10 -The Michigan Daily - Wednesday, October 7, 1998 I Wiiams' 'Dream' of love doesn't waken By Ed Sholinsky Daily Arts Writer One of the oldest themes in Hollywood is true love, and the journey of soulmates who are separated. This idea has been in a great range of movies from "Ghost" to "The Crow." The distinct pleasure of these movies is feeling the pain, longing and desire of the parted lovers, who ultimately rejoin each other in some way. Enter "What Dreams May Come." But this is not the story of two lovers separated by physi- cal boundaries, but by heaven and hell. That idea itself is sound, but ultimately the movie loses something in the translation between the afterlife and the movie screen. Where "What Dreams May Come" goes wrong is hard to pinpoint, but all the elements don't tie into each other well enough to pull the film together. The film's lack of narrative structure wounds the movie too severely for any cohesiveness, giving "What Dreams May Come" a feeling vance. The many What Dreams May Come At Showcase and Briarwood of randomness and irrele- coincidences and logical jumps work against the movie because they're too convenient, too perfect. "What Dreams May Come" tells the story of Chris (Robin Williams) and Annie (Annabella Sciorra) as soulmates who have suffered the greatest loss, the death of their children. Their ideal exis- tence has been shattered. The couple holds together, however, until Chris dies four years later in a car accident. When Chris dies, Albert beyond the human imagination. Bass lets the script run wild and he tries to pack too much into what should have been a simple love story. But film is primarily a visual medium, and visually, "What Dreams May Come' is stun- ning. Director Vincent Ward has created a world of glorious beauty that takes your breath away. Ward shoots the movie wonderfully against an incredible backdrop, and in this way makes up for the flaws in Bass' conception of Chris' experience in heaven. To say this is one of the most incredible visions to touch the screen is years is not an overstatement. The computer-generated effects work so well that it's hard to tell they're not real. Ward's skill as a director, combined with Eduardo Serra's cin- ematography and Eugenio Zanetti's production design, almost salvages the film. Alas, the film's visuals fail to hold the story together, which a director needs in order to make a suc- cessful film. In addition to the film's magnificent produc- tion value, the acting is generally strong. The only weak link in the acting is Gooding, who is miscast, and turns out a hit-or-miss perfor- mance throughout the film. Williams is gener- ally strong, even when delivering hambone lines that would have become laughable in a less skilled actor's hands ("It's about not giving up!"). But Sciorra is the revelation here. Her spectacular performance sets her above the rest of the cast in her ability to balance the emo- tional rollercoaster Annie is on. Sciorra's per- formance is both restrained and emotional, using Annie's grief to make the character human. It's not hard to believe any person would not react to her tragedies the way Annie does. Making a good film about death is a difficult aim, even when heaven and hell, and love and separation aren't complicating the mix. So Ward's bravery in making "What Dreams May Come" should be commended. One only wish- es some of that bravery had gone into produc- ing a first-rate script to film. Aliens ab ound mnthis heart of darkness Hearts of Darkness Playstation Interplay 01 4 Courtesy of Polygram Films Robin Williams stars as Chris Nielsen, who tries to save his wife, Annie (Annabella Sciorra) from hell. her pain and hearing Albert tell him, "Reality is, it's over when you stop wanting to hurt her," Chris decides to go to heaven. Chris' heaven is straight out of his artist wife's paintings (literally) - and Akira Kursowa's "Dreams." The heaven Chris creates for himself is one of wonder - he wonders, for instance, if he can make elephants fly - but lacks one element, Annie. It seems that soul- mates are very rare, and Annie's grief on Earth has started making its way into Chris' heaven. Apparently, soulmates are really "soul-twins," so they can feel each other beyond the bound- aries of life and death. (Much more happens with this aspect, but revealing it would nuin any element of suspense.) But the movie just doesn't work. Ron Bass' screenplay can't capture the subtleties necessary for the story to function - such as Chris' desire to find his children in heaven and how his life intersects with his death. In this way, it's hard to believe Chris is ever in heaven or in any place (Cuba Gooding, Jr.), a celestial guide of sorts, tries to convince Chris to follow him to heaven. Chris resists, however, and tries to convince Annie he's still alive. But as Albert warns, this only ends up making her grief worse. Seeing , ; ,: <, '=r +s' -. : >; The company Interplay has been known to make role- playing games like "Hearts of Darkness." Although not an extremely well-known compa- ny, the games Interplay makes are very thorough and well done. If you ever played and liked "Flashback" or "Out of this World" for "Sega Genesis," you'll love this game. The game is about a boy trying to save his dog from evil aliens. How or why his dog was taken is unknown to us. But players will have to jump, run, climb and shoot your way through two CDs of obstacles. I was impressed with the opening sequence, which immediately brings you into the story. Although the theme is a little childish (no ultra violence or naked women that actually might make it mature, though- less fun) the story still gets you pumped up for action. The gameplay is very dif- 4 ferent from other games out today. It's not just an action game. "Darkness" revolves around different puzzles for you to solve. If you are stuck, you know that the answers are always near you since there's only one way for you to go. The graphics are exceptional, especially the fluidity of the animation. The action is always very smooth, and the colors are vibrant. There are also special dying sequences, like when you fall off a cliff, which brings me to my next point: the control. The control is, for the most part, good. But sometimes when you're trying to jump over a ledge, the damn char- acter just walks off. You will then be treated to a detailed falling sequence that seems focused on emphasizing just how far and painful your plunge will be. At first you may be impressed by this feature, but after a few more times, you just want the damn thing to shut up. After a few more times (and yes, you will be dying at some of these obsta- cles a lot of times), you'll be lucky not to slam your Playstation with a baseball bat. I kept my bat at my par- ent's house, knowing how Interplay games usually are. Luckily, "Interplay" knew that it's easy to die and so the game allows you to save any time. 4 The sound and music are probably the highlights of the game. Even in the opening sequence, "Darkness" drags you in with music that sounds like a mixture of themes from "Star Wars" and "Back to the Future." Playing this game is like playing a part in a movie. The game also deserves credit because it's unique. Unlike most other action adventure games, the main point is not to kill, but to solve puzzles which aren't really hard at all. In fact, you could say that this game is rather easy. But due to its ease, after you play it once, there's no replay value. Overall, "Hearts of Darkness" is extremely fun 4 the first time around, although you may get a little frustrated. This game is a definite rental, but only considering buying it after a price drop. -Stephen Ma p I J 0 :1 0 PrA I 1