SCOOBY-DOO AND THE CYBER CHASE (2001) **1/2 Philosophical only in the usual passing manner of cartoons about dogs and teenagers, but offering up plenty of material for drug-addled, or French, graduate students. Partly because it is one of the duller entries in the Scooby canon, until the gang is cybered into a video game based on themselves. So, at that point, they fitfully engage low moon gravity, Roman gladiators, volcanoes, giant larvae in the back yard, etc. Not only can virtual reality mimic reality, it is more interesting! And then you, oh slovenly student, realize that "reality" in this case is a mere cartoon anyway. The boggled mind woggles-I don't think that was what they were trying to do to the kids, just an unintended side effect for over-educated adults who happened by. Greatest hits collection of monsters at the carnival is well played, as are the interaction with the gang's cyber-selves. Is there an irony that the cyber-selves are needed for the gang to emerge triumphant from a game based on their own real adventures? Does this suggest that they're been padding their resume' a bit, that they aren't quite the sleuths that they pass themselves off as? Is it instead a commentary on guardian angels in the age of technology? A commentary of Jungian shadow-self theory? Is the "brave" cyber-Scoob a hidden clue regarding genetically modified foods, and if so is there significance to the fact that "real" Scoob survives as cyber-Scoob dissipates with the circuitry? A generation of geniuses is going to be disappointed about the limitations of university science labs after this!
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