Tuesday January 18, 2005 arts. michigandaily.com artspage@michigandaily.com AS k i g m* Ug RTS 4 8A . . . ............ . Courtesy of universal Hiked you better in "The Perfect Score." uaid, Grace make 'Good Company' By Zach Borden Daily Arts Writer It seems a bit ironic that Universal - part of the ubiquitous Vivendi conglomer- ate - would release a filmlike "In Good In Good Company," a story I about two men in Company vastly different stag- At the Showcase es of life and how and Quality 16 synergy, a mindless Universal corporate concept, affects them. Yet, dhe story's backdrop proves to be effective and timely. By emphasizing assailable corporate characters mired deep in per- sonal conflict, writer/director Paul Weitz ("About A Boy") has created yet another film about the fragile nature of changing business culture. - Dan Foreman (Dennis Quaid) lives a comfortable suburban existence with a loving family and a cushy job as director of advertising sales for a sports magazine. But Dan's existence is violently shaken when a media conglomerate purchases the magazine and he's replaced by Carter Duryea (Topher Grace) - a man half his age. Dan is demoted and his co-workers are systematically laid off. As if job secu- rity wasn't enough to worry about, Dan has plenty of other problems: his wife's surprise pregnancy, financial difficulties and the revelation that his college-age daughter Alex (Scarlett Johansson) is dat- ing his new boss. Paul Weitz, who's probably best known for co-directing "American Pie,"has made his most assured film yet. Weitz shows his strength as a writer of well placed com- edy and natural dialogue, and successfully maligns the idiocy of mega-business. The filmmaker deftly allows the characters to develop at a steady pace, enabling their motivations to have a powerful effect. The movie wonderfully juxtaposes the differ- ences and similarities between Carter and Dan. Weitz is able to draw sympathy from his two leading protagonists' personalities and their unfortunate situations. Unfortunately, the film falters a bit toward the end. Carter's romance with Alex isn't essential to the film's central narrative. The subplot mainly serves as a bridge highlighting Dan's bond with his daughter and illuminating the faults in Carter's duplicitous personality. There is also a well-written, albeit predictable, speech about family from Dan during the film's climax, but the moment seems extraneous and forced. The story's conclu- sion is also far too tidy; Dan and Carter's differences melt away inexplicably, as if their positions within the same conglom- erate make them cosmic equals. Despite these shortcomings, "In Good Company" works so well because of its two lead performances. Quaid turns in some of his best work, and he makes Dan a believable, heartfelt father and a like- able employee who must forfeit the ideals that brought him success in the first place. Grace continues his rise into stardom, demonstrating that he has real power as a dramatic actor by showcasing Carter's insecurities and his superficial surface with ease. As the lone female lead, Johans- son doesn't do much at all - her character calls for a certain quietness and loneliness which she commands quite well, but her talents have been better utilized in other movies. "In Good Company" proves to be a very welcoming and charismatic film, accurately showing just how impersonal and brutal the corporate world can be. Complete with some remarkable perfor- mances and a well crafted script, Paul Weitz is able to prove that the a mix of humility, loyalty and human interaction can be the greatest synergy of all. "OK, now hold that pose for two seconds." 'FLYING'.HIGH YIMOU AND ZIYI REUNITE IN BREATHTAKING COLOR By Amanda Andrade Daily Arts Writer Spectacular beauty, existing simply and unapolo- getically for beauty's sake, has the power to over- whelm and enchant the senses so completely that the object of beauty transcends intellect and House of communicates directly with Flying the heart. Operas and ballets Daggers have followed this line for cen- At the Michigan 4uias.And just as the singing 3Theater and and dancing in those art forms Quality 16 compensate for underdevel- Sony Pictures Classics d adad overwrought stories, the pure visual elation that comes from watching "House of Flying Daggers" is able to captivate on a visceral level and excuse the over-plotted story. Zhang Yimou ("Hero") directs the film, set at the end of China's Tang Dynasty, with his muse Zhang Ziyi (also of "Hero" and "Crouching Tiger, Hidden Dragon") at the forefront as Mei, a member of a "Star Wars"-style resistance group, the House of Flying Daggers. Kaneshiro Takeshi is Jin, a work-a-day policeman who plans to earn Mei's trust and thereby learn the secrets of the Flying Daggers. He's not par- ticularly committed to his cause and eventually falls in love with Mei. Andy Lau completes the ambiguous love triangle as a double agent. In their third pairing, Ziyi proves once and for all to be the perfect star for Yimou's particular brand of intoxicating cinematic paintings. She has an eerily perfect face, so balanced and beautiful that every shot of her becomes an exquisite portrait. Possess- ing a quiet serenity and grace mingled with formi- dable physical power, she's haunting.andenchanting in every way. In Takeshi, Ziyi has found her equal. He's exquisitely good-looking in the traditional mati- nee-idol mode, but the real significane of his per- formance is the profound, underlying strength and emotion he lends to the role. The true highlight of "Flying Daggers," however, is Yimou's direction. He has constructed a marvel- ously watchable film that floats the audience gently and pleasantly from one gorgeous scene to the next without much aid from the story. Every frame is meticulously crafted, every swoop of the camera and close up of a flying weapon singing through the air is designed to excite the eye and confuse the brain. In an act of benign generosity, Yimou also keeps the film appropriately short and tightly directed. Though there are more incomprehensible plot twists than one could shake a large intricately carved gold dagger at, the end result is that the audience stops paying attention to the story and concentrates simply on the feelings that the actors and the visuals evoke. In the final fight between the Jin and Andy, all pre- tense of logic has been stripped away and there is only raw, surging emotion - love and hate mingled with betrayal and loyalty - expressed through a sav- age and bloody showdown that stands in powerful contrast to the elegant beauty of the landscape and the sudden snowstorm that encompasses the pair. "House of Flying Daggers" is likely to get passed over during awards season because it lacks a solid tearjerker punch. But it has subtle feeling etched more deeply and clearly than one would suspect, given its flimsy premise. In a year hailed for the renaissance of the biopic, "Flying Daggers" marks another overlooked triumph for foreign films. It's about as enchanting and transcendent an experience as film going gets. Uninspired sequel takes it back to the 'Street' By Adam Rottenberg Daily Arts Editor ViD~r.o GA ME REVI EW "NFL Street," EA's smash-mouth take on playground football, dethroned "NFL Blitz" as the king of arcade- style sports games. NFL Street 2 While the title was PS2, Gamecube, nowhere near flaw- Xbox less, it brought a EA unique sense of style and fluidity to its design and gameplay. With "NFL Street 2," the series barely moves for- ward from its auspicious beginnings. The same urban atmosphere returns in the sequel, utilizing rapper Xzibit as a playable character and host of Own The Street mode. Fans familiar with the first game will have no problem getting into the action. Gainers control teams of seven NFL players who play both offense and defense. In "Street 2," taunting, hard hits and gravity-defying catches are commonplace. The first team to score 36 points wins, making each extra point or two-point conversion decision crucial. Gamebreakers - the ability to make the player's team nearly unstoppable for one drive - helped to differenti- ate "Street" from other NFL games on the market, and new to "Street 2" is the Gamebreaker 2.0, an automatic score or take away. Though visually impres- sive, the new Gamebreakers take too long to earn and have essentially the same effects as the original version of the skill. Gravity is not in the game. One of the new features included in "Street 2" is the ability to jump on walls. As a player moves down the field, the gamer can make him run up on a wall to evade defenders and gain style points. This inclusion barely alters gameplay and is little more than cosmetic. "Street 2" boasts an impressive array of game modes: from the create-a- player oriented Own The Street to play- ground-style pick-up games. As was the case with "NFL Street," "Street 2" is at its best in multi-player game modes. The new mini-games add a different dynamic to multi-player,,.but pick-up games are still the centerpiece. Garners get to divvy up NFL talent to form their teams - trading picks and making rosters. Unfortunately, "Street 2" fails to truly build upon the successful first entry in the series. However, it's hard to fault EA for not tinkering too much with the solid foundations. "Street 2" still remains an engrossing multi-player title, even if most changes are inconse- quential to the gameplay. Healthy, medication- free volunteers, ages 18-45, are needed .. . .