Maleficent: Mistress of Evil movie review

Should’ve been titled Ingris: Queen of War or maybe Disney should have featured the true mistress of the dark Elvira! After the critical and box office success of 2014’s Maleficent, this sequel, out of nowhere I might add, had some major spindles to fill. And does it live up to the original? Unfortunately not. It’s less funny, clever, creative, and even less romantic, despite a wedding being at the center of the movie. The title doesn’t even make such sense because Maleficent is barely in this movie. Our central character really is the incomparable Michelle Pfeiffer’s Queen Ingris. The movie is Maleficent in title only, but the real focus is on Ingris. Of course, I was perfectly happy with Pfeiffer stealing the show! But as a film critic, I have to acknowledge the vapid story. Literally my favorite part of the movie was when I saw that Ingris had a pet cat. A fantastic homage to Pfeiffer’s most famous role, the definitive Catwoman from Batman Returns. Other memorable characters from the original animated classic and 2014 movie are barely in this sequel as well, including our three favorite fairies that can never agree on the color of anything. Clearly there was a solid premise and well-defined direction about halfway through the movie, but then it loses narrative direction and putters to a stop.

The formidable Queen Ingris (Pfeiffer) causes a rift between Maleficent (Angelina Jolie) and Princess Aurora. Together, they must face new allies and enemies in a bid to protect the magical lands which they share.

While I hoped that this sequel would continue in the footsteps of its predecessor, there is virtually no connection to the original story at all, save a rushed bit of exposition by Queen Ingris during the start of the third act. One part romcom and another part geo-political drama, Maleficent: Mistress of Evil should have been the booster shot of originality that the latest epidemic of Disney “live action” remakes needed. What started out so well (ironically enough WITH Maleficent), has progressively gotten worse. Instead of new perspectives on past animated classics, Disney is now doing shot-for-shot remakes that add nothing new to besides photorealistic animation. Perhaps there is simply too much plot for one movie here. And in cramming as much plot as possible into 1.5hrs, the story and characters greatly suffered. There is literally enough epic world building in this movie to fill two sequels. And to be fair, I think this would have made for a much more interesting story had it been able to breath more. Everything felt so incredibly rushed. It’s also overstuffed with messages. On one hand, there are three different depictions of femininity manifested in each of our three leading ladies; but on the other, there is clearly a message of antiwar and commentary on the holocaust. The writers should have selected one of those themes to serve as the subtext for the main action plot, while the others are told through subplots. The problem is that each of them are treated with equal screentime. If you are hoping for a fantastically subserve twist like in the first movie, then don’t hold your breath.

Honestly, I could go on and on about the terrible screenplay. But I’d like to highlight what I feel that the movie did well. Casting. Reprising her phenomenal job as Maleficent is Angelina Jolie. Those razor sharp cheekbones and terrifying smile are back. Playing opposite Jolie is screen sensation Michelle Pfeiffer as the truly evil Queen Ingris. Pfeiffer steals the show! And I loved every minute of it. No matter what role she plays, she commands your attention in every frame she appears in. WIth such a larger than life screen presence, she was the perfect choice to go head-to-head with the alleged mistress of evil. The brilliant chemistry between the two is best witnessed in the first act when there is a dinner scene that turns into a twisted meet the parents scenario. Most of this scene is Ingris and Maleficent throwing metaphoric daggers at one another and peacocking who is the HBIC at that table. Tension runs incredibly high in this scene, but unfortunately the remainder of the movie’s conflict and tension never meets the bar set by that early scene. Another item of mention that the movie got right is the consistently flawless CGI of the Moors and the fairies therein. I appreciate the animation for never taking me out of the story. Both the human and animated characters coexist on the screen beautifully.

Releasing this movie in October, just two weeks prior to Halloween is an odd choice. It feels much most like an early Spring movie. There were opportunities in the movie to take it to some dark places, which could’ve boded well for mid October; however, it merely touches on dark topics and scenes. Never fully commits. If the auditorium that I was in this evening is any indication, Zombieland 2: Double Tap will out-perform Maleficent this weekend. If you were unsure whether you wanted to see it in the theatre, then I will save you the trouble and advise waiting for it to his Disney+ within a few months.

Ryan teaches screenwriting at the University of Tampa. If you like this article, check out the others and FOLLOW this blog! Interested in Ryan making a guest appearance on your podcast or contributing to your website? Send him a DM on Twitter or email him at RLTerry1@gmail.com! You can catch Ryan most weeks at Studio Movie Grill Tampa, so if you’re in the area, feel free to catch a movie with him!

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“Tomb Raider” (2018) review PLUS exploring the “video game movie” problem

Strives to put cinematic storytelling first and video game representation second, but still comes across as tropey and borrows heavily from Indiana Jones and the Raiders of the Lost Ark and The Last Crusade. However, in all fairness, it does provide this generation with a moderately good action-adventure film based on a best-selling video game series. Alicia Vikander’s Lara Croft differs from that of Angelina Jolie’s in that she comes across to audiences as someone who’s impulsive, reckless, and experiencing difficulty in managing her life. Furthermore, she does not excel at everything she is trying to do to survive life and make ends meat. Those qualities give this Lara Croft a level of humanity that allows her to connect more with audiences. Moreover, she is a believable character–she feels real. In fact, that is probably the best element that this reboot has going for it–the realness of the adventure. Not that the film is without exaggerations and fantasy elements; but, the story almost feels like an adventure that could take place under the right circumstances and with the right tools. The realness might have been increased by not feeling like, at times, you were sitting there playing the video game version. Although this initial return to the video game turned motion picture adaptation is frocked with predictable plot beats and turning points, it does show promise for a solid franchise if tweaked. Moving forward, the stories need to be stronger, original, and leave room for SUBTEXT.

Lara Croft is the fiercely independent daughter of an eccentric adventurer who vanished years earlier. Hoping to solve the mystery of her father’s disappearance, Croft embarks on a perilous journey to his last-known destination — a fabled tomb on a mythical island that might be somewhere off the coast of Japan. The stakes couldn’t be higher as Lara must rely on her sharp mind, blind faith and stubborn spirit to venture into the unknown. (IMDb)

Video games turned motion pictures aren’t anything new. From Super Mario Bros to Mortal Kombat to Resident Evil to this year’s Tomb Raider, there have been many attempts to adapt interactive media (video games) for scripted/narrative cinematic storytelling. Ultimately, it has proven to be nearly impossible to create a successful motion picture from a video game. In short, Hollywood simply cannot seem to crack the code for a movie adaptation of a video game. There has yet to be a video game to film adaptation that has even encroached upon the fresh threshold of Rotten Tomatoes. But why is that? Often, movie adaptations of video games fail because their is more emphasis placed upon video game brand representation than the art of cinematic storytelling. In its defense, 2018’s Tomb Raider shows an effort to overcome that obstacle. Today’s Tomb Raider made a solid effort to spend time worrying about it’s quality as a film, but still fell victim to being too grounded in its interactive media roots. If studios who either own or license a video game intellectual property (IP) can spend time analyzing the source material for purposes of tapping into what makes the story itself work, then perhaps a successful video game movie can be produced.

Not just limited to interactive media –>film adaptations, but anytime there is a well-established franchise, the writers and director struggle to find where the happy medium is in satisfying the core of the fan base and translating the story between two forms of media. As much as modern interactive media has in common with films (referring to the cut scenes), there is still the human component that cannot be translated for the screen because there is no “choose your own adventure;” it’s this disconnect that often contributes to the poorly written plot for the screen. Much in the same way that movies based on comic books struggled for a long time until Iron Man, with the brilliant exceptions of Tim Burton’s Batman (a Barman movie directed by Burton) and Batman Returns (a Tim Burton movie that happens to have Batman characters), interactive media based movies will eventually find the sweet spot. I feel that this sweet spot will be found when writers and directors take the characters from a video game IP and place them in an original cinematic story that skews more towards the focus being on the cinematic storytelling than adhering to brand recognition and the existing story that can be played, and has been played, on the console or computer. Take Burton’s approach to Batman Returns. Create a story that works for the screen that happens to have the characters from the video game.

Movies aren’t the only adaptations of interactive media; themed entertainment has also spent time adapting a game for an entire attraction. According to Theme Park Tourist (2014), popular seasonally operating Paramount’s Kings Island (purchased by Cedar Fair in 2007 and all Paramount property removed) spent $20MIL on a ride that lasted a mere five years. Based on the hit video game and blockbuster action movie Tomb Raider: The Ride was on par with Disney and Universal in respect to story, setting, and special audio/visual effects; however, after Paramount sold off its theme park investments to Cedar Fair, the ride got rebranded as The Crypt, a generic theme, and all direct associations with the movie and game Tomb Raider were removed following the 2007 operating year. Interestingly, the ride attendance continually dropped following the rebranding, and the ride was eventually moved to Kings Dominion in Virginia in 2012. Although there may be other reasons as to why the ride became less popular and eventually moved to another park, it is conceivable to conclude that there is a special relationship between the characters and story of the game and a themed entertainment attraction. Both the attraction and the game have the advantage of the human component–the ability to truly experience the elements of the game. 

Over all, I found the new Tomb Raider to be a fun watch! Certainly don’t feel that my time or money was wasted. I remember playing Tomb Raider on the original Playstation and Playstation II (it was soon after that, that I lost interest in gaming), and as a mild fan, I feel that this film did the characters and story justice. By the end of the movie, it is obvious that MGM’s intention is to attempt to produce a blockbuster franchise. And to the film’s credit, this first installment had a satisfying ending plus it quickly setup the next movie. If you like action-adventure movies or even a fan of the video game series, I feel that you will enjoy Alicia Vikander as Lara Croft: Tomb Raider!