GAMER: What was your role on Overlord?
RHIANNA PRATCHETT: I was the writer and co-story designer on Overlord: Raising Hell. Which basically means I helped come up with some of the story elements, the characters and wrote the entire script. I also helped direct the voice actors for the game. I work as a freelance scriptwriter and narrative designer.
G: How much of Raising Hell is new, and how much has been carried over from last year’s 360/PC title, and what are the significant changes?
RP. It contains the same game as the 360 and PC version, with a few tweaks and fixes (Blue Minions now heal better, Minions that get lost return to your spawning pit, smoother sweeping camera, etc) plus new elements like an on-screen mini map and 7.1 surround sound.
But you also get the Raising Hell expansion on top of that (which, outside of Germany, was only ever released on Xbox Live).
G: Have you changed anything you were perhaps unhappy with in the 360 and PC versions?
RP: It’s certainly a smoother experience. From my point of view it’s great to be able to get the full game, plus the expansion, because there are a lot more story elements included, which dove-tail quite nicely together.
The problem of dialogue repetition in Spree has also been corrected, as well. That was a personal bugbear of mine!
G: One of the things we really enjoyed about last year’s game was that you were able to play as an evil character in a twisted fairytale world, rather than the usual Goody Two-Shoes hero type. Why did you decide to go with this theme, and how did it affect the development of the story and the game?
RP: Well, being evil is more fun, there’s no doubt about that. So I think that was a large reason for the decision. Being evil is also pretty hard work, as well.
I mean look at Lord of the Rings. The baddies had to raise armies, fell forests, gallop around the countryside, etc. All the good guys really had to do was take a long walk and drop a piece of occult jewellery into a volcano.
Good is reactive, by and large; evil has to be pro-active.
G: Although the humour and style of the game is very British, we’ve had friends from places such as Germany and the US tell us how much they enjoyed Overlord. Did you have any concerns that the game’s story may not appeal to those outside of the UK?
RP: I’m not sure Overlord really set-out as a comedy game. It metamorphosed into one as the gameplay, script and voice-work developed.
As for British humour, I think it translates pretty well, just as long as it’s not too self-referential. As long as you’re writing a story with universal themes that everyone can get behind and the game can raise a smile or two, then that’s all you can ask for, really.
G: Who are your favourite characters from the game?
RP: I’m a big fan of Gnarl. He’s voiced so well by Marc Silk. I enjoy the relationship between Velvet and Rose – Rose is actually much more evil than people give her credit for. She’s like a twisted Mary Poppins.
G: Will there be any downloadable content for the PS3 version?
RP: I don’t know at this time. You’ll have to ask my Overlords.
G: Finally, are there any plans for a sequel at this stage?
RP: Again, I have to bow to the Overlords on this one and say ‘No comment’. Especially as they know where I live.
Overlord: Raising Hell is out Friday, 20 June 2008. The PC and 360 versions are on sale now.