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THAT SINKING FEELING
by Lev David

Visually, Atlantis: the Lost Empire is an admirably ambitious departure from the classic Disney style. Although rival animation studios and crabby film reviewers may ritually and bitterly harass Disney, the studio remains the most innovative, adventurous producer of animation in Big Hollywood. Sadly, not all adventures turn out well.

The film's visual inadequacies stem largely from Disney's well-intentioned mistake of hiring comic book artist Mike Mignola to develop the film's visual style. Bless them for giving him the chance to apply his unique gift to a film project, but this is not unlike asking Martin Scorsese to direct a Teletubbies movie - right man, wrong job.

Mignola's style is stark and angular, relying heavily on the use of flat colour and silhouettes. In his deeply noirish Hellboy comic book, this style works implausibly well. But Atlantis is about a majestic ancient city, under the sea, with mammoth buildings, glorious architecture and funky, glowing magic crystals. All that colour, all that detail, all that movement is not something Mignola's style is suited to.

Certain elements of his style look particularly queer blown up from the size of a comic book frame to the unforgiving expansiveness of CinemaScope. The characters' hands, for example, with their rectangular fingers and triangular fingernails, look strange and wrong. In many ways, the humans look far less organic than the buildings and stone machinery of Atlantis. A sense of size, depth and awe is sorely lacking. Atlantis should be majestic. Here, it isn't.

The script is as flat as the visuals. Some of the plot's key assumptions are extremely unlikely, others fantastically illogical. At times, it reads like a bedtime story ad-libbed by a desperate parent, stringing one astounding event to another, not really caring if it all makes sense. Sleepy kids might forgive this, but many will not.

In spite of these failings, the film is not completely unenjoyable. With Disney cutting the song-and-dance shtick altogether, and cutting back on the cuteness, the movie might be a hard sell to younger kiddies, but it has other assets. There are a fair number of exciting bits involving giant mechanical fish and such, and the voice characterisations are gorgeous.(Michael J. Fox as Milo Thatch, and Don Novello as an explosives expert are especially good.) Still, Atlantis could have been so much more. In the movie, Milo never goes slack-jawed at what he discovers, not even when he first casts eyes on Atlantis. Finding a living underwater city should be a pretty big deal. Sadly, neither Milo nor the audience is given reason enough to gasp.

She's a computer game heroine, pop icon, cyberbabe, daredevil adventurer, and thief of a zillion computer geeks' hearts. And now, the improbably buxom Lara Croft makes the grand leap to celluloid in the form of Angelina Jolie, in LARA CROFT: TOMB RAIDER. You'll get to see sides of Lara you've never seen on your 14-inch computer monitor - Lara cooks (a TV dinner, which she spoils); Lara cleans (or rather, watches her butler clean); Lara takes a shower (in a laughable, PG-10, slo-mo sequence). And, naturally, there's a little tomb raiding thrown in for good measure.

In the tradition of action computer gaming, Tomb Raider's plot is singularly ridiculous - an ancient society of evil lawyers, "The Illuminati," are searching for an ancient juju which will make them masters of the universe once an extremely rare planetary alignment occurs. Lara must stop them!

The cheesiness of the plot is, of course, intentional. Unfortunately, this movie lacks the wit and charm to allow us to delight in the cheesiness as we do with the Indiana Jones trilogy, which the Tomb Raider franchise so plainly imitates. And so, Tomb Raider's plot does little more than disrupt an otherwise thrilling ride with unnecessary yawns.

In the world of action computer games the plot is simply an excuse for the action. Director Simon West (who also adapted the game for the screen) would've done well to follow this lead. Although I'm not suggesting that the movie should have been plotless, could they not have simply had the characters exposit the essential details over the gunfire, instead of pausing to talk about it? Or why didn't they just have us read the backstory off the screen at the beginning of the film? Somebody desperately needed to tell West to just shut up and play. When he does, the film works beautifully.

Two of the action sequences in particular are giddy-good; beautifully choreographed, well shot, and exhilarating to a point where you can forgive the film for dilly-dallying with dialogues between Lara and her deceased daddy (played by Jolie's real-life father, Jon Voight, sporting a moustache and an English accent, both of which are thick and ridiculous).

Great though the action sequences are, it would've been nice if high-stakes problem-solving got as much emphasis as combat. In the computer game, Lara often finds herself alone, trying to figure out some giant, millennia-old, booby-trapped puzzle in the belly of an ancient monument. The tension can be heart-stopping. In the movie, Lara is never really alone, and there's seldom enough quiet for something to jump out and surprise her, or us.

Jolie makes a great Lara, though. The part doesn't require much acting beyond maintaining a cute smirk while kicking ass, but the role is crushingly physical, and Jolie deserves some respect for doing almost all her own stunts, making it look good, and having so much fun that it's impossible not to have fun with her.

©2001 Lev David
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