The Armchair Empire have a Q&A with Producer Cliff Kamida about TRON 2.0:

    What was the genesis of the TRON 2.0 project and given its cult status, was the idea of creating a game "sequel" daunting?

    After our success in the children's software market, Disney was interested in branching out into core gaming, and what better property to do it with than Tron, which was, after all, a movie about computer games. Also, we've got some of the biggest Tron geeks in the world working here, so it was only a matter of time before a Tron game was greenlit.

    Given the film's status - it was a landmark film for the computer graphics industry and inspired a generation of game developers - yes, it was very daunting to take on a game sequel to the film, but it also made a lot of sense. I think Tron is a lot more relevant today than when the film first came out in the early 80s, when people used punch cards. Computers are a part of people's daily lives now. I also think that, even though it's a 20 year old property that has lay largely dormant for a number of years, TRON 2.0 looks refreshingly different from all of the other gritty, hyperrealistic shooters that are on the market, due to both the visionary art of the original filmmakers and Monolith's talented team of artists.