Lodge Kerrigan, is a multi-faceted artist in both television and film. He entered the industry with his critically acclaimed, 1993 debut, Clean Shaven. For the next 5 years, Kerrigan would serve as a cinematographer and assistant camera on a few American indie pictures. He would return as a writer director in 1998 with his film Claire Dolan, which debuted in the main competition in Cannes. Lodge would take a six year hiatus from the industry as he gained funding and developed the script for his masterpiece 2004 Keane. That film also debuted in Cannes, this time in the Directors Fortnight category. At the time, the film was critically acclaimed, however, it never reached the wide audience it deserved. Now, 18 years later, Lodge, along with executive producer Steven Soderberg have remastered and restored Keane. In those years you could find Lodge writing and directing episodes of television for numerous programs, debuting his 2012 film Rebecca H in Un Certain Regard at Cannes or producing indie features. Lodge feels like an enigma in the industry and it was an honor to speak with him in this interview which was edited for length and clarity.
HTN: Talk about this restoration process, it really looks amazing. How involved were you in the process? Can you give an example as to what you and the restorers do to make something like this look so fresh?
LK: I believe in the right medium for the right film. I have no problem shooting degraded high 8 video, forget high def or anything like that. For Keane, we decided to shoot film because it provides a certain distance. Video is so immediate. I felt like if the camera was on the characters so close for so long and if there was not a slight distance, then it might have been too immediate.
HTN: Damian Lewis stars in the film and honestly, I could not imagine anyone else playing the role. Damian was not exactly the star he is now. How did you land on Damian? Did you always have him in mind when you wrote the script?
HTN: Rebecca H. debuted in Un Certain Regard and Keane played in Cannes. When you apply for Cannes, are you applying for the main slate and you get put in these categories, or do you apply for those specific sections of the festival.
HTN: You and the cinematographer, John Foster worked together to create a tight, claustrophobic and brutalist aesthetic. What does the use of handheld camera contribute to this film and why does it fit this story better than the typical coverage you would see in a film.
LK: I think just the immediacy of being with him. The one thing I wanted to do was not answer for the audience whether Keane ever had a daughter. That is up to the audience to determine by themselves. When you direct, for Damien, for myself, we had to make our own choice. You cannot direct and act out an ambiguous state. You have to be specific. Shooting handheld in that physical proximity hopefully draws an audience into his world.
LK: I think one of the responsibilities of a director is to find the overall aesthetic for the film. By aesthetic I do not just mean production design or the look of the photography, I mean the overall vision, the overall experience. If we are trying for this immediacy, I felt like adding a soundtrack over it would have been too self conscious. It would have worked against what we were trying to achieve.
HTN: This film is very bleak, there is no other way to slice it, was the feeling on set similar? Do you try to keep things as serious as possible on a set like this or was there a surprising amount of levity?
HTN: Speaking of that jump cut, were they pre planned? You implement it many times throughout the film, I took it as you trying to put us into the disconnected reality of Keane. What was your goal with the jump cuts?
LK: It was completely scripted from the beginning. I scripted the majority of it on location, in Port Authority, going right up to the Lincoln Tunnel, going to motels, and walking the streets just scripting it out. It was important to find the locations very early because it allowed me to bring the actors on location prior to shooting. I felt that they could understand their characters a lot better from being in the space. We would read through the script on location and I would allow them to improvise any scene that they wanted to do and if they felt more comfortable adjusting dialogue then I adjusted it. It was very important for me that they really own their character. The kind of film it is, is not reliant on witty dialogue. It is not a play or play-like, it is about experiencing the lives of these characters. So, I was happy to give them their freedom. We made adjustments, but it was all stuck to the page.
LK: When I get into a writing mode, I tend to write every day or at least six days a week. I do not view it as a nine to five job, but, I think I am disciplined about it because there are periods when sometimes you are more productive than others. The discipline of sitting down and writing consistently actually helps the process, and helps you through the more challenging periods in screenwriting.
I thought kerrigan was carrying the emitter, So I brought kerrigan to the
flashing spot in the middle of the enemies base....Nothing happened.Please help me on this one.... To be onest I don't really know what the word
emitter means..... my english is very poor.greatings Patrick
The SCV that's standing by her at the beginning of the mission is
carrying it. I just had the science vessel use the defensive matrix
on him and ran him in.To respond by email, remove "blort" from the front of my email
address.
blort...@ou.edu
Jason McCullough
Cyborg Undeath Enhanced CS Student
University of Oklahoma
When I first played this, the SCV carrying the emitter was killed by
enemy fire before I even noticed its existence. I retreated all my units
and left the emitter there because I couldn't figure out how to move it.
Later in the game I secured the area and kept sending dropships over to
try to pick it up, but that didn't work. I thought I had seen it slide
around during the initial firefight, so I tried bumping units into it.
Finally I saved my game, restarted, saw the SCV holding it, and reloaded
again. What a pain!
This is one of several cross-promotional goodies Blizzard has planned to celebrate StarCraft's 20th anniversary on March 31. Starting today you can also get portraits and decals by logging into StarCraft: Remastered and StarCraft 2, and a Battlecruiser pet in Diablo 3. Hearthstone got a StarCraft-themed Tavern Brawl on March 21, while Heroes of the Storm will sport anniversary portraits starting on March 27, and World of Warcraft will get its own StarCraft pets.
Blizzard started laying some groundwork for an anniversary celebration last year, with the announcement that the original would become free, accompanied by a relatively cheap 4K remastered version. StarCraft helped build the studio into the name it is today, so it only makes sense to roll out the red carpet when a big birthday comes around.
This comes hot on the heels of Overwatch's latest new character announcement: Brigette, a support-class and daughter of fellow support Torbjorn. She naturally came along with her own set of set of skins to customize as you like. She's currently only on the public test realm, but she'll be coming to PC, PlayStation 4, and Xbox One on March 20.
I'm not enthusiastic about "remastered" games, so when Blizzard announced when they were remastering StarCraft, I was suspicious about it. I know that an incredible amount of these remasters are for games that haven't even been out for 10 years. The original StarCraft is like 20. That's four console lives! Okay, fine, I guess I'll take it.
StarCraft is kind of like the national sport of South Korea. From what I've read, it's still popular there. So it begs the question of why remaster the original StarCraft? Blizzard is kind of like the Apple Computer of gaming (as is Valve Software). Blizzard has never done a remaster of an old game, and it often doesn't follow other's footsteps. I didn't notice that in the push to convert Korea to StarCraft 2, some problems happened. Today, StarCraft 2 is moribound in Korea, but Brood War remains popular. Blizzard smelled an opportunity to cash in.
StarCraft Remastered is exactly what it says on the label. It's functionally the original, but someone has increased the resolution and lighting settings. StarCraft Remastered is in 24-bit true color (not 256 colors), and you can push it all the way to 4K! The units and their behavior is identical to the original. Commanding ground units to attack the other corner of the map might set them off in the wrong direction, or cause them to get stuck, like the good old days. It is even rumored to play with original installations in the same multiplayer games.
Aside from the resolution, Blizzard created new art and re-encoded the original source assets. Whether the units render in 3D, I can't tell. In the campaigns, there are establishment scenes before the talking heads room. These have been completely redone, as have the menu backgrounds. The text interstitials have added visuals. These new pieces take heavy inspiration from StarCraft 2, which I approve. It seems that before Artanis got that fancy golden armor, he looked like some kind of Space Tarzan. The video cinematics have not been redone, and retain the 90s flat 3D look, but they have been re-encoded. In one establishment scene in the original, a faint silhouette of what looks to be a Protoss Nexus looms on a red sky. The remaster reveals an entire base.
This is how StarCraft has always looked to me. I wanted StarCraft 2 to look more like this, but Blizzard went with a cartoonish look instead. I might have to play that all the way through soon, simply to remind myself that this has a happy ending.
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