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Immersed in Movies: Previewing Disney's Animated 'Wreck-It Ralph'

Photo of Bill Desowitz By Bill Desowitz | Thompson on Hollywood August 2, 2012 at 3:03PM

I got a 25-minute glimpse this week of Disney's "Wreck-It Ralph," the wacky comedy that takes place inside the world of video games coming November 2. Funny and inventive with enough iconic cameos to put a smile on the face of gamers, it's more "Alice in Wonderland" than "Tron"...
Wreck-It Ralph 2

"I think ['Tangled'] produced the best human animation that's ever been done," Moore boasted. "It was CG but it felt like that classic Glen [Keane] era of [2D] animation. I inherited what was already established. The relationship that he forged with the 3D animators and the insight that he instilled was [vital]. He would sit at a Cintiq as shots played and would do 2D drawings over the animation. It was an easier fit than you might think…we all speak the same language."

So Moore encouraged not only character animators but also effects animators to continue drawing over the CG to get snappier expressions and poses, and insisted that they create new rigs to accommodate more squash-and-stretch when appropriate. Inevitably, the Disney DNA is recognizable, most notably in the "Sugar Rush" sequences (patterned after the rounded architecture of Barcelona), in which King Candy intentionally resembles Ward Kimble's Mad Hatter.

But "Ralph" is highly personal to Moore as well. After all, he knows exactly where his anti-hero is coming from. "I went through a similar thing prior to coming to the studio," he admitted. "I wondered: Is this what life's all about? Working in TV from project to project without a character arc? So there's a nice layer of that throughout the story that someone can come into another environment and have impact, personally, and on a wider scale."

The challenge was having the characters staying true to their video game roots while at the same time not being slavish to game play storytelling. In other words, it had to function like a movie by being more emotional than mechanical. Yet it wouldn't work without the edgy chemistry between Ralph and Vanellope (enhanced by Moore's insistence that Reilly and Silverman perform their voice sessions together, which is unusual for animated features).

"I remember watching 'Finding Nemo' and when Dory came on screen and how that character seemed to transcend Ellen DeGeneres' voice and the design of a fish," Moore recalled. "It became its own thing. That's the alchemy of animation. And this has a sweet heart that's wrapped in a level of spectacle."

Of course, what will ultimately determine the success of "Ralph" as a story and an Oscar contender is its emotional payoff. But in the meantime, Moore has a found a home and a legacy to build on. "Why does a special shape have to be sculpted by a bunch of technicians when the animator knows what to do with it? Give us the controls to do that. If you were in an 8-bit game, it would have staccato action so celebrate it. But have the classic Disney appeal. I think you're just seeing the natural progression of the art form."

This article is related to: Immersed In Movies, Animation, Interviews, Interviews, Walt Disney Pictures

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Born and raised in Manhattan, Anne Thompson grew up going to the Thalia and The New Yorker and wound up at grad Cinema Studies at NYU. She worked at United Artists and Film Comment before heading west as that magazine's west coast editor. She wrote for the LA Weekly, Sight and Sound, Empire, The New York Times and Entertainment Weekly before serving as West Coast Editor of Premiere. She wrote for The Washington Post, The London Observer, Wired, More, and Vanity Fair, and did staff stints at The Hollywood Reporter and Variety. She eventually took her blog Thompson on Hollywood to Indiewire. She taught film criticism at USC Critical Studies, and continues to host the fall semester of “Sneak Previews” for UCLA Extension.