Monsters, Inc.

It's clever, it's exotic, it's Disney
By Jonathan Romney

11 February 2002

In J K  Huysmans'  novel  Against  Nature,  the  bible  of the  1880s French Decadents, the world-weary hero Des Esseintes devotes himself  to  the  cult of all that is artificial, unnatural and  perverse  in  creation.  He  has  a  special fondness for plants that don't look like plants, but imitate the  appearance  of stone, paper, silk, rotting flesh. A hundred  and  forty  years on,  cinema  has produced  a  work  that  would  drive Des Esseintes wild, a film rich in tactile and wholly artificial surfaces, a very sampler of exotic textures  for  the  sated aesthete. Who would ever have expected that from Walt Disney?

Monsters, Inc. is  Disney's  latest digital  animation  release  made  by  Pixar, creators  of  the  Toy Story films. It pretty much contains something to please everyone – witty script, ingenious narrative,  the  odd  discreetly  tear-jerking moment, a toe-tapping Randy Newman song, not to mention the now-customary  closing  montage  of  cod out-takes. It will delight kids of all ages, as they say. But not nearly as much as  it  will  tickle  our  nostril-flaring hyper-aesthete, who seems to be the film's true target viewer.

Monsters, Inc.  has  an  almost  tangible  sense of  texture,  especially  if  you manage  to  see  it  in  a nice vivid digital projection. Toy Story and its sequel were already big on texture, in their exploration of the sheen of different plastics, but this one goes even further. It's especially strong on those organic materials that computer imagery has traditionally found nigh-on impossible  to get right. The film's great achievement is the creation of James P Sullivan, aka Sulley, voiced by John Goodman – an eight-foot horned  behemoth  covered in thick turquoise and purple fur. There  are  supposedly  some  three  million individual hairs in this miraculous pelt, and talk about sensuous – you want to reach out and touch it as it ripples and shudders and resists the  onslaught  of snow in a blizzard. It is at once absolutely real-looking and entirely artificial – less like animal hair than a forest of hand-crafted fibre-optic strands.

I could go on waxing fetishistic about the film's rhapsody  of  textures:  about the rough crustacean shell of Sulley's crab-like boss  (James Coburn);  about the tinier tactile details like the minutely-observed rubbery folds at the corners of characters' mouths; or about the yellow-suited SWAT-style troopers seemingly modelled in Plasticine, surely a homage  to  the  Aardman school.

But you'll want to know about the story eventually, and that's pretty ingenious too. The city of Monstropolis is fuelled by the screams  of  children from our world, collected by the expert scarers of Monsters, Inc.,  who  pop out at night from behind cupboard doors which  double  as  inter-dimensional portals. Chief scarer is Sulley,  and  his  trusty  sidekick  is  Mike  Wazowski (Billy Crystal), a wisecracking one-eyed  pea  on  legs  (one of the film's best gags is that its gruesome apparitions  all  have  ordinary  working-stiff  names like Peterson, Sanderson, Jones, Rivera).

The film's basic conceit reworks the standard  Munsters  inversion  by  which monstrous things seem ordinary and  everyday  things  become  unspeakably vile. A small, curious child, a little girl named Boo, accidentally  wanders  into Monstropolis, and while we see her as a button-cute moppet,to  our  heroes she's a Godzilla-like abomination. "That thing  is  a  killing  machine!"  shrieks Wazowski as Boo runs riot, her gurgling giggles  causing  power  surges  that immobilise the entire city.

It doesn't really matter that Monsters, Inc. is narratively a  bit  derivative.  So what if the indestructible baby-in-peril gags are straight out of Roger  Rabbit, if Boo and Sulley have a sort of innocent King Kong/Fay  Wray  relationship going, and if Sulley and Wazowski themselves (a perfect vocal match of Goodman's bear-like basso and Crystal's kvetch-a-second gibber) are really Fred Flintstone and Barney Rubble, blue-collar  heroes  right  down  to  their lunch pails? All that simply makes the film richer in subtext. The Monsters, Inc. plant (motto: "We Scare Because We Care") could be Hollywood itself, a Fordian assembly line for chills and thrills; but ultimately, the film defends the hands-on methods of the expert charismatic scarer over the mass-production method devised by serpentine, purple-scaled villain Randall (Steve Buscemi providing the sneers and hisses). If  you  like,  the  film  is  an argument for Pixar's artisanal approach, an apologia  for  the  painstaking  de luxe method that Monsters, Inc. amply vindicates.

Central to the film's appeal is the way that the human child Boo – needless to say, the least lifelike figure in the film – is voiced by a real-life three-year-old, Mary Gibbs, whose artless babble gives the film a bizarre organic touch that nicely offsets the surrounding artifice and alien quality. Monsters, Inc. may be patchy on characterisation compared to Toy Story, but  what  matters  is  the pacing and the constant invention. For proof that  the  people  at  Pixar  think bigger and crazier than just about anyone in Hollywood  is  provided  by  the action finale, which involves millions of  doors  (some 5.7 million, apparently) circulating in mid-air on a  labyrinthine  system  of  overhead  rails – a routine that takes the idea of theme-ride cinema to a sublimely ambitious extreme.

Even after two Toy Story films, some might still be tempted to  write  off  this kind of digital entertainment as simply flashy fun for kids, yet there's so  much invention here – on every  level,  from  slam-bang  routines  to  little  in-jokes buried away in the design – that it gives you a sense of cinema  rediscovering its ingenuity and its  nerve  endings  again.  Monsters, Inc.  somehow  feels  a much purer, more joyous display of computer-generated image trickery  than the knowingly "adult", self-referential Shrek. This is state-of-the-art children's cinema, for sure. But it's also the latest pioneering research-and-development experiment  on  cinematic  perception,  as  well  as  a  transcendently  elegant experience for the  decadent  sensualist  in  you.  There's  something  here  to reawaken the most jaded optical tastebuds.

j.romney@independent.co.uk

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