Tag: sean connery

  • The League of Extraordinary Gentlemen (2003): Fixing the Gentlemen’s Extraordinarily Flat Arcs

    When The League of Extraordinary Gentlemen hit theaters in 2003, it came with the seductive promise of something bold and mythic: a cinematic gathering of legendary literary heroes — Mina Harker, Allan Quatermain, Dr. Jekyll, Captain Nemo, and others — uniting to face a global threat in a fog-soaked, steampunk-tinged 19th century.

    The premise was extraordinary.
    The execution, however, was not.

    What unfolded was a chaotic mess of tropes, explosions, and empty declarations. A story built out of famous names and cool costumes but hollow at the core, as if someone had assembled an all-star cast of myths but forgotten to give them a soul. It wasn’t just a misfire — it was a film that forgot to tell a story.

    On the surface, League plays like a pulp-era Avengers assembled inside a gothic snow globe. But the more it progresses, the clearer it becomes that there is no emotional anchor, no protagonist with an actual arc, and no reason to care. These characters don’t grow, they don’t bleed, and they don’t truly connect. They just show up, survive impossible situations, and deliver exposition until the next overly choreographed gunfight or explosion.

    The villain, a masked figure known only as “M,” eventually reveals himself to be Moriarty — and somehow, he’s also the person who brought the League together in the first place. His plan? Fake a global crisis so he can exploit their abilities, steal their formulas and technologies, and sell them to fuel a world war. It’s a scheme so convoluted it collapses under the slightest scrutiny. He recruits the very people most capable of stopping him, gives them resources, weapons, and access to his operations, then seems shocked when they foil everything. It’s cartoon logic dressed in period clothing.

    Worse still, even individual character logic falters. Dorian Gray, whose very existence depends on hiding his cursed portrait, apparently carts the thing around with him in a suitcase so Mina Harker can conveniently discover it and kill him at the climax. The Invisible Man, with powers that should make him the most dangerous character in the film, does almost nothing useful and barely registers as more than an underwritten prankster. Every moment that could offer drama is instead flattened by coincidence, bad timing, or overconfidence in plot armor.

    Beneath all of this chaos, the biggest issue is simple: no one changes. When everyone begins extraordinary, there’s nowhere left to grow. These icons arrive fully formed, each one wrapped in their own mythology, but none of them carry any real emotional weight. There are no internal stakes, no transformative choices, and no earned redemption. They’re just tools, not people.

    But there is a story here. Buried under the rubble, there’s a better League — one made of broken relics trying to matter again.

    Take Allan Quatermain, the man the film loosely frames as its lead. He’s introduced as a jaded, aging hunter who once explored the heart of Africa and now drowns his pain in obscurity. But even here, the movie fails to explore his emotional depth. He begins the film gruff and capable, and he ends it gruff and capable. There’s no real arc.

    An Alternative Outline

    Now imagine a different version. A man whose greatest fear isn’t death, but irrelevance. He’s old, and he knows it. His hands shake. His aim is slower than it used to be. His instincts are off. But he plays the part of the unflinching hero because he doesn’t know how to be anything else — and because he’s too ashamed to admit that his legend is fading. That shame becomes dangerous. He insists (the strength archetype) on leading, on making the calls, on being the Quatermain everyone expects, even when those decisions start getting people hurt. He is creating an illusion (the moon archetype).

    When a mission goes wrong, and one of the League members nearly dies because of him and they are forced to stop and regroup (the Hanged man archetype), Quatermain’s mask finally slips. He admits it (the Hierophant archetype): he’s been bluffing. Pretending. Living on the fumes of reputation. And it’s not youth or strength that saves him — it’s the moment he steps aside, owns his fallibility, defeats his ego (the Death archetype), and begins to trust others. Especially Tom Sawyer, the brash young American he’s been doubting from the start. Their tension isn’t just generational — it’s deeply personal. Quatermain sees in Sawyer the ghost of his former self. The two have a heart to heart conversation (the Sun archetype) and by the end, he doesn’t pass him a rifle — he passes him the future (the World archetype).

    The League, finally freed from Quatermain’s fears of being forgotten, gathers momentum (the Chariot archetype) and defeats the foe. This is the emotional foundation based in the major arcana archetypes the film needed. And the rest of the League could’ve followed suit.

    Mina Harker isn’t just a vampire with lipstick and a corset. She’s a woman who was turned into a monster and has never stopped being seen as one. Her power is not just her curse — it’s the identity she wants to escape. What if her arc wasn’t about being deadly, but about choosing vulnerability? What if she craved mortality — not out of weakness, but out of a desperate desire to feel anything again?

    Dr. Jekyll, so often reduced to comic relief, could’ve embodied the pain of repression. He’s a man afraid of himself, afraid of the violence inside him. What if his arc was about confronting that split, not suppressing it?

    Even the Invisible Man could’ve been a tragic figure — someone who erased himself to escape accountability. A ghost who wants to remain unseen because being noticed means facing who he really is. His arc isn’t about stealth. It’s about finally choosing to be visible — not to the enemy, but to the people who count.

    The villain, instead of a convoluted arms dealer in a Halloween mask, could’ve been a forgotten legend — someone who used to be like them, but was abandoned by the world. A character who believes that if he can’t be remembered, then no one should. Not just a threat, but a warning: this is what happens when heroes cling to their legend but lose their humanity.

    In this version, the League isn’t formed to stop a fake threat, but ultimately because they’re the only ones who still remember what it means to be more than power.

    Suddenly, the submarines and guns and cloaks and monsters all fall into place. The worldbuilding serves the emotional truth. The League earns its title not by being extraordinary, but by being broken and still choosing to fight.

    The League of Extraordinary Gentlemen had everything it needed to become a modern gothic epic. Instead, it became a noisy parade of plot devices and shallow monologues. But its failure is revealing — because it reminds us what makes heroes truly legendary.

    Not invincibility. Not fame. But the ability to change, to let go, to pass the torch — and to stand, even when the story has forgotten your name.

    Maybe that’s the true League worth watching.

    Thanks,

    Ira