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TRON: LEGACY<br />
COME HERE OFTEN?<br />
Olivia Wilde, Joseph Kosinski and<br />
Jeff Bridges on the set of Tron:<br />
Legacy<br />
the movie, but I remembered my impression of it as a child, and<br />
that’s a good and powerful thing. And I wanted Tron: Legacy to give<br />
audiences the same feeling today.<br />
Tell me about a moment working on the film where you were<br />
struck by what you’d put together?<br />
Every day—even now as a new shot comes in—it’s so fulfilling to finally<br />
see something I’ve been describing for three years. On a movie<br />
like this, so much of it at the beginning is trying to explain, trying<br />
to portray, trying to sway. To describe to the audience and the actors<br />
this world and this mood. It’s so nice now that the movie is nearing<br />
completion to be able to show people what I’ve been promising for<br />
such a long time. For me, some of the most profound moments I can<br />
think of while shooting were when I walked on to the set of the Safe<br />
House for the first time. That’s the house where Kevin Flynn lives<br />
in a cave outside the city, and that’s a room that I sketched out on a<br />
notepad a couple years ago for the VFX test. To be able to build that<br />
room in its entirety and walk on the set with Jeff Bridges and show<br />
him Kevin Flynn’s home and spend some time with him in there<br />
before we started rolling was amazing. We literally walked into<br />
something I had thought up years before and had only seen pictures<br />
of in a computer. It was a Tron-like experience to walk onto a full set<br />
like that—it felt like you were in that world.<br />
You came onto the scene by directing ad campaigns for Gears<br />
of War and Halo. Is the line between video games and movies<br />
getting thinner?<br />
I think the sophistication of video games over the last few years<br />
has made them more cinematic and more photo-realistic. I’ve had<br />
the opportunity to work on a couple great video game spots that<br />
are more about telling a story than showing off great features. I approached<br />
them as if I was making a tiny film. However, for a while<br />
people kept talking about this idea that video games will replace<br />
movies, and I just don’t think that’s ever going to happen. There’s no<br />
replacement for seeing something through the eyes of a director. I<br />
love going to the movies and sitting back and seeing their vision as<br />
opposed to navigating it myself. I don’t feel like one will ever replace<br />
the other, but they’ll continue to push each other to win audiences<br />
and I think that’s a good thing.<br />
The original Tron prophesied our world of computers decades<br />
before it existed. This Tron is for audiences who are living in<br />
that world. But if you had to make a movie that foretold our<br />
future, where do you think the relationship between humans<br />
and computers is headed?<br />
It’s hard to imagine how you could create a movie now that was so<br />
ahead of its time. Tron’s concept was clearly 15 years ahead of the<br />
world. E.T. was a big hit, but we’ve never met an alien. Blade Runner<br />
was a critical hit, yet we’re not dealing with cyborgs. However, the<br />
world of Tron came true: everyone’s a User now. That’s a profound<br />
thing to see how true Steven Lisberger’s [creator and director of<br />
the 1982 film] vision has become. I think now, all we can do in our<br />
film is talk about the idea that technology can be a very good thing<br />
(continued on page 54)<br />
48 BOXOFFICE NOVEMBER <strong>2010</strong>