Showing posts with label don bluth. Show all posts
Showing posts with label don bluth. Show all posts

Sunday, November 8, 2015

Kickstart my heart


When Dragon's Lair was first unveiled to me as a nine-year-old boy in 1983, it transported me into the world of a knight so daring, it was part of his name. Dirk the Daring was on a mission to save the (surprisingly scantily clad) Princess Daphne from the dragon imprisoning her (in some kind of magic bubble). I couldn't take my eyes off the shimmering video game comprised of animated characters you could actually control, and was in awe of anyone who dared step forward to play it. Me, I tried my own hand, eventually, but it was always more fun to watch someone who actually knew how to play.

When Don Bluth -- the former Disney animator who created Dragon's Lair -- announced last week via Kickstarter that he wanted to raise money to make a Dragon's Lair movie, it transported me back to 1983, into the body of that young child.

So much so that when I first learned about the project yesterday, I considered backing a Kickstarter project for the first time ever. I'd say that my cursor was even hovering over the Back This Project button, ready to click, but that would be one step closer than I actually got.

Unfortunately, all this nostalgia for my youth may be stillborn, as the project is trying to earn $550,000 from its Kickstarter backers but is not even a third of the way there with just 18 days to go.

But how great would it be to see Dirk reincarnated? My imagination was so captured by this video game that some of my earliest writings were about a similar adventurer, though at this point I don't remember what I called him. I do remember that my friend Eric and I made some rudimentary version of a Dungeons & Dragons adventure game featuring a knight involved in similar Rube Goldbergian feats of ducking and dodging, who went by the recognizably similar name "Girt."

I'll link you to Bluth's Kickstarter campaign here, But to be honest, the video he's made to encourage us is a bit lame. I hope you'll give, and I may actually do so as well. But a lot more interesting in terms of links is two others that most Dragon's Lair fans have probably seen by now -- a playthrough of the game from start to finish on one life (here), and the probably even more fun montage of all Dirk's possible deaths (here). The latter starts with the video game's epic, enthralling "trailer" and then takes on a completely madcap tone of gruesome (yet PG) death and mayhem.

These less than 20 combined minutes, at least the first 11 of which I'd already seen, were enough to remind me how the world of Dirk and Daphne so captivated me, and how much I'd like to revisit it.

But I'm wondering if part of the reason the Kickstarter campaign has only attracted limited financial interest is that Dragon's Lair is even more of an anachronism now than when it first came out.

Whereas upon its first release, it represented a whole new paradigm for video game possibility, now its mentality is kind of ancient. As is probably obvious, the actual game play merely involves choosing the correct joystick movement or swing of a sword at just the right juncture, causing the next scene in the action to play rather than a death scene. As much as it seemed like you were controlling animated characters, all you were really doing was selecting the next video clip. In reality, it was more of a choose your own adventure than a video game.

And one wonders if that has any relevance at all to modern gamers, who should be a significant portion of the people supplying that precious disposable income on Kickstarter, not to mention a significant portion of the movie's eventual audience. To be sure, this one is aiming straight at our nostalgia, and therefore is really more aimed at people in their forties and fifties. But are we alone a donating bloc big enough to get us to Bluth's desired $550,000, which will allow him to make a "sizzle reel" and animated one minute of new footage? Are we even collectively tuned in enough to what Kickstarter actually is? He's only at $144,000 now, so one would say "It doesn't look like it."

Of course, as is the case with any nostalgic property and with video games in particular, the original incarnation of the cultural artifact is less important than what you do with it. The fact that Dragon's Lair was a video game is not really relevant, in the sense that what Bluth is banking on is our love for the characters he created, and a desire to see where they might go or what they might do.

But really, what characters? Even as Bluth acknowledges in his campaign that it all starts with a good script, we have to wonder what such a script would look like. Daphne talks, saying things like "Save me!" and providing some preliminary instructions in a voice that sounds halfway between Betty Boop and Marilyn Monroe. (And yes, she'd have to be a lot more of a feminist character in any update.) But Dirk communicates only via a series of grunts and screams and expressions of quizzical surprise. He's essentially a blank slate.

What we fell in love with was character design (Dirk looks fantastic) and a series of bite-sized set pieces, involving swinging ropes of fire and falling platforms and escapes from Lizard Kings and crumbling floors. There is not a story, per se, and one wonders if there ever could be. As soon as you force structure on to this scenario, does it lose all its charm?

Also, how much of the game's charm is wrapped up in those creative deaths, presumably none of which would ever be seen? Is a Dirk the Daring who doesn't have the life squeezed out of him by a snake, or drown in rapids, or get electrocuted, or get squashed by a giant rolling marble, or drink a potion that turns him into dust, or fall shrieking down a bottomless pit (which is fully half of the deaths) still a Dirk we will know, love, or even recognize?

Also, when half of this wonderfully craggy castle, which somehow contains an unlimited number of rooms of massive space and dimension, can't entirely crumble away into nothing without losing the structural integrity that a movie demands as a sort of minimum level of realism, where will we be then?

Of course, a smart script will have ways around this, and of course, it could also contain Dirk imagining various gruesome (but still PG) fates should he not barely avoid that closing door or self-building wall or column of fire or cauldron of bubbling goop.

But then there's also the question of the style of animation Bluth would use. It would seem it would have to be hand-drawn, and also that the basic character designs could only be minimally tweaked in order to retain the nostalgia that is making us interested in this project in the first place. How does hand-drawn animation play in this day and age? Especially when that style is arguably key to any success the property may have in the first place? It's no surprise that the animated world is only venturing into hand-drawn rarely, and with imperfect results (as in Disney's The Princess and the Frog).

It doesn't look like Bluth will raise enough money to see.

However, there's always a possibility that the mere existence of the Kickstarter campaign and the resulting media coverage will awaken the sleeping dreamer in someone like me, who may also have been nine years old in 1983 but may have made a lot more money than I have since then. There must be examples of Kickstarter campaigns that have failed in their actual goals, but have generated financial backing anyway by gaining the attention of a single source who has swooped in to save the project.

I was never good enough to get very far in Dragon's Lair the video game, and I'm not rich enough to take Dragon's Lair the movie very far. But just as there was always someone who had practiced enough to show me the complete adventures of Dirk the Daring, maybe there's someone who has earned enough to help Bluth bring us the even more complete adventures of our intrepid hero.

Pretty sure they'll have to put more clothes on Daphne, though.

One thing I'm quite sure we'll never see: a successful Kickstarter campaign, or even a campaign mounted, for a movie version of Bluth's follow up to Dragon's Lair, Space Ace. Although that also captured a limited amount of my imagination at the time, I watched a playthrough of that bizarre game on Youtube as well, and was reminded of how, well, bizarre it was.

Tuesday, September 11, 2012

The worst children's movies Netflix has to offer


Now that my son's second birthday is two weeks in the rearview mirror, it's open season on catching up on all the animated movies I've never seen.

I'm exaggerating a little here. If I think they might be good movies, I want to save them for a time when he'll appreciate them more. At least, that's what I'm thinking at the moment.

But we lifted our ban on letting our son watch television that's intended for him, and the way we're starting is with movies. When he gets old enough to start demanding particular TV shows, I imagine that's where this will go. But for the time being, I don't know those TV shows. I just know movies.

And I know my son likes dogs, so when I saw that Don Bluth's All Dogs Go to Heaven was among the family movies Netflix was recommending I watch on Sunday morning, I decided to give it a shot.

Oh lord, no.

Now, I should preface this by saying that I have a soft spot for Don Bluth, the former Disney animator who broke off from the Mouse House and started making his own movies in the early 1980s. The Secret of N.I.M.H was one of my favorite movies growing up -- and is also one of the aforementioned movies available for streaming that I want to show my son when he's older. I was also obsessed with the video game Dragon's Lair, which he animated. It would be no exaggeration to say that Dirk the Daring was one of my favorite heroes growing up, such that I even wrote a novel (what passes for a novel when you're 12) detailing the adventures of a very similar character. I also thought the first Land Before Time was fine, and think that An American Tail is probably a good movie (I haven't seen it).

But lesser Bluth? Avoid it all costs.

All Dogs Go to Heaven is a children's movie in name and animation style only. It involves two criminal dogs, voiced by Burt Reynolds and Dom Deluise, who are double-crossed by a gangster partner. The dog voiced by Reynolds is the victim of a mob hit in which a car runs over him while he's standing, drunk, at the end of a pier. This is off screen, but we're not off to a good start, are we? The low life dog ends up in heaven, but tries to cheat death by going back to earth. See, he finds the pocket watch that corresponds to his soul, and winds it so it starts ticking again -- this despite the loud protests from an angelic female dog, who warns him that by doing what he's doing, he won't be able to come back to heaven. But indeed "Charlie B. Barkin" does return to earth, where he "saves" an orphan girl from the clutches of the gangster dog who offed him. See, this gangster dog (Carface Carruthers by name) had the girl in his possession because this girl is skilled at picking the winner of races that occur between rats in an underground gambling ring. (You still with me? You planning to show your kids this?) It's not all that magnanimous of a gesture, though, because Charlie and his sidekick take the girl to a bunch of other tracks -- horse racing, etc. -- in order to make bets on those races. With the money they win on these bets, the dogs open their own speakeasy (this is New Orleans of the distant past), but the gangster dog is still out there, trying to kidnap the girl back and finish the job of killing Charlie.

Um, yes, this is the movie.

To make matters worse, there are a bunch of bad -- I mean really, really, bad and forgettable -- songs, which are about as perfunctory as you can imagine. Also, the animation is just terrible. The year 1989 was the same year that animation was kind of reborn when Disney released The Little Mermaid, and the difference between these two movies is about as extreme as you can get. It's obvious how little money Bluth had, which is why these scruffy characters -- in personality and design -- walk around against these washed-out backdrops, drab and colorless. It's as obvious as can be that the characters and their surroundings are on two different planes of the animation field, neither of which looks any good.

I felt that rather than introducing my son to something, I was subjecting him to something.

He did say "doggies!" a couple times. But these dogs are so un-cute and unwholesome and just plain dispiriting that he didn't pay attention for all that long. And there was a scary scene, involving a nightmare the dog was having featuring lightning bolts and other general unpleasantness, where he started saying "No" -- not in a freaked out way, but just "No, this is not enjoyable to watch, thank you very much."

We didn't watch much more.

Though I did finish the movie later during his nap.

I don't know that I've ever given an animated movie one star out of five before. I guess there's a first time for everything.

I can barely wait to see what we might have in store next Sunday morning ...