BeatBandit

Four-act structural reading · 2024

Inside Out 2

Riley's mind becomes a contest between curated confidence and anxious self-reinvention until both give way to a more complex identity.

Animated coming-of-age comedy

Screenplay by Meg LeFauve and Dave Holstein; story by Kelsey Mann and Meg LeFauve

01

Act I

Setup & commitment

Establish the story’s world, inner pressure, dramatic promise, and the choice that crosses into the central pursuit.

  1. 01

    Opening Image

    Joy proudly firing "bad" memories into the back of Riley's mind, establishing the tidy new "Sense of Self" system and Joy's perfectionist mindset.

  2. 02

    Ordinary World / Setup

    13-year-old Riley preps for a three-day hockey camp with pals Bree & Grace; Headquarters hums along under the original five emotions.

  3. 03

    Theme in Motion

    Joy's mantra: only good memories belong in Riley's core—hinting the film's lesson about integrating all feelings.

  4. 04

    Inciting Incident

    The puberty alarm blares, workers "upgrade" the console, and Riley's reactions go haywire.

  5. 05

    Refusal / Debate

    Four new emotions (Anxiety, Envy, Embarrassment, Ennui) arrive and clash with Joy; power struggle over who knows what's best.

  6. 06

    Break into Act II (Stunning Surprise #1)

    Anxiety bottles the originals, ejects Riley's existing Sense of Self, and installs an anxiety-driven replacement; Joy, Sadness, Anger, Fear & Disgust are exiled to the memory vault and must fight their way back.

02

Act II-A

Expansion & promise

Explore the premise, develop secondary threads, test the plan, and drive toward a central reversal or revelation.

  1. 07

    Secondary / Parallel Thread

    Riley's social stakes at camp: impress star player Val Ortiz while friendships with Bree & Grace strain.

  2. 08

    Fun & Games (Tests/Allies/Enemies)

    Joy's team escapes the vault, teams with Embarrassment, navigates quirky mind lands to recover the lost Sense of Self; comedy-adventure showcases "promise of the premise."

  3. 09

    First Pinch Point

    Anxiety pushes Riley to abandon Bree and Grace for Val’s approval, proving the new strategy can damage the belonging it is meant to secure.

  4. 10

    Approach to Inmost Cave

    Riley sneaks into Coach Roberts’s office while Joy’s group reaches the discarded Sense of Self atop the painful memories Joy suppressed.

  5. 11

    Midpoint (Game-Changer)

    Anxiety overhears Joy's plan and destroys the recall tube, stranding the originals; stakes double—Riley's core self may be lost forever.

03

Act II-B

Contraction & cost

Turn early progress against the characters as pressure, reversals, consequences, and apparent defeat narrow their options.

  1. 12

    Bad Guys Close In

    Anxiety builds a new identity around not being good enough, driving Riley to overperform and further alienate her friends.

  2. 13

    Second Pinch Point / Joy's Daring Gambit

    Joy detonates a cliff of bad memories, surfing the avalanche back toward HQ—spectacular yet risky.

  3. 14

    All Is Lost (Stunning Surprise #2)

    New Sense of Self mutates into crippling self-doubt; Riley crashes into Grace, lands in the penalty box, then spirals into a full-blown panic attack as Anxiety melts down.

04

Act III

Choice & resolution

Convert loss into a final choice, carry that choice through the climax, and show the resulting changed state.

  1. 15

    Dark Night of the Soul

    Joy finds Anxiety frozen by guilt; both admit their control tactics failed—raw honesty in HQ's ruins.

  2. 16

    New Resolve / Break-into-Three

    Joy pulls the flawed first Self, letting a new, integrated Sense of Self form from good and bad memories.

  3. 17

    Final Preparations

    Emotions rally at the console; external clock ticks toward end of tryouts.

  4. 18

    Climax / Final Battle

    Joy pilots Riley through the last shifts on the ice, balancing excitement, nerves, and teamwork.

  5. 19

    Self-Revelation / Final Choice

    Riley reconciles with Bree & Grace, performs authentically, and earns Val's respect—proof that wholeness beats anxious self-editing.

  6. 20

    Denouement / Return with Elixir

    Start of high school: nine emotions cooperate inside a calmer HQ while Riley checks Fire Hawks results with genuine confidence.

  7. 21

    Final Image

    Headquarters aglow around the balanced console—Joy now flanked, not dominant, symbolizing a mature emotional ecosystem.