IBC
The Danish auteur is back with a new movie, a prominent role in a computer game and the same confrontational attitude to formulaic art
The second time I met Nicolas
Winding Refn I reminded him of the interview I’d written 28 years
previously that quoted him saying “Fuck film school.”
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“Yeah, that was my attitude,” recalls the 54-year-old Danish
director of cult films Pusher, Drive, and Only God Forgives. “I
would have said something like that. Now I’m older and therefore I look at things
in a different way.”
His language may have mellowed but his desire to provoke has
not. Long critical of mass-produced entertainment, Refn stepped up his attack
on the industry speaking with IBC365 at a sports and video gaming
conference in Riyadh.
“Cinema, TV and, to an extent gaming, are stagnating,” he
argues. “People are repeating what they see and what they play therefore
nothing ever really changes. It’s just content to be consumed. If you mass
produce nothingness why would anyone care? Young people are smart. They'll see
through it. Don't think you can monetise nothingness because in the long term
you disappear. You're erased.”
Although Refn directed two sequels to his 1996 crime drama Pusher
in 2004 and 2005, his choice of project has been eclectic.
“The thing that never changes is authenticity,” he insists.
“As long as you cling to that there will always be an audience. I mean, I've
survived 30 years on being who I am.”
In the decade since his last feature release, 2016’s art
horror The Neon Demon, Refn has made noir thriller Copenhagen Cowboy
which ran for one season on Netflix and crime drama series Too Old to Die
Young for Amazon.
Arguably his most leftfield move was as the creative force
behind a CBBC adaptation of Enid Blyton’s The Famous Five for which a
second season is due next year.
Targeting a Cannes Film Festival premiere, 2026 marks Refn’s
return to features. Her Private Hell was shot in Tokyo and on Copenhagen
sound stages, stars Dougray Scott, Sophie Thatcher and Kristine Froseth and is
a suitably on brand mix of “glitter, sex, and violence”.
In the meantime, he is helping to promote the video game Death
Stranding 2: On The Beach in which he ‘plays’ the character Heartman. For
this, his body and face was scanned and animated in collaboration with the
game’s Japanese creator Hideo Kojima. Prior to meeting each other in London in
2014, Refn’s only exposure to video games was Pacman and Super Mario but they
bonded over a shared antipathy for formula.
“We’re rebels,” Refn says. “We are disruptors because we
believe that you can make money but you can also do good. We want to challenge
the system to figure out what it can become rather than what it is. There are
ways to break the ceiling and buck the conventional trend of the industry of
just repeat, repeat and repeat.”
Their relationship is curious since neither speaks the
other’s native tongue. “We communicate through music and images and through
emotions rather than words,” Refn says. “I guess that's kept the relationship
fresh because you will never get tired of each other saying the same things. My
connection with Hideo is as one artist to another artist who has a different
medium to mine, to understand his challenges and what he does that can inspire
me.”
Kojima’s creations, which also include Metal Gear,
are considered among the most cinematic games ever made. His work often draws
from directors like Guillermo Del Toro and George
Miller, both of whom are present in the Death Stranding universe.
It's perhaps surprising that Refn is not involved in the
feature adaptation of Death Stranding which is being produced by A24. “I
have too much respect for Hideo’s universe than to insert myself into it,” he
explains. “That is my friend’s painting and I shouldn't be a part of it.”
But then Refn also thinks there’s a considerable divergence between
cinema and games.
“Their convergence is an illusion. People think they can
take IP from here and make money over there but the creative, the technology
and the philosophical components are distances apart. My desire is to control
the narrative which is very different from gaming where the consumer controls
the story.”
For instance, games are “very mechanical” in how they depict
human behaviour. “The philosophical dilemma is to figure out how [film and
games] become more integrated. How can you cry in a game the same way you would
cry in a movie?”
He believes cinema to be the “crown jewel of everything” but
laments “if there's no one around to watch it then you don't have a lot of
opportunities.”
At the same time, he thinks filmmaking technology is
standing still. “Film and TV is essentially just a close-up of a person’s face.
Nothing new is being invented. Gaming technology, however, is driving
innovation.”
He continues, “What I'm really excited about is not gaming
today, but gaming in ten years’ time because that's when things really start to
get interesting. AI will allow thousands more young people to create their own
games and because of that everything will change. Something is coming over the
horizon. We just don't know what it is yet.”
The ability to originate a story in one media and transfer
it to another certainly appeals. Trans-media storytelling wasn't possible in
the analogue era.
“The idea that films were made for a cathedral [cinema] that
we would all collectively experience is vanishing,” he says. “Screens have
taken over. So, when you create you have to consider that people will see it
either on a stadium sized screen or on an iPhone. It has to be effective to
work on either. That's fascinating because it opens up possibilities of making
something that transcends TV and transcends music, literature, gaming, fashion and
social media. The future of narrative is going to be an idea that can be
multiple things, like a Russian doll.”
AI “creates nothing new”
He tried “unsuccessfully” to use ChatGPT in making Her
Private Hell, “but every time it gave me an answer, I didn't like it. So
obviously, that was no use. I haven't been in a situation where AI was relevant
yet in terms of film.”
He may experiment with AI for use in VFX shots on the movie
but also thinks the tech is “more prediction than reality.”
“AI will very quickly stagnate if it just repeats what it's
told,” he adds. “If it doesn't create anything new then it's just a tool.”
Refn is open about his colour blindness and the impact this
has on the look of his work. The imagery intentionally has a lot of contrast so
he can see it at the same as it delivers a striking aesthetic. Heavy use of
neon filters radiates his work such as a signature red used in Pusher and
Neon Demon. He is not worried that these visuals might be plagiarised by
being fed into a Generative AI engine.
Creative control
“Creativity has no rights or no control. We all share and we
all steal each other's ideas from the past into the future. Remember that
creativity is unadulterated capitalism. It's unregulated, purely based on
demand. If there's a demand, there's creativity. If there's no demand, then
creativity becomes the sole experience of the creator, but a creator needs an
audience to exist. It's like oxygen.”
It’s worth noting that he declined, in 2014, an invitation
to direct Daniel Craig as Bond in Spectre.
“I believe a creator needs to be control in all aspects
including financially,” he says. “If you're making a huge IP for a big studio
or a Mattel there is enormous personal upside waiting for you but what do you
give up?”
“Creative control is pretty meaningless if you're spending
U$200 million because then it's a different beast that has to be accommodated.
Where money and creativity clash, money becomes a restriction. Games struggled
with this too. Their expense makes it very difficult to be experimentally
progressive. One benefit of AI is to lower the technical cost and that may then
open more interesting types of story because suddenly you're not burdened by
these massive investments.”
On Her Private Hell he says he had total creative
control.
“I caught the tail end of the Golden Age of streaming and in
a way when I decided to go back to cinema it was like when a band gets back
together to record an album in your cousin’s basement and you do it in two
days.”
It is shot digitally, as have all his films since Valhalla
Rising (2009). “When people were discussing film versus digital I found the
comparisons dumb,” he says. “It's two different sets of paints. I happened to
fall in love with the digital image very early on as a new form of canvas,
maybe because I like the artificialness of it. Even though I enjoy analogue
there was something in digital that I found very intriguing. Using digital
cameras was my way of converging digitalisation with an analogue approach
because I still like actors and I still like sets and cameras. I still like
things that are human, that I can touch.”
Returning to his main theme he commends streamers for “pumping
more money into the system than anyone else” but condemns them for a business
model based purely on what an algorithm deems successful.
“They look at creativity as pure commerce and I find that
very frightening because I don't believe that anyone needs more content. We
need experience. We need something that challenges the mind. If we all keep
floating in the same pond we will never be challenged.
“I believe the younger generation crave authenticity and
originality. They crave to be inspired. If you mass produce nothingness no-one
will care but if you create with your heart people care a lot.”
“To be a creator you always have
to strive for something new and better and continue to explode the boundaries
of the medium. My enjoyment is still waking up every morning and saying, ‘What
would I like to do today?’”
Ends
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