The Bad Guys poster
7.4
Arcplot Score
Unverified

The Bad Guys

2022100 minPG
Director: Pierre Perifel

When the Bad Guys, a crew of criminal animals, are finally caught after years of heists and being the world’s most-wanted villains, Mr. Wolf brokers a deal to save them all from prison.

Revenue$250.2M
Budget$80.0M
Profit
+170.2M
+213%

Despite a substantial budget of $80.0M, The Bad Guys became a box office success, earning $250.2M worldwide—a 213% return.

Awards

2 wins & 30 nominations

Where to Watch
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Plot Structure

Story beats plotted across runtime

Act ISetupAct IIConfrontationAct IIIResolutionWorldbuilding3Resistance5Premise8Opposition10Crisis12Synthesis14124679111315
Color Timeline
Color timeline
Sound Timeline
Sound timeline
Threshold
Section
Plot Point

Narrative Arc

Emotional journey through the story's key moments

+41-2
0m24m49m73m98m
Plot Point
Act Threshold
Emotional Arc

Story Circle

Blueprint 15-beat structure

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Arcplot Score Breakdown

Structural Adherence: Standard
8.9/10
4/10
4/10
Overall Score7.4/10

Weighted: Precision (70%) + Arc (15%) + Theme (15%)

The Bad Guys (2022) demonstrates carefully calibrated dramatic framework, characteristic of Pierre Perifel's storytelling approach. This structural analysis examines how the film's 15-point plot structure maps to proven narrative frameworks across 1 hour and 40 minutes. With an Arcplot score of 7.4, the film balances conventional beats with creative variation.

Structural Analysis

The Status Quo at 1 minutes (1% through the runtime) establishes Wolf and Snake walk into a diner, everyone reacts in fear. Establishes the Bad Guys as notorious criminals who embrace their villainous reputations and enjoy the terror they inspire.. Significantly, this early placement immediately immerses viewers in the story world.

The inciting incident occurs at 13 minutes when The Golden Dolphin heist fails spectacularly. The Bad Guys are captured and sent to prison, facing life sentences. Their criminal careers appear to be over.. At 13% through the film, this Disruption is delayed, allowing extended setup of the story world. This beat shifts the emotional landscape, launching the protagonist into the central conflict.

The First Threshold at 24 minutes marks the transition into Act II, occurring at 24% of the runtime. This shows the protagonist's commitment to The Bad Guys publicly commit to Marmalade's experiment in reformation. They move into his mansion and begin "good guy" training, crossing into a new world where they must pretend to be heroes., moving from reaction to action.

At 51 minutes, the Midpoint arrives at 51% of the runtime—precisely centered, creating perfect narrative symmetry. Notably, this crucial beat False victory: The Bad Guys are celebrated at the Good Samaritan Awards gala. Wolf wins the award, experiencing genuine pride and acceptance. But this triggers Snake's betrayal, as he feels Wolf is abandoning their criminal identity., fundamentally raising what's at risk. The emotional intensity shifts, dividing the narrative into clear before-and-after phases.

The Collapse moment at 74 minutes (74% through) represents the emotional nadir. Here, The crew completely disbands. Snake abandons Wolf, choosing crime over friendship. Wolf is alone, rejected by both the criminal world and the good guys. His dream of redemption dies as he's hunted as a villain again., illustrates the protagonist at their lowest point. This beat's placement in the final quarter sets up the climactic reversal.

The Second Threshold at 79 minutes initiates the final act resolution at 79% of the runtime. Wolf synthesizes his criminal skills with his newfound goodness. He reunites the crew (except Snake) not to pull a con, but to genuinely stop Marmalade and save the city. They choose to be good for real., demonstrating the transformation achieved throughout the journey.

Emotional Journey

The Bad Guys's emotional architecture traces a deliberate progression across 15 carefully calibrated beats.

Narrative Framework

This structural analysis employs structural analysis methodology used to understand storytelling architecture. By mapping The Bad Guys against these established plot points, we can identify how Pierre Perifel utilizes or subverts traditional narrative conventions. The plot point approach reveals not only adherence to structural principles but also creative choices that distinguish The Bad Guys within the family genre.

Pierre Perifel's Structural Approach

Among the 2 Pierre Perifel films analyzed on Arcplot, the average structural score is 7.4, reflecting strong command of classical structure. The Bad Guys exemplifies the director's characteristic narrative technique. For comparative analysis, explore the complete Pierre Perifel filmography.

Comparative Analysis

Additional family films include Like A Rolling Stone, Cats Don't Dance and Flow. For more Pierre Perifel analyses, see The Bad Guys 2.

Plot Points by Act

Act I

Setup
1

Status Quo

1 min1.1%0 tone

Wolf and Snake walk into a diner, everyone reacts in fear. Establishes the Bad Guys as notorious criminals who embrace their villainous reputations and enjoy the terror they inspire.

2

Theme

5 min5.3%0 tone

During the diner robbery, a little girl drops her toy. Wolf instinctively helps her, and the brief moment of being seen as "good" creates an unfamiliar feeling. Theme: Can bad guys become good?

3

Worldbuilding

1 min1.1%0 tone

Introduction of the Bad Guys crew: Wolf (leader), Snake (safecracker), Shark (master of disguise), Tarantula (hacker), Piranha (muscle). They plan to steal the Golden Dolphin award at a gala. Professor Marmalade and Governor Foxington introduced.

4

Disruption

13 min12.6%-1 tone

The Golden Dolphin heist fails spectacularly. The Bad Guys are captured and sent to prison, facing life sentences. Their criminal careers appear to be over.

5

Resistance

13 min12.6%-1 tone

Wolf proposes faking being good to escape prison. Professor Marmalade offers to reform them through his "goodness" program. The crew debates whether to go along with the con. Marmalade becomes their mentor figure.

Act II

Confrontation
6

First Threshold

24 min24.2%0 tone

The Bad Guys publicly commit to Marmalade's experiment in reformation. They move into his mansion and begin "good guy" training, crossing into a new world where they must pretend to be heroes.

7

Mirror World

28 min28.4%+1 tone

Diane Foxington (the Governor) serves as the thematic mirror. She challenges Wolf, suggesting that maybe he could actually be good. Their dynamic represents the genuine vs. fake transformation at the story's heart.

8

Premise

24 min24.2%0 tone

The promise of the premise: watching bad guys hilariously fumble through being good. They do charity work, rescue cats, help old ladies. Wolf starts genuinely feeling good when doing good deeds, creating internal conflict about the con.

9

Midpoint

51 min50.5%+2 tone

False victory: The Bad Guys are celebrated at the Good Samaritan Awards gala. Wolf wins the award, experiencing genuine pride and acceptance. But this triggers Snake's betrayal, as he feels Wolf is abandoning their criminal identity.

10

Opposition

51 min50.5%+2 tone

The meteorite is stolen during the gala. The Bad Guys are framed. Wolf's attempt to be good falls apart as his crew fractures. Snake insists they return to crime. Wolf discovers Marmalade is the real villain, but no one believes him.

11

Collapse

74 min73.7%+1 tone

The crew completely disbands. Snake abandons Wolf, choosing crime over friendship. Wolf is alone, rejected by both the criminal world and the good guys. His dream of redemption dies as he's hunted as a villain again.

12

Crisis

74 min73.7%+1 tone

Wolf hits rock bottom emotionally. Diane Foxington reveals she is the legendary thief Crimson Paw, proving that bad guys can change. This revelation gives Wolf hope but he must process losing his oldest friend Snake.

Act III

Resolution
13

Second Threshold

79 min79.0%+2 tone

Wolf synthesizes his criminal skills with his newfound goodness. He reunites the crew (except Snake) not to pull a con, but to genuinely stop Marmalade and save the city. They choose to be good for real.

14

Synthesis

79 min79.0%+2 tone

The finale heist to stop Marmalade's plan. The Bad Guys use their criminal skills for good. Snake returns to help his friend. They defeat Marmalade, save the guinea pigs, and prevent the city's destruction. They turn themselves in to face justice.

15

Transformation

98 min97.9%+3 tone

Mirror to opening: The Bad Guys perform community service, and people now smile and wave at them instead of screaming. Wolf and crew have transformed from villains who enjoyed being feared into heroes who enjoy being loved.