Interview

Interviews by @Rmediavilla, w/ The Cast & Creators Of Paramount Plus “Halo” (The Series) – Out March 24. #HaloTheSeries #ParamountPlus @paramountplus @schreiber_pablo @nataschaandsons @jentaylortown @oliveisgrayy @k_wolfkill @mrstevenkane

Interviews by Rafy Mediavilla, w/ The Cast & Creators Of Paramount Plus “Halo” (The Series) – Out March 24. #HaloTheSeries #ParamountPlus

Recientemente nuestro Rafy Mediavilla formo parte de un Roundtable Interviews con el Cast y Creators de la nueva TV seire de Paramount+, “Halo”, que estrena este proximo 24 de marzo, donde su protagonista Pablo Schreiber hablo de la importancia de darle una cara a Master Chief. La importantacia que cuidar mucho como se recrea el mundo de Halo para dicha TV serie, y el impacto de Cortana en la carrera de la actriz Jen Taylor, entre otros temas.


In its adaptation for Paramount+, HALO will take place in the universe that first came to be in 2001, dramatizing an epic 26th-century conflict between humanity and an alien threat known as the Covenant.

Starring Pablo Schreiber, Natascha McElhone, Jen Taylor, Bokeem Woodbine, Shabana Azmi, Natasha Culzac, Olive Gray, Yerin Ha, Bentley Kalu, Kate Kennedy, Charlie Murphy, Danny Sapani, Ryan McParland, Burn Gorman, Fiona O’Shaughnessy

Directed by Otto Bathurst

Executive Producers Steven Spielberg, Steven Kane, Darryl Frank, Justin Falvey, Otto Bathurst, Toby Leslie, Kyle Killen, Scott Pennington, Kiki Wolfkill, Frank O’Connor, Bonnie Ross


Acontinuacion pueden leer o ver parte de nuestras entrevisas:

Pablo Schreiber (Master Chief/John)

(Via Ricky Valero – Hidden Remotes)

Did you feel any extra pressure to bring this iconic role to life?

Pablo Schreiber:

No, I haven’t felt any extra pressure, what I’ve felt from the moment I was cast, you know, is it’s been very, very visceral to feel how much people care about this universe and how much people care about the character, how many strong feelings there are about Master Chief. And it’s totally understandable when you realize that this is a character that for the past 20 some years, we’ve all been playing as when we play the game, you know, there’s a co-ownership we all have over the chief because we all have our own version of the chief.

He’s a symbol for all of us, right? And he’s been kept very vague because it’s a first person shooter that we’re invited to play as him. So we fill in the opaque parts of his character with our own personality. And that was the setup of the video game for the past 20 years. We’re making a television show and it’s a long form television series that we want to bring the audience along with us. We want the audience to empathize with our protagonist. We want them to feel for him and relate to him.

And the only way to do that is to have access to the face so you can know what he’s feeling and what he’s thinking over the course of time. That’s how we relate to our television characters. And so it felt it felt obvious and necessary that that was a step we were going to have to take and do it early to get the audience comfortable with it. But we also realized how hard that was going to be for so many people because of the feelings of attachment they have to the character. And that’s all good, and that’s all great.

And anybody you know who is willing to take that journey with us and experience the character of the chief in a different way than they’ve experienced it before, because you’re no longer at being asked to be a co-owner of the story, you’re now being asked to put the remote down, sit back on the couch and learn about the chief as he learns about his own humanity over the course of the first season. If you’re willing to come on that journey with us. I think it’s going to be incredibly rewarding if you’re not and you have an opinion that differs from that.

I totally respect that opinion and you don’t have to. But, you know, I think it’s a world that’s going to be very pleasing for Halo fans because it feels so familiar, and it feels so much like the world that we all have come to love for so long. But I just as much. I’m excited about exposing this world that I’ve fallen in love with over the past three years, with people who have never played the game and to show them why we love it so much. Why? You know, the depth of this story and the amount of mythology and lore that has been established by some really creative and wonderful thinkers is such a wonderful place to be.

And so those, you know, I’m just really excited that it’s coming out on March 24th. All of the questions are going to be answered. You know, all the people who thought that the helmet shouldn’t come off, have a look at the show. You know, if you still feel that way, it’s totally fine, you don’t have to join us, but I think I think you’ll see why the choice was made. And my great hope is that you’ll join us for multiple seasons to tell a really, really amazing story that will only get deeper and more complex and more rich and more interesting as we go on.

We’ve already been picked up for a second season. We have an amazing writer, David Weiner, who is attached to write the second season that that brings immediately a level of depth and complexity and intelligence to the writing side that is going to be felt immediately for the second season. So I’m so thrilled to get back and start working on that. And I’m so thrilled for you all to see what we did in the first season.


Steven Kane & Kiki Wolfkill (Creator & Executive Producers)

Criticólogos:

Halo is such a big world; how important it was for the two of you to make sure that every single detail when it comes to recreating this world worked?

Steven Kane:

I mean, if you could be in our Wednesday calls and the calls you have even before the Wednesday where we go through every single visual effects shot, every single shot with a screen or a logo, and we micromanage every little bit because we know we want to get it right and we know that people who care are going to be able to freeze, frame and find things and look for us to look for mistakes or look for Easter eggs. Hopefully, they find more Easter eggs. No mistakes. So no, it’s everything you see on screen because we’re in this 26 Century world, everything had to be conceived and built.

And whether it’s a set prop, a wardrobe thing or CGI, it took a lot of work. And we’re just so thrilled to see it come together ourselves because literally it’s iteration after iteration of checking a plasma sword. Or does that explosion look writers that does that alien look writer everything. It was just an enormous feat with teams, you know, Seattle, L.A., London, Toronto, I mean, all over the world trying to build this thing. So a great undertaking, and I think it pays off.

And, you know, when your world building because I think you have to look at this both from a halo audience perspective and all of the details that they’re going to be scrutinizing, but also from a new audience perspective, when you’re world building, those details are so critical to people buying into your universe, right? You can’t miss details or have the kinds of inconsistencies that will erode credibility in this world. You’re trying to get them to buy into and become part of. And I think from a Halo franchise perspective, there’s a level of detail that fans want and deserve.

Kiki Wolfkill:

And then from a new audience perspective, there’s a level of detail that needs to make that world something believable and something that they’ll buy into. And you know, the video call that that Steve was referring to, you know, I was saying the other day, there is literally no shot too short for something to not be seen like every single frame will be scrutinized.


Natascha McElhone & Olive Gray (Dr. Catherine Halsey & Dr. Miranda Keyes)

Criticólogos:

How did the Gamers of your families reacted, when you told them, we are playing these two c iconic characters in the Halo series?

Natascha McElhone:

It’s interesting because it’s partially generational, and actually it’s also not generation. Was curious about that is I have friends and my husband used to play as assiduously and then I’ll know some younger people, friends of mine who are like, What? What? …  So it’s if you’re in, you’re really in. That’s what I discovered about Halo. No one’s like, I think I heard of that either.

Oh my god, you’re kidding me. Or it’s just a blank expression and someone has no idea what you’re talking about.

Olive Gray:

My family and my friends, I think, still haven’t gone over it, I think still every time a new thing comes out, they’re like, Oh my gosh. Halo, I’m like, Yeah, I mean, we’ve been doing this for a while now, but I think that it’s just so take a game, this iconic and this epic. And like Natasha said, that is just played within so many generations. This is it’s a massive it’s a big thing and it’s a big deal and it’s super exciting.

Yerin Ha & Jen Taylor (Kwan Ah & Cortana)

(Via Ben – ThatHashtagShow.Com)

It’s been 21 years since the first Halo game came out, does this feel like full circle for you? How would you talk about this experience?

Jen Taylor:

I am so grateful for this, it’s overwhelming, and it feels simple at the same time, if that makes sense. It is such an interesting journey to be on. And I feel honored by it and a little intimidated by it, in all honesty, you know, because I understand how big it is and how much bigger than me it is. This story is just so huge. This world of Halo is so big, and it is an honor to continue to work on it. Yeah, to continue to chip away at it and try to make things more clear to myself and for the story and whatever it is, an exciting, scary challenge continues to be. Even after twenty one years.

Criticólogos:

Do you feel the pressure of maintaining a fresh take on Cortana everything time you have to reprise the role?

Jen Taylor:

Yes. I feel great pressure to remain true and authentic to this character and continue to explore her in a way that is respectful and loving. Yeah, I feel great pressure with what we have created because I adore her, so she is very important to me. Yeah. Thank you. Yeah. Great. That’s all the time.


See our full interview below:

Trailer:

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