Road Rovers’s lofty premise failed to commit to anything of substance to sustain into a cohesive whole. The question is, why?
I have seen a lot of cartoons by this point. I have seen the good, the bad, the ugly, the beautiful, the strange, the weird, the bizarre, the outlandish. I’ve seen action cartoons, wacky cartoons, subversive cartoons, serious cartoons, and surreal cartoons. I’ve geared myself to engage in every type of animation out there, whether for kids or adults, cracking my knuckles and prepping my fingers to explore what happens within the animated frame and how those events could affect viewers, and how over time those effects may be viewed in a modern context, or within any context at all.
Then there’s Road Rovers, a show that seems so stifled that it’s almost impossible to engage in. Almost.
Road Rovers is a curio. I kind of feel like Homer Simpson when he described what a Muppet is – that is, if you were to ask me what Road Rovers is about, I would respond: “Well, it’s not quite an action show and it’s not quite a funny show, but man… so, to answer your question, I don’t know.” Honestly. I’m not exactly clear on what the Road Rovers was aiming for. For a show spearheaded by Tom Ruegger and Paul Rudd, the geniuses behind Tiny Toons, Animaniacs and Freakazoid – three shows with enough narrative oddness to compete with the Bible – Road Rovers may be the oddest of them all, because it seems reluctant to commit to its oddness. Or anything at all, really.
Road Rovers takes its cues from the Power Rangers, and other super sentai shows that were popular (and still are, to a certain extent), in which five or six plucky characters are chosen to be a super-powered fighting force battling evil where ever it may be. Instead of humans, though, the show opts for dogs, which allows it to dip its toe into the early 90s badass, macho talking animal action-cartoon template as well. Road Rovers is clearly building off these two concepts and attempts to, more or less, undercut those ideas and ridiculousness of them.
Yet Road Rovers doesn’t exactly build into anything on its own. It doesn’t really even undercut the super sentai show or the talking animal action cartoon either. The show kinda plays into those elements with this weird, lackadaisical malaise, lightly elbowing and jabbing at all these elements – the action, the comedy, the story, the commentary, the metacommentary – without strongly committing to any of it, or even to the very premise of the show itself.
A lot of that probably sounded like gobbledygook. Let’s look at the pilot, “Let’s Hit the Road.”
Road Rovers Episode 1 “Let’s hit the Road” by dm_51e63c6f9122b
The first five minutes are played completely straight. It’s a bit slow (which isn’t necessarily a problem, but there’s a sense that it’s padding for time), and considering it involves a scientist being blown up, there’s a sense that viewers should be taking things seriously. Then the dogs are summoned. It’s a silly scene, but it’s portrayed with a quiet wonderment, and for a while it’s unclear whether it’s supposed to be funny or awe-inspiring. The first “joke” involves Shaggy, who’s whimpering in fear of his summons. We’re treated to Hunter, who saves his doomed doggy pal before he’s called upon, which gives us a direct indication that he’ll be the leader. Then they’re all transformed into their anthropomorphic, metal-suited selves, and present themselves before their “master”.
A few quips aside, everything is portrayed as direct and sincerely as possible. But that can’t be right, right? The machine that transformed them is called “the transdogmafier,” and it’s a phrase that is spoken by an actual person, and it’s not supposed to elicit chuckles? Then when the master tells the dogs to greet each other, it’s done via an off-camera gag with the Rovers’ tails in the air, indicating that their sniffing each others’ butts. The master sighs and laments he should’ve used cats. It’s a cute, easy gag, but I’m not sure how to take it considering we’re nine minutes into the show. It’s a gag that pushes it into the ridiculous realm, but the show doesn’t feel ridiculous enough to pull it off.
That’s just it. It’s hard to gauge how to respond to the show. In the middle of various action and dramatic scenes, characters will sort of shoot out these really casual comedy bits that seem tonally off. I get the sense that the creators were aiming for a “casual action cartoon,” something where the characters amicably shoot the shit with each other while things blow up around them, a thing that happens quite often with the Rovers themselves. It’s an admirable attempt, but the result rarely creates a solid comedy, and it drastically lowers the action/dramatic stakes. It creates a show that feels perfunctory at best, and ill-thought out at worse.
“Let’s Hit the Road” is actually part one of a three part series (along with “Dawn of the Groomer” and “Reigning Cats and Dogs” [I think – the episodes weren’t aired in any order that made sense]) that gets into the nitty-gritty of the master, Professor Shepherd, the villain General Parvo, and The Groomer (Parvo’s assistant and potential lover), and the origins of this transdogmafier. That is, there is a mythology. The show is dedicated to that mythology, but it’s inherently silly, and the show knows it is, but it’s an attitude that doesn’t adequately show up on screen. Plus, it’s a mythology that doesn’t hold up to even mild scrutiny, particularly when they start bringing in Egyptian spells and time-travel. It’s needlessly complicated, which again, would be fine if the show had fun with it. But it treats everything with this weird heavy weight, making it more off-putting then it needs to be.
Yet as mentioned before, the show feels like the joke is in placing its characters in tense situations, creating like a “hangout” show in the midst of an action show. Unfortunately the characters don’t have strong enough personalities to stand out individually, let along make a compelling exchange. Hunter is just a really positive guy. There’s nothing much going on with him other than his optimistic response to everything, but it’s always level-headed, not heavily exaggerated like a Spongebob or a Wander. Colleen is fine but kinda fits the “bad ass female” role, regulated mostly to quipping with Hunter and Blitz. Blitz is the comic relief, although he doesn’t really work. He freaks out at the sign of danger – but so does Shaggy, which defeats the purpose (Blitz and Colleen have a running gag where Colleen pretends not to know Blitz when he hits on her. This doesn’t work because 1) the sexism is too strong here, 2) Blitz is too stupid to vary the responses to this gag, and 3) Blitz works better as a goofy but functional member of the team.) Exile seems to be the writers’ favorite, with his relatively witty putdowns and depth of character that’s lacking with the others. His running gag – reading simplistic children stories in the middle of missions – work the best, because it’s fits his character AND it’s patently absurd.
Lacking a strong premise and a strong cast, Road Rovers kinda limps by with a non-committal attitude that makes it hard to really get behind. Still, the show has promise. The best episodes work with its undeveloped premise, inserts a simple story, and lets it loose. “Where Rovers Dare” is epitome of this. A scepter has been stolen and the Rovers have to get it back. It’s a simple, straight-forward action episode, not bogged down by too much information. It’s enjoyable to see the Rovers in their element, and their banter doesn’t pull too much away from the plot. (“Where Rovers Dare” also has a smartass allegory in its premise, written by this person on Deviantart and confirmed by Tom Ruegger himself. Problem is, the show isn’t overall an indictment of studio cattiness, so don’t expect to be looking for hidden messages everywhere.)
Once the show tries to be complex, though, it fails. The show is too silly to insert that kind of complexity because it raises too many questions the show is not adept at answering (like its mythology), and the obvious lack of a budget and quality writers makes it hard to look good. “Still a Few Bugs in the System” is just a disaster, introducing a bug-crazed scientist who seems like a caricature out of a wackier cartoon. But the episode is sloppy, with nonsensical storyboards and an even stupider plot. “Gold and Retrievers” has a blind kid who’s a native, but also seems to be a leader of a tribe, but it’s never made clear, and it’s frustrating (the show has an obsession with pyramids but nothing is ever done with it, narratively or thematically). “A Hair of the Dog that Bit You” brings in other talking anthropomorphic dogs, characters we never see again, and it’s a baffling reveal. We’re these dogs made by the transdogmafier too? Why is one sitting on a mountain, Dali Lama-style? The show isn’t wacky enough to get away with these kinds of absurd reveals; it’s unclear whether to insert them into the show’s mythology or place them as a comedic outlier. The other episodes are okay, with “The Dog Who Knew Too Much” containing a clever twist, but again, the show doesn’t engage with either its serious or comic sides, making it hard to support it.
A friend of mine is a fan of the show and spoken with a few of the writers/animators in light of the show’s fallout. They basically were working with less of the resources they had with Animaniacs, and it shows. Hunter’s eyes are different colors for several episodes, and Blitz sometimes will have Hunter’s fur colors. They recycle animation and scenes constantly; a post-Muzzle attack re-uses the same exactly shot and background, despite Muzzle being in two different locations in two different episodes. (An aside: the Muzzle-kills-everyone stuff fails to work because the audience doesn’t even get a sliver of an indication that Muzzle’s attacks are grotesque. Also, if he’s so effective, why not unleash him all the time?) I sympathize with the lack of resources, but the team behind this show is way too talented to let monetary concerns limit them.
Road Rovers 13 – A Day In The Life (Unedited… by extremlymsync
“A Day in the Life” seems to be the kind of episode Road Rovers was always going for, which suggests the show needed a gimmick or absurd frame story to situate its characters inside, so that its seriousness and its silliness can breathe in its own way. The title cards indicating the changing timeframes allow certain moments for the characters to hangout and chat, and other moments for them to kick ass. Hunter’s search for his mother is effective, as well as Colleen’s feelings for him are explored, which allows her to actually talk with Blitz in a mature manner. Exile works as a team communicator, and the little comic bits they come up with are, if not funny, enjoyable that deepens the characters instead of forcing dialogue gags to disrupt the momentum (the edited “Russian name bit” is too much – not because it’s offensive, but because it’s really just an Animaniacs gag forced into Road Rovers for no reason).
That bit is Road Rovers in a nutshell. Unable to commit to its drama, action, or comedy, the show tries to do all three but ends up doing neither. The passion is there. You can feel it pushing against the edges of the show. But as the cliche go, Road Rovers’ bark is worse than its bite.