Jamie Lee Curtis, playing the eccentric scientist Tannis in the new Borderlands movie, talks about her journey into the character, starting with her initial interest in the project solely because Cate Blanchett was involved. She reveals that she wasn’t initially familiar with the game’s lore but delved deep during a chance encounter with the writer of the Tannis character, Kristy Pitchford, on a flight. This encounter provided her with a rich understanding of Tannis’s unique characteristics and backstory, including her connection to objects, a concept she describes as ‘objectum sexuality’ and ‘object attraction.’ While this detailed knowledge didn’t fully translate into the film due to narrative limitations, Curtis emphasizes her dedication to portraying the character’s essence and intentions.
Randy Pitchford, CEO of Gearbox and the creator of the Borderlands video game, highlights Curtis’s remarkable performance as Tannis and praises her commitment to the role. He also shares his approach to the film adaptation, emphasizing that he wanted to empower the filmmakers to create their own vision while offering support and resources. He describes himself as the ‘prep cook’ and ‘sous chef’ in the kitchen, ensuring that the filmmakers had everything they needed to craft the best possible movie.
The conversation then shifts to the casting of Kevin Hart as Roland, a character initially perceived as too tall for Hart by some fans. Curtis and Pitchford address this criticism by emphasizing that the film is about embracing the unique qualities of the characters, not adhering to strict physical representations. They highlight Hart’s dedication to embodying Roland and his transformation into an action star, showcasing that the physical size doesn’t matter when it comes to portraying a character’s strength and badassery.
Pitchford further explains that Borderlands, both the game and the movie, exists in a space between genres and expectations. He describes it as a mix of shooter and role-playing game, Western and science fiction, drama and comedy, and even who the characters think they are versus who they truly are. This exploration of the ‘borderlands’ between these various elements is what defines the experience and appeals to a wide audience. He acknowledges that the film is not trying to be a groundbreaking masterpiece like Citizen Kane but rather aims to be fun, entertaining, and true to the spirit of the game.
Curtis concludes by highlighting the theme of the Borderlands experience as a reflection of real life, where we all exist in a state of constant flux between our perceived selves and our authentic selves. This idea resonates with Pitchford, who believes it explains the appeal of the game and its potential to resonate with viewers who are drawn to the exploration of these contradictions. The film, they argue, offers a unique experience for both fans of the game and newcomers, allowing them to engage with the characters and the world in a new way. They are confident that viewers who appreciate the essence of Borderlands will enjoy this exploration of the ‘borderlands’ between the interactive experience and the cinematic experience.