Movie review: TRON

Technically, this is a re-re-review, because I saw this when it was originally released in 1982, then again in 2009 in anticipation of the sequel, TRON: Legacy, and again just now, in the year 2023.

It holds up! I’ve seen comments about how the plot is nonsensical or difficult to follow, but it’s really not. If you listen to what the characters say, they provide all the details you need. Basically, the programs need to blow up the Master Control Program (MCP) to clear the name of real-world Flynn, and to free all the programs being held under the MCP’s giant virtual thumb, so they can work for their users again. It’s basically a quest to defeat the Evil Wizard, but in a mainframe.

The dialog and exposition can be a bit clunky at time, and the religious references seem a little weird, like an idea not really fleshed out, and you really do need to just give yourself over to the whole system of metaphors they use to depict the inner world of the computer and programs. But if you get past these things, everything else holds up surprisingly well, more than 40 years later.

The good guys are earnest, particularly Bruce Boxleitner’s Tron character. The MCP is a complete bastard right from the start, gleefully blackmailing Dillinger in the real world and literally torturing his counterpart Sark to keep him in line in the virtual one. His dismissive “End of line” when he’s done speaking is awesome.

Jeff Bridges, who was in his early 30s, looks incredibly young and plays Flynn with the breezy goofiness that says this is Jeff Bridges.

The electronic score (with some orchestral parts done at the insistence of Disney) is perfectly pitched at capturing the otherworldly feeling of Tron. Its main theme is one I have been able to recall easily since first hearing it in 1982. The video game-inspired sound effects are also deployed to terrific effect, with buzzes, burbles and blips underscoring how different this world is, yet being perfectly suited to it.

And of course, the visuals. In 1982 CGI was new, expensive and labour-intensive. Stuff that can be rendered on a home computer today in minutes took hours for a single frame back then. And still, two things really stand out for me: The design of the CG world, and especially the vehicles, and how the simplicity of everything is actually a strength rather than a liability. Today, everything could be rendered in far greater detail, but in a way that would take away from the virtual verisimilitude. The simple clean lines and curves of the light cycles, or the minimalist design of the tanks makes them fit into this stark world of lines and shapes, pulsing with light. A denser, more sophisticated look would probably have been distracting. The people behind TRON had limited resources, but used them to great effect.

I give TRON 4 out of 5 glowing discs.

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