★★
“Pretty, but pretty problematic.”
It had been close to five years since I saw my last Disney animated feature (Finding Dory, should you be interested). But the trailer for Raya got me intrigued. This seemed a genuinely kick-ass heroine, something absent from their output since Brave. Sadly, while I have to say the action is impressive and it looks good, these elements aren’t enough to overcome weaknesses, most obviously in the story department. It felt very much like it was written by a committee that had been handed a set of required talking points. And, lo, the end credits reveal the story was by eight different people, with four directors. I’m just glad I did not pay the House of Mouse’s $29.99 fee, or my disappointment would probably turn into annoyance.
It’s set in the fictional country of Kumandra, a world inspired by various Southeast Asian cultures. [This hasn’t stopped Disney from being the target of PC critics, e.g. for casting voice actors outside that region… yeah, as inhabitants of a fictional country. When you start feeding the woke monster, never expect its appetite to be satisfied] Aided by dragons, Kumandra had lived in peace until attacked by the Drune, evil spirits that turn their victims to stone. They are eventually defeated, but at the cost of the dragons, and the land fractures into five separate countries. 500 years later, the bickering territories fight for control of the orb containing the dragons’ magic. It’s broken in the struggle and the Drune return. It’s up to orb guardian, Raya (Tran) to reassemble the pieces, with the help of final surviving dragon, Sisu (Awkwafina).
A straightforward quest would have been perfectly fine, the heroine facing an escalating series of exciting challenges as she retrieves each fragment. But the film instead dumps so much extra on top, that this actual core becomes almost irrelevant. In many cases, recovering a fragment is super easy, barely an inconvenience, because the film has to hurry back to all the other things on its to-do list. For example, it’s considerably more interested in promoting a “one world” ethos, in which the countries must be made to unite. There’s no room here for alternative opinions, such as the possibility that, after five centuries of independence, they have their own cultural identities and might not necessarily be best served by forced amalgamation, at the point of a dragon.
It also has to handle too many supporting characters. Things are fine early on, when it’s just Raya and Sisu. They have a relationship that’s fun to watch, even if it’s derivative of the Mulan/Mushu one. But the film throws in sidekick after sidekick. Boun, their 10-year-old boat captain (guess Disney has no issues with child labour…). Little Noi and her gang of monkeys. Tong, a Warrior from the Spine land. It’s all too much. On the other hand, there’s no real antagonist. Disney has had some great villains in the past, from Cruella de Vil to Scar. But here the Drune don’t work at all, being nothing more than smokelike entities. You might as well try to make COVID-19 your bad guy.
Some may argue a case for Namaari (Chan), a princess from the Fang tribe, whose deceit of Raya leads to the shattering of the orb. However, it seemed painfully obvious. almost from the get-go, that there was eventually going to be a face turn in her future. That became particularly clear after she started questioning her mother (Sandra Oh). However, I think it was fairly apparent, simply by her character design. From the haircut to her clothes, Namaari could not have been more LGBTQIA+ friendly if they’d given her Birkenstocks and a box-set of The L Word. Not that there’s anything wrong with that, but Woke Disney is never going to have a genuine villain who looks so utterly gay.
Positives? As mentioned, there’s a rich visual style, and the animation is incredibly fluid. The action scenes are particularly well-done, not least the battles between Namaari and Raya. Animated fights often lack impact; that certainly isn’t the case here. In particular, the artists take advantage of the ability to make things quicker than humans could possibly be, without it ever seeming like the film has been sped-up. Some of the jokes work well, with Awkwafina’s comic timing particularly good. There were moments when Sisu reminded me of Dory, in her scatterbrained nature, and there are few higher compliments I can offer than that.
Yet the impact diminished the longer it went on, with every moral lecture and additional character thrown into the mix. The ending is clearly intended to be some kind of stirring emotional climax, yet left me entirely cold, perhaps because there’s no real threat. We’re told at the start that when the Drune were defeated, the people they petrified return to life. So even seeing Raya turn to stone seems, again, barely a temporary inconvenience. Still, at least there were no crappy songs until the end credits. I guess that’s something for which I should be grateful.
Dir: Don Hall, Carlos López Estrada, Paul Briggs, John Ripa
Star (voice): Kelly Marie Tran, Awkwafina, Gemma Chan, Izaac Wang




I could have sworn this isn’t the first entry in the LitRPG genre I’d reviewed, but I’m damned if I can find the previous one. So, just to be safe, I’m going to explain what LitRPG is: apologies if this is unnecessary! Basically, it takes the structure of role-playing games (RPGs) – things like character levels, ability scores, etc – and applies them onto a story structure. Obviously, the overlap between RPGs and books has been a long one: Dungeons & Dragons is heavily influenced by the work of Tolkein. But it has been mostly one-way traffic. The LitRPG genre sends things back the other way, producing novels that adopt the practices of the games.
Owen and Noraya Smith are twins, in a world where such siblings are looked upon as cursed. Brought up as charcoal burners, they leave their village so Nora can avoid an arranged and unwanted marriage, and have the forture – whether good- or ill- remains to be decided – quickly to encounter the party of Prince Basham. He is scouring the country in search of a magical artifact called the Living Blade, which will grants its wielder great power. Assisting him is the half-wight Telen Diaz, a pilgrim/fighter. Owen joins the party, hoping to become a pilgrim himself; Nora decides to return home, but that option is removed from her as the village has been taken over by bandits. Fortunately, Diaz has followed her and is able to lend assistance when necessary. Nora eventually becomes his student in the fighting arts, and they all head to the temple/brothel of Shinar where the immortal seer Suranna can provide insight to the blade’s location. But the cost of her information is perilously high, since she has plans for both Nora and Diaz.
This is less a book than a hodge-podge of elements cobbled together from other sources. Buffy the Vampire Slayer and Wonder Woman are the most obvious influences, but you can also throw in some X Men and Greek mythology. Hell, the bad guy even uses the Force choke, as popularized by Mr. D. Vader. What’s missing is mostly originality. Though that’s not all.
I previously reviewed the ninth volume in the Wardstone Chronicles series,
There’s probably a decent movie in here. An interesting premise, occupying the nexus where religion and science cross, and some very effective hand-to-hand action sequences, would potentially have made for a decent 90 minutes of fun. The problem is, this actually runs for 10 x forty-minute episodes, and the result is stuffed so full of padding, that it could be used as a sofa. The nuns of the title are members of the Order of the Cruciform Sword, a group which has been fighting demonic entities for centuries. Chief among them is the bearer of the Halo, a divine relic which bestows its owner with great powers, including rapid healing and the ability to phase through solid objects.
If you thought “Alice in Wonderland was okay, but it really needed more air-ships,” then this book is for you. It’s a steampunk take on Lewis Carroll’s classic tale, set in an alternate universe version of Victorian London. Specifically, 1851, when the renowned Great Exhibition took place in Hyde Park. Though it doesn’t actually feel particularly “alternate”; this angle lives mostly in its trappings, such as people using air-ships to get around, or clockwork cats, rather than in elements necessary to the plot. But that’s okay, because at its core, the story is strong enough to stand on its own.
And there I was, thinking Maleficent: Mistress of Evil would be the prettiest picture I saw in all of 2020. There’s a new champion, and whoever assembled the look of this one should have been honoured at the Oscars. Shot in Barcelona and the Canary Islands, it beats Maleficent by almost entirely avoiding CGI, in lieu of stunning locations such as the former residence of sculptor Xavier Corberó: “a mazelike estate constructed from cement that features nine connected structures and 300 arches.” That quote comes from a
I have to start off with an important confession: I am not a gamer. I’ve never really been one. I might have played… two computer games in my entire life: “Tomb Raider 2” and “No-one Lives Forever 2”. That very special thing computer gamers experience when in front of the consoles? I’ve never felt it, it never got me. But then, I was born in the mid-70s, and this could be the territory of another generation. So maybe I’m not even qualified to evaluate a movie which was based on a computer game. On the other hand, I’m not reviewing a game here, but a film – and I think I know a fair bit about them! Hopefully, I get the details right.
The story was smarter than I thought it would be, having ordered the used DVD to a low price, and knowing virtually nothing about the “Dragon Age” universe. To be honest, I