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Garfield Gets Real

Garfield Gets Real is a 2007 American computer-animated adventure comedy film based on Jim Davis's comic strip Garfield. Directed by Mark A.Z. Dippé and co-directed by Kyung Ho Lee, the film was produced by Paws, Inc., Davis Entertainment, and the Animation Picture Company, marking a shift to full CGI animation from the previous live-action/CGI hybrid Garfield films. It was released direct-to-video in the United States on November 20, 2007, following a limited theatrical release on October 1, 2007. The story centers on Garfield, voiced by Frank Welker, who grows bored with his life in the "Cartoon World" of the comic strip and escapes through a rip in the fabric between worlds to live as a real house cat with his owner (Wally Wingert) and dog Odie (). However, Garfield and Odie must return within 24 hours to prevent their comic strip from being canceled, as rival characters scheme to take their places. The film features a runtime of 75 minutes and explores themes of appreciating one's unique role while blending humor typical of the Garfield franchise. Upon release, Garfield Gets Real received mixed to negative reviews from critics, with a 37% approval rating on based on limited reviews, praised for its animation but criticized for weak scripting and voice performances. It served as the start of a trilogy of CGI films, followed by (2008) and (2009). The movie was written by Jim Davis, with screenplay contributions from Mike Peters and Dean Young, ensuring ties to the original comic's lazy, lasagna-loving feline protagonist.

Production

Development

Garfield Gets Real represented the first computer-animated entry in the franchise, succeeding the live-action films Garfield: The Movie (2004) and Garfield: A Tail of Two Kitties (2006). Produced by Paws, Inc. in association with , the project aimed to sustain the series through a cost-effective format, leveraging to revive the comic strip's whimsical style after the higher-budget theatrical efforts. The film's screenplay was penned by Garfield creator Jim Davis, who incorporated elements directly from his long-running comic strip to ensure fidelity to the source material. Davis personally selected director Mark A.Z. Dippé for the role, having been impressed by Dippé's visual effects work and direction on the 1997 film Spawn, which led to Dippé joining Paws, Inc. for this and subsequent Garfield projects. With a total budget of $10 million—significantly lower than the $50–60 million budgets allocated to the live-action predecessors—the production emphasized efficient CGI creation without pursuing wide theatrical distribution. Development occurred in the mid-2000s under , ahead of its late 2007 release. The creative vision centered on transitioning to full to enable more exaggerated, cartoonish antics reminiscent of the original strips, while preserving the franchise's broad appeal to young audiences through familiar humor and accessible storytelling.

Animation and design

Garfield Gets Real marked the first fully (CGI) animated feature in the Garfield franchise, diverging from the previous live-action films that integrated CGI characters into real-world settings. Produced by in cooperation with and The Animation Picture Company, the film utilized animation services from Digiart Productions in , reflecting a collaborative international pipeline typical of mid-2000s CGI projects. This shift to full CGI allowed for a self-contained animated universe, enabling seamless transitions between stylized environments without the constraints of live-action integration. Character designs were adapted from Jim Davis's originals to suit , emphasizing Garfield's lazy, lasagna-obsessed persona through exaggerated facial expressions and plump proportions that conveyed his signature and indolence. Odie retained his wide-eyed, innocent look with bouncy movements highlighting his playful energy, while Jon Arbuckle's awkward human form was stylized with elongated limbs to accommodate cartoonish physics and humor. These models maintained fidelity to the source material's simple lines and bold colors, ensuring recognizability while incorporating subtle enhancements for depth and motion. Technically, the production employed standard early 2000s CGI workflows, involving model rigging, keyframe animation, and rendering to handle the film's dual-world structure. The "Cartoon World" studio environment featured flat shading and prominent black outlines reminiscent of 2D comic strips, simulating a meta fourth-wall setup where characters perform scenes against visible backdrops and props. In contrast, the "real world" suburban settings used more detailed 3D textures, realistic lighting, and dynamic camera work to differentiate the spaces, with challenges in blending these styles for narrative transitions. Post-production incorporated visual effects like depth-of-field shots and impact animations for comedic sequences, alongside integrated sound design for exaggerated cartoon boings and thuds that amplified the physical comedy.

Story and characters

Plot

Garfield, the lazy orange , along with his loyal dog companion Odie and owner , inhabit a vibrant world known as the Comic Strip Studio in Grin City, where they perform scripted routines for daily comic strips. Dissatisfied with the repetitive and predictable nature of his celebrity life—complete with adoring fans, but no real adventure—Garfield daydreams about escaping into the "real world" beyond the studio's confines. The inciting incident occurs when Odie, chasing a thrown by a mischievous studio dog named Randy Rabbit, accidentally crashes through a tear in the "" screen that separates the cartoon realm from reality, pulling both Odie and a reluctant into the human world. Initially thrilled by the prospect of freedom, Garfield soon discovers the harsh realities of life as an ordinary : they are invisible to humans unless interacting with objects, struggle to find food, and must evade dangers like stray chihuahuas who pursue Odie's . In the real world, Garfield and Odie befriend a street-smart stray named Shecky, who introduces them to urban survival while they navigate encounters with a kind named Liz Wilson. Back at the studio, chaos ensues as desperately tries to continue the strip without his stars, leading to failed auditions for replacements and threats from studio executives Hale and Hardy to cancel the comic altogether. Garfield grapples with an , fearing he might devolve into "just a " without his scripted , while facing escalating threats including a fire at Shecky's hotel that traps him, Odie, and their new ally. Themes of blending fantasy with emerge as Garfield questions the value of his versus genuine friendships. The climax unfolds when Garfield's cartoon friends, including , the prop boy, Wally, and Billy Bear, construct a massive as a makeshift tunnel to breach the real world and rescue the trio from the blaze. In a high-stakes battle, they thwart Hale and Hardy's scheme to permanently replace , affirming the unbreakable bond of friendship and the irreplaceable charm of the original strip. Victorious, Garfield, Odie, and Shecky return through the portal, saving the comic from cancellation; the film concludes with a celebratory wrap party at the studio, though the chihuahuas sneak through for one last chase, satirizing the relentless pace of media production.

Cast

The voice cast for Garfield Gets Real features a mix of veteran animators and actors known for their work in animated features, with several performers taking on multiple roles to portray the film's ensemble of comic strip characters and studio personnel. Frank Welker provides the voice for the titular character Garfield, the lazy and sarcastic orange tabby cat, marking his first time voicing the role after it had been performed by Lorenzo Music and Thom Huge in prior animated series. Welker, a prolific voice actor with decades of experience in franchises like Transformers and Scooby-Doo, also voices several additional characters, including Hardy (a studio guard), Keith (a cartoon character), the Prop Boy, Nerd, Two-Headed Guy, and Goth Kid, contributing to the film's depiction of background cartoon ensemble members. Gregg Berger reprises his role as Odie, the loyal and dim-witted dog, a character he had voiced in earlier Garfield media where Odie gained dialogue beyond barks; Berger also lends his voice to Shecky and Hale, two additional studio figures. voices , Garfield's clumsy and well-meaning owner, as well as Mike, a studio executive, bringing continuity to the character's portrayal from previous Garfield animations. In the supporting cast, voices Arlene (Garfield's romantic interest), , and Betty, showcasing her versatility in female ensemble roles. Other notable voices include as Nermal, the cute kitten, and as Billy Bear and Waldo, both cartoon animals. Additional key roles are filled by as Wally Stegman, the inventive studio worker; as Rabbit; and Rajia Baroudi as and Concertina Girl. Casting decisions emphasized experienced voice talent to maintain the essence of the comic strip characters while adapting them to CGI animation, with performers like Welker and selected for their established range in comedic and animal roles across animated projects. This approach allowed for efficient use of multiple voices per actor to represent the bustling cartoon studio environment without introducing entirely new talent for bit parts.

Release

Distribution

Garfield Gets Real premiered as a release in on November 20, 2007, distributed by Fox Home Entertainment. This format aligned with the film's of families and fans of the Garfield , bypassing a wide theatrical rollout in the region. The film had a exclusively in on November 16, 2007, marking it as the only country to receive a cinema run, handled by . This exclusive distribution strategy capitalized on local interest in animated family content. Internationally, the film saw a staggered rollout through 2008, with DVD launches in markets across Europe and Asia, including Argentina via 20th Century Fox Argentina. These releases were tied to the enduring popularity of the Garfield franchise, facilitating broader accessibility in regions with strong comic strip followings. Marketing efforts focused on family-oriented promotions, including TV spots and tie-ins with Garfield comic strip publications to engage existing fans. Partnerships with major retailers supported exclusive editions and in-store displays to boost visibility. The film earned an MPAA rating of G, indicating suitability for all audiences, with equivalent family-friendly classifications applied globally to ensure wide appeal.

Home media

The DVD release of Garfield Gets Real occurred on November 20, 2007, distributed by 20th Century Fox Home Entertainment in a standard edition. This single-disc version included bonus features such as the featurette "Pencils, Paws and Ink: Creating the Garfield Comic Strip," which explores the comic's production process, along with behind-the-scenes clips on the film's making and a sneak peek at the sequel Garfield's Fun Fest. Special editions and bundles followed, often combining the film with its sequels. In 2008, a two-pack DVD set paired Garfield Gets Real with . A more comprehensive anthology, the Garfield 4-Tail Collection, released on October 7, 2014, included Garfield Gets Real alongside the live-action films Garfield: The Movie (2004) and Garfield: A Tail of Two Kitties (2006), plus the sequel (2009). No official Blu-ray edition has been released in major markets. Digital availability began in the 2010s through platforms like for purchase and rental. As of 2025, the film streams on (with and without ads) and is free with ads on , while remaining available for digital purchase on services like .

Reception

Box office

Garfield Gets Real had a limited theatrical release exclusively in on November 16, 2007, where it earned a total gross of $1,726,453. The film opened with $592,974 during its debut weekend, accounting for approximately 34% of its overall earnings in that market. Produced on a budget of $10 million, failed to recoup its costs through theatrical exhibition alone, as the strategy emphasized ancillary revenue streams for overall profitability. The release was confined to a single territory due to its primary positioning, with no theatrical distribution in the United States or other major markets. This narrow rollout inherently restricted its potential compared to wider animated features. Its timing during the pre-holiday period in contributed to solid attendance for a limited release, benefiting from seasonal family viewership, though the absence of broader expansion ultimately constrained total earnings.

Critical reception

Garfield Gets Real received limited professional critical attention and mixed to negative reviews where available, with an audience score of 37% on based on over 1,000 ratings (no Tomatometer score due to only 2 critic reviews). On , it holds a 4.3 out of 10 rating from 2,947 user votes (as of 2025). Some reviewers noted its family-friendly humor as suitable for younger audiences, describing it as enjoyable for fans of despite its limitations as a production. However, the film faced significant criticism for its juvenile script, including repetitive gags like bathroom humor and jokes. The animation was frequently called uninspired and poorly rendered, lacking textures and appearing dated even for 2007 standards. Reviewers also highlighted a lack of originality, often comparing it unfavorably to the live-action Garfield films. In a notable review, Costello of gave the film 2 out of 5 stars, praising its engaging story for kids but critiquing the formulaic plot, average animation, and inclusion of name-calling alongside the humor, offering a mixed take on its educational value for young viewers. Some critics drew parallels to other early CGI children's films like Barnyard, noting similar reliance on simple, kid-oriented antics without deeper innovation. Audience response was polarized, with children generally enjoying the lighthearted adventure more than adults, who often found and visuals lacking. User reviews emphasized its appeal as mindless fun for the very young, though many adults dismissed it as forgettable. Some users praised the voice acting, particularly Welker's portrayal of as faithful to the character's spirit.

Legacy

Video game

Garfield Gets Real is an action-adventure video game developed by Gravity-i with involvement from Paws, Inc. and published by DSI Games for the Nintendo DS. Released on July 21, 2009, in North America and August 28, 2009, in Europe, the game serves as a tie-in to the direct-to-video film of the same name. The title was developed in conjunction with the film's production as part of a planned trilogy of Garfield adaptations, incorporating input from Paws, Inc. to ensure fidelity to the character's traits and story elements. Designed with simple controls for younger audiences, it includes voiced cutscenes featuring the film's voice actors to bridge narrative segments. A Wii port was initially planned for release around the same period but was ultimately cancelled following the DS version's launch. Gameplay revolves around seven levels that parallel the film's plot, shifting from cartoonish environments to real-world studio settings, with players controlling Garfield in platforming segments, exploration, and puzzle-solving. Mini-games draw directly from movie scenes, such as collecting falling items amid hazards like books or bones, navigating trap-filled areas to complete comic strips, dancing to affirm identity, and rescuing companions like Odie. Collectibles primarily consist of pickups that serve as scoring incentives rather than power-ups. The met with negative , aggregating a score of 39/100 based on four reviews, indicating generally unfavorable opinions. Common criticisms focused on repetitive level designs and audio cues, frustrating controls—particularly motion-based inputs—that felt unresponsive and imprecise, and technical glitches including loading issues and errors. User feedback echoed these sentiments, though some noted passable graphics for a licensed title aimed at children. Commercially, Garfield Gets Real saw modest sales, with units lingering on retail shelves due to its poor critical performance, which also prompted the cancellation of the Wii version.

Sequels

The direct-to-video sequels to Garfield Gets Real continued the CGI-animated adventures in the "Comic World" setting, forming a trilogy produced by Paws, Inc. and distributed by 20th Century Fox Home Entertainment, with budgets estimated in the $10-15 million range similar to the original film. These follow-ups reused the core voice cast, including Frank Welker as Garfield, Audrey Wasilewski as Arlene, Wally Wingert as Jon Arbuckle, and Gregg Berger as Odie, to maintain continuity while shifting toward more adventurous narratives. The trilogy targeted the home video market, particularly around summer releases, and achieved cumulative worldwide sales exceeding $9 million across the three films, which helped sustain the franchise despite modest individual performances. Garfield's Fun Fest, released on DVD on August 5, 2008, was directed by Mark A.Z. Dippé and Kyung Ho Lee. The plot centers on the annual Fun Fest talent competition in Cartoon World, where Garfield's long as the funniest character is jeopardized when he suddenly loses his humor; he embarks on a quest to rediscover his comedic edge, facing rivalry from a charismatic new feline contender named Ramone, with help from Odie and Arlene. The film emphasizes humor and character dynamics within the studio environment, blending light adventure with the series' signature . Garfield's Pet Force, the trilogy's finale, was released on DVD and Blu-ray on June 16, 2009, and directed by Mark A.Z. Dippé and Wonjae Lee. Drawing on a superhero parody inspired by the Pet Force comic book series, the story follows Garfield and his friends as they are transported into the alternate world of the Pet Force comics; there, Garfield becomes the powerful Garzooka, leading a team of animal superheroes—including versions of Odie, Nermal, and Arlene—against the villainous Vetvix, an evil comic book entity seeking to conquer and enslave Comic World. This installment ramps up action and fantasy elements compared to its predecessors, incorporating more interdimensional travel and battle sequences while retaining the core characters' personalities. No further direct-to-video entries followed immediately after , though the franchise saw a revival with the unrelated theatrical release of in 2024, a separate production featuring a new voice cast led by as . A sequel to , with reprising his role as , was announced on July 8, 2025.

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