DVD Review: The Mortal Instruments: City of Bones


...To watch The Mortal Instruments: City of Bones without having read the book is to always feel like you’re missing some crucial piece of information that would make everything click into place and make sense. Unfortunately, a Rosetta Stone for the movie never arrives. Instead, you’re left to guess at everything that goes unsaid.

“This is as far as I go,” Jace tells Clary as they wander through the subterranean City of Bones, a catacomb of expired Shadowhunters, toward a great circular room where a ritual is to take place. Why won’t he go any farther? He doesn’t say. He enters the room, just keeps to the edge of it. Is he not allowed into the center? Is he afraid of the ritual? Does he think it’d make Clary stronger to go on alone? It’s not explained—and, ultimately, not important—which makes you wonder why it was such a big freaking deal for him not to go any farther in the first place.

The entire movie is a string of such head-scratching moments. Characters jump from location to location, and it’s not always clear why they’re headed where they’re headed. (Ostensibly, they’re on the search for the Great MacGuffin, but it feels like the quest takes them in circles.) Some objects and people are invisible to mundanes, until they’re not anymore. Sometimes the Shadowhunters use runes to conjure magic, sometimes they use wands, and sometimes the magic is innate. One character is bitten by a vampire, and it isn’t brought up again for the rest of the movie. When Clary is taken to the Shadowhunter HQ, she’s shown a greenhouse with magical plants. Why would the plants be different? It’s still New York City, right? The Mortal Instruments: City of Bones is proof that rule-making isn’t the same as world-building, and the rules that govern the movie are so thick and arbitrary that it sucks out any of the pleasure of being immersed in a new fantasy environment...

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