Genre: Fantasy
Logline (from writer): A team of Victorian monster hunters must save the universe from their biggest threat yet, themselves.
Why You Should Read (from writer): I’m a Benihana chef, mandolin player and a broke as a joke screenwriter living in LA now for two months shy of a year and I’ve written about 10 screenplays. I’ve got about thirty dollars in my bank account so there’s not much there to submit this screenplay to a formal contest which sucks, but I’m living the dream…which is cool. It would be very helpful if you would review it so I could know if I was heading in the right direction and if my diet of peanut butter jelly sandwiches in front of my computer monitor is paying off.
Writer: Kathryn Whipple
Details: 106 pages

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Okay, before we get to the script, let’s talk about this logline. I’ve been reading lots of loglines for the shorts contest and it continues to be a destination of disaster for aspiring writers.

Everything about this logline works until you get to the word, “from.” “…from their biggest threat yet, themselves.” The best way to describe that ending is that it doesn’t clarify what the movie is about. And what did we just talk about yesterday? Making sure the concept is clear!

Now, after reading the script, the logline does, in fact, make sense. But that’s the problem. It only makes sense AFTER you’ve read it. The point of a logline is to tell us what the script is about BEFORE we read it.

In this case, “themselves” refers to our protagonists’ doppelgangers, who travel through a rift and try to kill our heroes. So, we need to clarify that in the logline. Therefore, the logline should look more like this:

A team of Victorian monster hunters must battle a group of doppelgangers who invade our planet on a mission to destroy our universe.

Now, the question is: Is that premise any good? That’s something I’ll answer after the plot summary. But the point is, that’s the real premise you’re working with, so you have to be honest about it and include it in the logline. You can’t be coy.

England. 1850. It’s the Victorian era. Reason to be optimistic. Except for the monsters that keep popping up through inter-dimensional portholes threatening to kill everyone. If only there was someone to combat these monsters.

That’s where our team comes in. There’s the gorgeous Baroness Whitetower, our de facto leader, the monster-fighter on the rise, Victoria, and finally the always serious, Gunner, who doesn’t get rattled no matter how big the monsters get.

These guys can easily take out a 150 foot caterpillar in a couple of hours. But here’s where things get tricky. They don’t want to kill these monsters. They want to send them back where they came from. This requires a complicated method of creating a rift in the space-time continuum and pushing them back through that rift so they can go back to their parallel world of origin.

All of this is going gorgeously until the police arrest the Baroness for all the destruction she’s caused around town (they have no idea what this destruction was in service to, of course). That’s followed by a new rift opening and – get this – the EVIL REPLICA versions of our monster killing crew arriving.

These folks aren’t nearly as friendly, and inform us that they’re here to destroy our universe because if they don’t, the universes will start collapsing in on each other.

The doppelgängers bring with them many rifts from many different universes, all spewing about fresh monsters of every conceivable disposition, making our crew’s mission of taking out their doubles all the harder. Will they do it? Or is our universe doomed for collapse?

So this is what I was getting at earlier. On the one hand, you have a team of Victorian monster hunters hunting monsters. That’s pretty cool, right? However, halfway into Rift, that isn’t what our script is about. It’s now about a group of evil doppelgängers using the rift-system to travel to parallel universes and extinguish them.

That’s not a bad idea. But it’s not really what we were promised, was it? You could argue that our doppelgängers do open up rifts from which new monsters do arrive and must be fought off. But, ya see, by adding the doppelgänger element, you’re essentially doubling up your concept. You now have two concepts competing for the same movie…

Concept 1: Victorian monster hunters taking on monsters.
Concept 2: Space-time continuum protectors who must fight their parallel universe doubles.

The reader’s like, “Wait, which movie am I watching here?”

Luckily, the solution to this is rather simple. Drop the doppelgänger element. You can still have someone come through the rift and threaten our group, but make him a normal villain, not a double. That way the focus can be squarely on the monster element, which is the bigger sell here.

As for the script itself, I thought the execution was okay, if a little scattered. In the attempt to add character depth, we lost sight of prize. Case in point, when Whitetower gets back from the opening monster battle, she’s greeted with a 16 year-old nephew she didn’t know she had.

This nephew, Everett, is hers through her dead sister’s husband, Cal, a man we just met moments ago once we arrived home, who also seems surprised to learn he has a nephew.

I don’t know about you, but why would I care about the nephew of the main character’s brother’s dead wife, a man who wasn’t even important enough to be on the opening monster killing mission? It was an odd character to spend so much time working into the story.

Speaking of, there wasn’t that one character who stood out. That wasn’t through lack of trying, but I almost felt like more of a “hero’s journey” approach was needed here, where you bring in a “chosen one.”

Instead of having Victoria be a well-established member of the crew, why not make HER the “Everett” of the bunch. Whitetower and their crew get home after the opening battle and Victoria, reimagined as a nervous 18 year-old, is waiting on the doorstep. And instead of making her someone’s cousins’s brother’s half-sibling’s son, make it simple: she’s Whitetower’s daughter.

She’s then taught the ropes and becomes an integral part of taking down the Rift-jumping evil villain. That’d be how I’d approach it, anyway.

Finally, I thought the second act was too short. I consider the beginning of the third act to be the opening up of all the rifts with all the monsters needing to be fought off, and that comes at the midpoint of the script, giving us 55 pages of battle. That’s too long.

The better approach would’ve been to have a single rift open up at the midpoint with a rather nasty monster that they’ve never seen before needing to be killed, and then the threat of multiple rifts opening later on, which would happen at the end of the second act, leaving the entire third act to be our “one giant battle.”

The big takeaway here, though, is that this concept’s strength is its monsters, not its doppelgängers. So that’s where I’d focus the story if I were Kathryn.

Screenplay link: Rift

[ ] What the hell did I just read?
[x] wasn’t for me
[ ] worth the read
[ ] impressive
[ ] genius

What I learned: Unnecessarily complicated familial ties having major story implications is always a lose-lose. If you’re going to bring a major character into the story, try to make the familial connection as straight-forward as possible. A son. A daughter. No half-nephews or twice-removed uncles. I suppose if Cal was the main character here, Everett would make more sense. But Cal is some afterthought who wasn’t even on the original mission. So he feels as peripheral as peripheral gets.