Although “Supergirl” is the revamped DC Universe’s second feature-length outing, the film plays more like a B-plot short. Cut a dawdling fight scene here and an interminable escape scene there, and the film would make a delightful in-universe companion to precede next summer’s “Superman” sequel, “Man of Tomorrow.” Trim the whole movie by 80 minutes, and viewers wouldn’t miss any integral story elements or baddie-whooping fights. “Supergirl” is a side quest, an alternate story mode that one could unlock by beating the final boss in a “Superman” video game. Play as Superman’s cousin, Kara Zor-El, while the game’s credits roll, zapping the names of developers with her laser vision as they scroll past to score extra points you can redeem in the SuperShop.
Despite the movie’s theoretical scope, its execution is painfully and frustratingly diminutive. This is partly because, by law of the lore, Supergirl is merely Superman’s little cousin. Kara (Milly Alcock, who shoulders no blame) is just the tertiary family member to Clark Kent’s main character. In the past, the characters’ onscreen appearances were relegated to a forgotten — though remarkably camp — 1984 film and a television series that was too teenybopper for CBS’ primetime lineup, and was shifted over to the CW after one season.