and choreographed and framed) action sequences. The very first fight scenes of Sinbad and then Proteus fighting multiple guys at the same time were excellent. It was a little bit disappointing that there was then nothing like that afterwards. But overall, the 2D animation was fluid and fun. And typical of the time, they included a loveable and very expressive pet companion. Which shows they absolutely had the capability to do the same for Eris's massive mythical beasts; unfortunately they didn't. Just like Treasure Planet, the early CG creatures have aged poorly. Fair enough, they were pushing boundaries for the medium but I can't say it looked good most of the time. What I can say though, is that it worked really well for when the beasts were in Eris's realm and their bodies were these ethereal, galaxy substances. Wasn't executed perfectly but definitely much better in concept than the normal creatures. So yeah, solid animation overall. The characters in the film are definitely a mixed bag. Obviously we have different views on gender and stuff now but as mentioned, the main female character, Marina, has a pretty stereotypical woman character's journey and is of course, mainly a love interest to the two main men in the movie. Fine, it's based on an old folk tale but I'm just as critical of the source tbh. Marina is a cool character with a lot of agency over herself and to be fair, her main character trait of wanting to explore the world does make the annoying little lovel triangle have a sensible resolution. Proteus is a very likeable character and does the honorable thing of letting a woman make a choice, which is pretty cool. Eris is fantastic but the rest are just kinda nothing.

The plot is nice and straightforward. All the trials and tribulations faced by the gang are actually created by the villain, so there isn't really any genuine conflict nor challenge but it serves its purpose of driving us through all the cool settings they want us to see. (Side note, the design of Republic City (it was actually called Syracuse lmao) was pretty sick). No major complaints, aside from the fake paradox of Eris's final gambit. Think the writers probably all knew that was a weak ending.

Storytelling was pretty strong. Lots of ideas communicated visually and some cool shots, especially in the action and chase scenes. I'm giving it a 7, although it's now been over 7 months since I watched it, so it's probably getting the benefit of the doubt because I found the film so fun.

In conclusion, yes I do consider this film to have massive value from an animation perspective and I think it's really cool in a similar way to Treasure Planet (does fall short though). However the lack of substance probably explains why this is more of a cult classic than just a classic. Glad I've seen it now/