Here's the third and final part of the interview between myself and Parallax Abstraction, clocking in at about 50 minutes.
This part covers multiplayer Disc Arena gameplay. We talk a bit about the history of the Lithtech game engine that TRON 2.0 uses, why modding should be allowed to co-exist with paid DLC, and why LDSO still releases projects for TRON 2.0 and hasn't moved on, even though the game is very old at this point.
Felt 2.0 got a lot of aspects correct with the world of Tron. Love Tron Legacy as well in a variety of ways, but admit there's a slight disconnect with it. Don't take this as me saying I hate Legacy at all. There isn't much visually to form a solid bridge to show linage to the original film. Understand the reasons, the studio wants to upgrade beyond the 80's styling of the original, and it's a sequel made way beyond the point most sequels are ever made. But that's what I loved about Tron 2.0. They really embraced so much of the design aspects that made the original film unique. The team practially ran with the traditional circuit costume designs. The abstract world elements or physics were kept, such as set components don't have to be attached to anything, they can float in a fixed point of space. The tributes to Wendy Carlos's original scores through out the game really helped to anchor it too. Sure the story could of been much better, but I accept it for what it is, much like the original film and Legacy.
That's exactly how I feel about everything. TRON Legacy was good, but not great, when it came to establishing a connection with what came before. Visually, at least.
The program costumes, in particular, bothered me in Legacy. They were so dull . . . too
minimalist. I don't think anyone expected the crew on Legacy to be completely beholden to what came before, but that's where I felt TRON 2.0 shone and struck a better balance between what's old and what was newly introduced for the game.
At least TRON Uprising, for me anyway, helped restore some of that balance and I really enjoyed it. Costumes had more circuit pattern details again, programs acted more like programs and not just people inside a computer, and there were lots of nods and callbacks to TRON/TRON 2.0. The episode with the "compressed space" realm looked like it had been lifted straight out of TRON 2.0. Which was very cool to see.