The opening credits sequence of Monsters, Inc.
is so pretty. I love it. I want to paint my house like
it. I want to enter this imaginative, vibrant,
childlike universe -- Sesame Street and
Disney's The Aristocats (1970), and Pee
Wee's Playhouse all in one. The colors of the
moving trapezoids and squares (all doors opening and
closing, closet doors, to be exact) are rich but not
overwhelming.
The movie is all about doors, leading in and out of childhood memories, adventures, and fears. Monsters, Inc. bolsters its nostalgia for
childhood with a fun story and funky visuals. The
technical aspects are wondrous: blue monster fur
blowing in the snowy wind of the Himalayas is a sight
to behold. And for all the film's obvious unreality,
the characters seem distinctly human -- especially the
monsters -- and the story is simple and compelling.
The film doesn't try to provide a sophisticated
explanation for the existence of monsters who dwell on
an alternate plane, behind kids' closet doors, in a
city called Monstropolis. It's enough for viewers of
all ages to know that the monsters are there, that
they have access to our bedrooms, and, ultimately,
that they're not all as evil as they might seem in the
dark of the night, much like the faceless corporation
they work for.
If Monsters, Inc. is about the impending loss
of childish innocence and the rapidity with which this
seems to happen these days, it is also about the
potential goodness of corporations, like Pixar or its
overlord Disney, or like the one that runs
Monstropolis, if only they can find the right leader.
So maybe I should stop worrying about what might
happen when Disney takes over the world, if it hasn't
already, because Michael Eisner and friends are
actually quite benevolent and their Disney represents
a kinder, gentler incarnation of corporate domination.
Monsters, Inc. is primarily the story of James
P. "Sulley" Sullivan (voiced by John Goodman), scary
monster extraordinaire (he holds the record for the
most screams, which provide the city with its energy
source), and Boo (Mary Gibbs), the little girl human
who is a fugitive in Monstropolis. Boo doesn't really
talk, but she does babble. She endearingly calls
Sulley "Kitty" and gamely tells him she's not afraid
of him at all -- at least until she sees him on the
job, frightening the daylights out of some other poor
kid. Sulley himself doesn't realize the level to which
he terrorizes youngsters; he's just doing his job,
just following orders, being all that he can be, and
all that corporate (or is it military) training
nonsense. The moment when he realizes that terror is
not all fun and games is the film's central agon. It
is only when he sees himself on screen that he begins
to question his role in scream-gathering, and the
necessity of scream-gathering overall.
This question of the use-value of labor (or its moral
and ethical complications) is perhaps the film's most
direct social critique. This is further in that the
citizens of Monstropolis are very much like folks in
our own world in their work habits. At the
corporation, "Monsters, Inc.," energy is collected
from the fear created in human children. Monstropolis
is like an old company town, where one large
corporation dictates commerce, lifestyle, and
government, and its head, Henry J. Waternoose (James
Coburn), is like a turn-of-the-century American
corporate mogul, complete with waistcoat, cigar, and
patronizing attitude. At Monsters, Inc. the mid-level
workers seem to lead a rather humdrum existence of
administration, planning, and prep work. Then, there's
the talent, a hybrid of upper-level management and
professional sports players: the actual scarers.
Imagine a room full of kindly, furry, and scary when
needed, Michael Jordans: these are the big hero
monsters who enter children's rooms to ensure that a
big scream (and thus its energy) can be collected by
their assistants -- the lowest "assembly line" workers
on the totem pole.
"The window of innocence is shrinking," explains one
character, and this is leading to an energy shortage:
kids just don't get scared like they used to. On one
level, we can see in Monstropolis's energy crisis our
own contemporary conundrums over renewable energy
sources, an increased need for energy, the fear of the
loss of fossil fuel energy, and the dangers of nuclear
energy. On another level, the toxicity of human
children (the monsters are warned never to touch them
or anything belonging to them), and the fear of
workers' exposure to this danger indexes our own fears
of environmental decay, and any number of
technological, biological and chemical disaster
paranoias. Even something as seemingly innocent as a
tiny toddler's sock sticking to the back of one
monster after a scaring session is a crisis of
monumental proportions at the Monsters, Inc. factory.
The decontamination scenes that follow invite nervous
laughter, given recent anthrax scares. It seems so
silly when the monsters go to the lengths they do to
destroy the sock -- or at least it would if people
here on non-Pixar earth were not actually being harmed
and killed by random acts of bio-terrorism. It's not
that this is at all funny; it just brings home the
idea that life in this monster city is very much like
our own these days, with the fear of children being
replaced in our world by the fear of certain
ethnicities.
The film does try to imbue some multi-culti respect
though: there is more than one kind of monster, and
mostly, they all "get along." There are sort of
humanoid monsters -- Sulley, for example, and the
amiable Abominable Snowman (John Ratzenberger). There
are green-skinned one-eyes, like Sulley's roommate and
co-worker, Mike Wazowski (Billy Crystal) and Mike's
girlfriend Celia (Jennifer Tilly), who, despite their
oddities, still walk upright on (usually) two legs
like "everyone else." The villains, however, are
decidedly less human, and often many-legged insect or
reptile monsters -- which again might recall the way
certain international "others" are referred to by
George W. as "The Evil One" and are characterized as
very much less than human.
The film's multicultural stylings are a bit undone,
however, by the fact that all the monsters are very
obviously, and "traditionally" gendered. Tilly's
trademark breathy voice as Celia and the fact that the
character only wears short skirts indicate she's quite
a girlie girl. But perhaps she's a bit more
"subversive" than I initially give her credit for: her
Medusa-inspired tresses should inspire the jealousy of
alternative hair aficionados such as Gwen Stefani and
Dennis Rodman. And yet, Monsters, Inc. is
actually a bit more complicated in its gender politics
than Celia's representation might suggest. While the
plot is mostly centered on Sulley and Boo,
Monsters, Inc. is also a buddy movie in which
there is lots of love between Sulley and Mike, though
the latter is plainly smitten with Celia. So while he
spends most of his time and emotional energy caring
about Sulley, it's not because he's gay. No way.
Sulley, on the other hand, has no greater love than
his work, and that's presumably manly enough to
forestall questions about his relationship to Mike. At
the same time, Sulley is more than just muscle -- he
is thoughtful and caring, and really quite talented as
a scary monster, despite his adorable fluffiness --
all of which might complicate his traditional
manliness. Sulley is clearly the top, the one in
control. But he is also the one who is open to new
ideas about himself as well as about the basic
assumptions (and traditional, conservative logics) of
Monstropolis. In the end, Sulley and his monstrous
friends offer an important lesson for kids (and some
scaredy-cat adults) -- that there is no need to be
afraid of the monster who hangs out under the bed, or
in the closet.