Incredibles 2: Still Super, After All These Years

The Parr family is back in "Incredibles 2"

Taking stock of a dramatic change in circumstances, a young boy early in Incredibles 2 poses a seemingly simple question: “Are things… bad?” Well, son, it depends on whom you ask. Like the best of Pixar’s movies, Incredibles 2 situates itself squarely on the boundary between the fantastical and the real, wielding an arsenal of artistic tools—bravura technique, sharp wit, limitless imagination—to supply meaningful commentary and poignant themes about everyday life. These days, characterizing everyday life as bad could be construed as a pitiful understatement. But while Incredibles 2 does not entirely ignore our current political environment—one enterprising character adopts the slogan, “Make Superheroes Legal Again”—its allegorical concerns are more universal, expanding on the original film’s thoughtful exploration of marriage and parenthood. And because it perpetuates the franchise’s familial odyssey with even greater verve and intelligence, things in this sequel are far from bad. In fact, things are very, very good.

Again written and directed by America’s animation laureate, Brad Bird, Incredibles 2 picks up immediately after its predecessor left off, with the Parr family—a clan of clandestine superheroes led by Mr. Incredible (voiced by Craig T. Nelson) and Elastigirl (Holly Hunter), more commonly known as Bob and Helen—attempting to halt the exploits of a silly baddie calling himself the Underminer. It’s a bit surprising that Bird refused to allow any fictional time to pass between the two installments (the first Incredibles, of course, was released 14 years ago), but it spares him the bother of exposition, allowing him to instead dive straight into some brawny superhero mayhem. The movie’s opening set piece is a rambunctious joyride through the city’s streets and sewers, with Bob frantically attempting to subdue the Underminer and inadvertently causing massive amounts of property damage in the process. Read More

Isle of Dogs: Barking Mad, and Canines Too

Bryan Cranston leads a pack of tender beasts in Wes Anderson's "Isle of Dogs"

In Wes Anderson’s Isle of Dogs, a corrupt and bigoted politician mongers fear to stigmatize a vulnerable class of citizenry, which he then unilaterally deports to a faraway land for the supposed safety of his voter base, despite scientific data demonstrating that this marginalized sect poses no threat to the populace. Also, there are talking dogs.

Anderson’s films are typically too micro-focused to toy with big-picture ideas, but this isn’t the first time he’s dabbled in political allegory; his last movie, The Grand Budapest Hotel, smuggled a poignant anti-fascist message inside its candy-colored packaging. The politics in Isle of Dogs are more pointed, the parallels to contemporary figures more easily drawn. But it would be a mistake to reduce this whimsical, stupendously well-made film to its symbolic elements. Anderson’s themes may be partisan, but his exquisite craftsmanship knows no ideology, except maybe perfection. Read More

Coco: The Music Is Lively, and So Are the Dead

A young boy finds stardom and death in Pixar's "Coco"

Part ticking-clock thriller, part throwback musical, part family weepie, Pixar’s Coco strikes a smart balance between new-age innovation and old-fashioned storytelling. It lacks the creative virtuosity of the studio’s greatest works: the shimmering grandeur of Finding Nemo, the emotional sophistication of Inside Out, the bravura silence of Wall-E. But while Pixar may have previously set the bar for family-friendly entertainment to be unfathomably high, it’s unfair to measure each studio’s new release against its past triumphs. Judged on its own terms, Coco is an agile and rollicking children’s film, mingling spirited action and characteristically stunning technique with wholesome sentimentality. It’s tier-two Pixar, which is another way of saying it’s pretty damn good.

It’s also beautiful, which should go without saying. Visual magnificence is a quality that we take for granted in Pixar productions—it’s simply a matter of appreciating the newest details and the whimsical flourishes within the richly textured environments and limber animation. Coco conjures a world of dazzling luminosity and ceaseless invention: arcing bridges made of bright-orange flower petals; an electric-blue swimming pool in the shape of a guitar; a skylit district of pulsating buildings, threaded together by spiraling staircases and curved viaducts. The characters, meanwhile, move with exquisite dexterity, their wonderfully expressive faces matching the well-pitched vocal performances. The people in this movie look and sound decidedly alive, which is curious, given that most of them are also dead. Read More

Cars 3: Vroom and Doom

A scene from "Cars 3", in which cars drive like cars.

Pixar’s best movies are so amazingly, miraculously good, their lesser efforts can become underappreciated by comparison. The common phrase “second-tier Pixar”—often applied to, say, the fairy-tale familiarity of Brave, the slobs-versus-snobs hijinks of Monsters University, or the poky adventure of The Good Dinosaur—necessarily implies a sense of relative failure, even if all of those films are variously rewarding. But the Cars movies are different. It remains vexing that the wizard studio—presumably motivated by merchandising rather than storytelling—has insisted on turning its least interesting property into a commodified, pandering franchise. (Of course, Pixar’s other trilogy is literally about products that are purchased for children, but the Toy Story pictures also happen to be great.) When the first Cars dropped in 2006, it immediately claimed the title of “worst Pixar movie ever made”, its airy pleasantness overshadowed by the string of ingenious hits that had preceded it. Five years later, Cars 2 took that title for its own; a stunningly stupid action-comedy centered on Larry the Cable Guy’s Mater (a character who makes Jar Jar Binks seem fascinating and three-dimensional), it wasn’t just a comparative disappointment—it was a legitimately bad movie.

Perhaps the nicest thing I can say about Cars 3 is that, following its release, the unofficial tally of “Bad Pixar Movies” remains stuck at one. That’s because this latest sequel—harmless and piddling, with just a whiff of thoughtfulness and originality—is too innocuous and well-meaning to be bad. But neither is it good enough to qualify as second-tier Pixar, a designation that confers with it an attempt at beauty, ambition, and imagination. Even the studio’s weaker films at least try to be memorable, but in its relentless congeniality, Cars 3 seems calculated to make as little impact as possible. No wonder its characters constantly drive around in circles. Read More

Your Name.: Trading Places, and Finding Feelings

Two teens trade places in "Your Name."

Part playful comedy, part wistful romance, part sci-fi mind-bender, Your Name. (yes, the period is part of the title) is a strange and beguiling experience. It’s a movie that nimbly hopscotches between tones and across genres, but it always demonstrates firm commitment to its characters. Visually, it’s a beaut, but the loveliest thing about it is its tenderness.

The ultimate intensity of Your Name.’s emotions sneaks up on you, given that the film initially scans as a poppy Japanese update on America’s cheesy ’80s comedies. Taki (voice of Ryûnosuke Kamiki), a high school student living in the clattering hub of Tokyo, is a typical teenage protagonist—comfortable with his male pals, awkward around his female crushes, and nursing a nagging worry that his existence lacks real meaning. The same is true of Mitsuha (Mone Kamishiraishi), a dreamer living in the country village of Itomori; she has a relatively peaceful life going to school and making traditional sake, but she longs for the bustle of the big city. Residing in decidedly different worlds, Taki and Mitsuha have no connection to one another, except for one little thing: Intermittently and inexplicably, their minds get swapped into one another’s bodies. Read More