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Edinburgh University Press The Computer-Animated Film
Edinburgh University Press The Computer-Animated Film
Edinburgh University Press The Computer-Animated Film
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C H A PT E R 8
Select any two animals, grind together, and stir into a pot. Add prat falls, head and
body blows, and slide whistle effects to taste. Garnish with Brooklyn accents. Slice
into 600-foot lengths and release.
(John Hubley and Zachary Schwartz, ‘Animation Learns a New Language’, 1946)
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f ro m wile e . to wal l - e 167
A Happy Feat?
Computer-animated films contain the multiple ‘points of access’ (King
2002b: 153) that characterises mass-marketed comedies, and in particular
animation, currently produced across contemporary Hollywood. As part
of their sustained attraction to a demographic of both adults and children,
computer-animated films build upon an established ‘hallmark’ of animated
comedy, that of parody (as examined in Chapter 1), which alongside social
critique and satiric commentary flourished within the propagandist ideol-
ogy of wartime animation (Shull and Wilt 2004). The dismantling of par-
ticular genres, alongside subversive caricature, parodic swipes at celebrity
culture and heightened self-reflexivity, situate computer-animated films
as continuous with many staples of animated comedy that have marked the
irreverence of the medium since the Golden Age of the American cartoon,
by appeasing adult audiences through their volley of self-conscious gag
structures. In satisfying the interests and tastes of younger viewers,
computer-animated films have also jettisoned overtly salacious, risqué or
racist humour as a source of comedy, relegating any divisive content to
occasional quips and oblique but innocuous metaphors. Noel Brown sug-
gests that the multi-layered appeal of computer-animated films made by
Pixar and DreamWorks enabled them to fill the vacuum in Hollywood left
empty during the 1990s by the decline in ‘adult-driven domestic comedy’
(2012: 184), with feature-length animation quickly reasserting its position
among the family market.
Overt sexual and racist humour is less evident in the computer-animated
film too than in the controversial terrain of ‘forbidden’ animation, an area
of adult animation that Karl F. Cohen (1997) describes as inviting censor-
ship through a sustained emphasis on alcohol, drugs, sexual content, pro-
fanity and off-colour vulgarity. Yet, operating beyond the mass-marketed
conservatism of Hollywood, contemporary computer-animated films from
outside the US are more in line with these controversial traditions in
ways that have broadened the representational scope of CGI. Digital
techniques have replaced cel- animation in sexually explicit Japanese
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f ro m wile e . to wal l - e 169
between male sausages Carl, Troy and Barry are particularly reliant on the
comedy of mocking same-sex intimacy, turning on Barry’s misshapenness
(‘you deformed nerd’) and alluding to his effeminacy (‘I guess you’re
weird and a pussy!’) to attack his lack of confidence and weak physicality.
For David Greven the heroes of bromance cinema similarly defy ‘leading
man standards’ and are, like Barry in Sausage Party, ‘physically unconven-
tional looking, out of shape, out of work’ (2016: 105). The casting of Seth
Rogen, Jonah Hill, James Franco, Paul Rudd, Danny McBride and Craig
Robinson in Sausage Party further contributes to the identity of the film as
a particular form of post-millennial male comedy. When taken together,
this repeating cycle of actors are central to the recent Hollywood tradi-
tion of early-2000s ‘beta male’ comedies (typified by the work of writer,
director and producer Judd Apatow), in which the focus on (often hapless)
men of a ‘post-college age or older’ is exploited to showcase the ‘regressive
state of American masculinity’ (ibid.: 108–9). Their presence in Sausage
Party works to not only affirm and contextualise the crude gestures to
male/male affection (including its explicit consumation in the film’s final
‘orgy’ scenes), but underscores the discourses of failure, defensiveness,
misogyny and racism that typically define the bromance narrative’s articu-
lation of disaffected, cynical twenty-first century manhood.
Yet Sausage Party is not just a ‘beta male’ reinvigoration of animation’s
anthropomorphic tradition through its combining of a ‘food-come-alive’
narrative premise with the archetypal bromance humour of ‘penises
and semen’ (ibid.: 109). It also functions as a commentary on Vernon’s
own history within computer-animated filmmaking as director of Shrek
2, Monsters vs. Aliens and Madagascar 3: Europe’s Most Wanted (he has
also worked creatively on thirteen other computer-animated films for
DreamWorks since Antz in 1998). The film’s producer and voice star
Rogen described Sausage Party as an ‘R-rated Pixar movie’ (in Tapley
2016), and the film deliberately subverts the rigidity of the template
crafted by Pixar and DreamWorks for computer-animated films. The
film alludes to both Monsters, Inc. and Brave, and parodies Remy’s pup-
peteering of Linguini in Ratatouille (by having a human controlled via his
scrotum). The film’s climax – during which the characters are exposed
as ‘something called cartoons’ and voiced by celebrity actors ‘in another
dimension’ – also reflexively acknowledges how performance and acting
in computer- animated films are typically constructed. Sausage Party
therefore obtains its comic impact from its identity as a new kind of genre
parody, perhaps marking the first moment where the computer-animated
film as a set of recurring narratives and characters became fully recognis-
able and available for parodic treatment.
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f ro m wile e . to wal l - e 171
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f ro m wile e . to wal l - e 173
of the buddy movie. The pairings of Shrek and the Donkey in Shrek
(‘why are you following me?’), Boog and Elliot in Open Season (‘What
are you doing here?’) and Carl and Russell in Up (‘What are you doing
out here, kid?’) are all emblematic of the initial disdain that precedes the
final origination of new buddies. Boog’s retort to Elliot in Open Season
that ‘We are not “We”! It’s just “Me”!’ not only verbalises the theme of
reluctance that typically supports the genesis of a buddy movie structure,
but also discloses the contribution of duelling pairs to the formation of
non-nuclear ‘family’ units across computer-animated films.
As a ‘fascinating challenge for animation’ (Hooks in Barrier 2007),
interspecies coupling within the context of computer- animated films
can be compared to the strand of ‘biracial’ buddy films that were part
of a sub-genre popularised during the 1970s and 1980s that reflected
‘the advancement of African Americans in the decade following the civil
rights movement’ (Carroll 2003: 73–4). The computer-animated film is
certainly able to reconfigure the white male/black male tensions of racial
difference central to the biracial buddy movie through the humour of
a cross-species clash. Through its pervasive anthropomorphic register,
the genre re-negotiates the volatility of black/white experience central to
late-1980s Hollywood cinema such as 48 Hours (Walter Hill, 1982) and
Lethal Weapon (Richard Donner, 1987), and instead engineers comedy
from a (dis)harmony ‘of sorts’. In Ice Age, for example, Diego admits
that Manny the Mammoth and Sid the Sloth are ‘a bit of an odd couple’,
though he might equally be referring to any of the cross-species pairings
that populate the genre. Yet the biracial history of the buddy movie phe-
nomenon can itself be sustained through specific choices in voice casting,
which reaffirm the presence of a racial boundary even within the alliance
of different species. The white/black actor pairings of Mike Myers/
Eddie Murphy in the Shrek films; Jack Black/Will Smith in Shark Tale;
Ben Stiller/Chris Rock in the Madagascar franchise; Ashton Kutcher/
Martin Lawrence in Open Season; and Jim Parsons/Rihanna in Home all
enact racial divides at the same time as the characters’ own clash of size,
shape, stature, design and species visually connotes their conflict within
the framing journey narrative.
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f ro m wile e . to wal l - e 175
artists of the Golden Age era honed their talents on radio, today ‘many
are also former nightclub and stand-up comedy performers’ (2004: xxvi).
Computer-animated films certainly provide evidence of this practice.
The casting of former Comedy Store member Tim Allen in Toy Story,
alongside fellow stand-up comedians Don Rickles (Mr Potato Head), Jim
Varney (Slinky Dog) and Wallace Shawn (Rex the Dinosaur), established
a blueprint for casting actors with a background in stand-up comedy from
which computer-animated films have seldom deviated. Denis Leary (A
Bug’s Life), Ray Romano (Ice Age), Billy Crystal (Monsters, Inc.), Wanda
Sykes (Over the Hedge, Barnyard, Rio, Ice Age: Continental Drift, Ice
Age: Collision Course [Mike Thurmeier, 2016]), Norm MacDonald (The
Flight Before Christmas), George Carlin (Cars, Happily N’Ever After),
Adam Sandler (Hotel Transylvania, Hotel Transylvania 2), Jerry Seinfeld
(Bee Movie) and Patton Oswalt (Ratatouille) all amplify the potency of
verbal comedy through a confident and sophisticated comic delivery. The
long-running NBC sketch comedy show Saturday Night Live (1975–) has
been a particularly rich field from which computer-animated films have
sourced their voice actors. These include: Amy Poehler (Shrek the Third,
Horton Hears a Who!, Monsters vs. Aliens, Hoodwinked Too! Hood vs. Evil,
Free Birds, Inside Out), Jason Sudeikis (Epic, The Angry Birds Movie [Clay
Kaytis and Feargal Reilly, 2016]), Bobby Moynihan (Monsters University,
Underdogs, The Nut Job 2: Nutty by Nature [Cal Brunker, 2017]), Maya
Rudolph (Turbo, The Nut Job, Big Hero 6, Strange Magic), Bill Hader
(Cloudy With a Chance of Meatballs, Inside Out), Kristen Wiig (Ice Age:
Dawn of the Dinosaurs, Despicable Me 2, How to Train Your Dragon 2,
Sausage Party, Despicable Me 3), Andy Samberg (Space Chimps, Hotel
Transylvania, Cloudy with a Chance of Meatballs 2, Hotel Transylvania 2,
Storks), Kenan Thompson (Rock Dog [Ash Brannon, 2016]) and Frank
Armisen (The LEGO Ninjago Movie [Charlie Bean, 2017]).
The predominance of stand-up comedians with careers outside cinema,
or at least actors with connections to the American stand-up comedy
circuit, across multiple computer-animated films is often targeted through
specific characterisations. For example, the cheery, spirited, forgetful and
often rambling personality of Pacific regal blue tang fish Dory in both
Finding Nemo and Finding Dory is well-served by the intuitive impulses
and improvisations of comedienne Ellen DeGeneres, who began her
stand-up career in New Orleans during the 1980s. DeGeneres’ riffing,
real-time responsiveness, imbued with a feeling of the unprepared and
illogical, offers an excess of verbal material that fully realises the spon-
taneity and absent-mindedness of Dory’s aquatic character. Computer-
animated films have ultimately extended the cohesive generic forms and
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Figure 8.1 Frame grab from Monsters, Inc. (2001) (Pixar Animation Studios).
Mike Wazowski’s stand-up routine.
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f ro m wile e . to wal l - e 179
A History of Violence
In his examination of the sixteen Droopy cartoons directed by Tex Avery
during a twelve-year period between Dumb-Hounded (1943) and Deputy
Droopy (1955), Curtis asks, ‘why do cartoon characters always have funny
voices? Certainly, it is because they have funny bodies’ (1992: 202). For
Curtis, ‘funny’ is a synonym for ‘distorted’ and ‘elastic’, reflective of the
(often literal) eye-popping, nonsensical proportion, infinite flexible body
parts, deflating limbs and stretchy heads that manifest the visual language
of animation’s physical absurdity and the reaching of its threshold of dis-
tortion. As one hillbilly tells the audience in Tex Avery’s early animated
film A Feud There Was (1938), ‘in one of these here now cartoon pictures,
a body can get away with anything’, including the impossible recovery of
their bodily shapes.
Unless bodily reshaping and exaggerated physical curvature function as
a moniker of unprecedented superhumanity (Elastigirl in The Incredibles),
is an intrinsic feature of an object’s design (Toy Story’s Slinky Dog), or is a
feature of a gelatinous chemical mass (Benzoate Ostylezene BiCarbonate,
or B.O.B., in Monsters vs. Aliens), an alternate set of rules preside over
the undistorted and unelastic movement and behaviour of computer-
animated film bodies. Only a handful of computer-animated films trade
in such exceptionalism, and very few present images of metamorphosis.
The Legend of Secret Pass (Steve Trenbirth, 2010) and Animal Crackers
(Scott Christian Sava, 2017) are two computer-animated films that involve
human to non-human transformation, though these acts are framed by
narratives of Native American folklore and the supernatural respectively.
Reprising the physical capriciousness of Felix the Cat, Sandman from
Rise of the Guardians also draws on visual metaphors and symbols sum-
moned from his own revivifying and reanimating body (made of unstable
particles. Sandman also evokes traditions of sand animation as pioneered
by Caroline Leaf in the 1960s). However, computer-animated film bodies
typically do not hold the same fluid and flexible properties that define
other animated bodies. A demonstration of stability and immutability,
computer-animated films fail to exhibit the hyperbolic and distorted
representations characteristic of ‘animated’ behaviour in cartoons. As the
eponymous elephant Horton from Horton Hears a Who! shrieks about his
stretched trunk, ‘it’s not supposed to bend that way!’
As a consequence of this bodily sturdiness, computer-animated films
have sidestepped animation’s lengthy tradition in cartoons of dismember-
ment and the sensationalism of suffering bodies that Harry Ruskin sug-
gests ‘is nasty but unfortunately it is true’ (1974: 48). Computer-animated
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films do not partake in the allure of injury, or the ‘head and body blows’
at the centre of animation’s history of violence, and in the main avoid the
physical comedy of stretching, splintering, crumpling, discoloration and
squashing. This is not to say that computer-animated films do not contain
the occasional violent element. But this is an alternate brand of brutality.
Computer-animated film violence is closer to live-action cinema than
cartoon violence, or even the body horror of anime (in which bodies are
disfigured and refigured through transformation and invasion by foreign
forces) (Napier 2005). Eric Lichtenfeld writes that ‘Rather than mallets
and meat cleavers [familiar from multiple Tom and Jerry narratives],
the heroes of The Incredibles must evade machine gun fire and gasoline
explosions – and the occasional laser beam and killer robot’ (2004: 324).
In The Incredibles, Elastigirl must remind her children that the ‘bad guys’
in the film ‘won’t exercise restraint’. Such an admission suggests that
violence in the film’s fictional world demarcates boundaries of good/bad,
identifying the villain’s malevolence and megalomania in ways that Jerry’s
relationship to Tom never did. Jerry is not positioned as a villain to Tom’s
hero, despite the ‘painful indignity’ (Palmer 1995: 162) he inflicts upon
his feline nemesis. Computer-animated films, by comparison, frequently
make spectators aware of the frailty and fragility of characters’ bodies,
revolting against the ‘harmless vivisection’ that leaves animated figures
with ‘no after-effects’ (Leslie 2002: 6) of their violent escapades. Bodily
mutilation and disfigurement are no longer implicated in a discourse of
painless recovery and cartoon immortality. Characters bleed and break,
lose their lower legs (How to Train Your Dragon), and suffer the heart-
break of being unable to bear children (Up). Actions hurt and characters
suffer embarrassing ‘growth spurts’ (Balthazar Bratt in Despicable Me
3), both in individual films and across franchises, while superheroes are
not immune to the perils of ageing. Even the Toy Story films implicate
the rhetoric of a susceptible body within a discourse of disposability and
diminishing value.
Computer-animated films have, on occasion, exploited their differences
from live-action by nullifying the consequences of violent events, and
have a character (impossibly) escape brutal tribulations unscathed. These
exceptions to the rules of the genre may again be ameliorated by certain
remarkable characters. Throughout Wreck-It Ralph, much is made of the
regenerative possibilities of Fix-It Felix Jr., a video game avatar charged
with the ability to ‘respawn’ (to become born again within a video game
world) no matter how many times he is killed ‘in-game’. Gaming practice
involves the pleasures of ‘rebirth, respawning, and reincarnation’, and
‘multiple selves and multiple lives are assumed in game construction’
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precisely this energy that both emerges from and defines elements of her
oral character.
Computer-animated films can, however, mine the multi-faceted per-
sonalities of its complex characters for their comic potential. For example,
schizoid personalities are traditionally defined according to abandonment
and trauma. They are dissociative individuals who continually negotiate
an anxious experience of feeling unwanted. Kundert-Gibbs argues that ‘in
dramatic work, schizoid characters are most often the comic sidekicks of
the hero if they are ‘good’. However, the schizoid also describes those char-
acters in fictional works that ‘snap’ and become charged with cruelty and
‘twisted morality’ (ibid.: 123). What makes such character types funny,
however, is the effortless attribution of them to computer- animated
anthropomorphs. In Antz, Z admits that he had an anxious childhood
(his father leaving when he was ‘just a larva’). The schizoid personality
also underscores the insecurity of Toy Story’s Rex (‘I don’t think I can
take that kind of rejection!’). Humour emerges from the plastic dinosaur’s
preoccupation with his disproportioned body and lack of ferociousness.
Other characters that might be identified as schizoid personalities include
Melman the Giraffe in the Madagascar series (‘You know how I have to
get up every two hours because of my bladder infection’) and the Donkey
from Shrek, who confides in the eponymous ogre upon their first meeting
that he ‘don’t have any friends’. But computer-animated films have also
balanced the quirky, if slightly withdrawn, ‘good’ sidekick role with the
hostile manifestation of the schizoid personality through their curiously
retroactive depiction of its villains.
Computer-animated film characters are therefore increasingly imbued
with developed personalities and a memory in ways that their unelastic,
concrete bodies are not. Daniel Goldmark describes a climactic moment
from Ratatouille in which food critic Anton Ego nostalgically ‘recalls his
mother effacing a boo-boo with a bowl of ratatouille’ (2013: 213). Ego’s
first taste of the film’s signature food dish cues a sudden flashback to a
childhood memory of his mother’s own cooking in their family kitchen
(the bowl of ratatouille providing welcome distraction from the young
Anton’s grazed knee). It is the comical image of a pre-pubescent Anton
gazing adoringly at his mother (and then down at his food) that undercuts
his present-day arrogance by sympathetically portraying him as an inno-
cent child. Several of the computer-animated film’s primary antagonists,
including Gru (Despicable Me), Megamind (Megamind), Bowler Hat Guy
(Meet the Robinsons) and General Shankar (Escape From Planet Earth),
are similarly demystified in humorous scenes of villainous youth that
reveal them to be lonely, dissociative or unwanted children. They are
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Figure 8.2 Frame grab from The Incredibles (2004) (Pixar Animation Studios).
The youthful villainy of Buddy Pine/Syndrome.
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