If there's one thing that's come on in leaps and bounds these last few years, it's the use of storylines in games. Once something of an afterthought for everything bar RPGs, the advent of ever more detailed animation routines, 3D models and increased storage space has allowed development studios to make the story a more integral part of the experience.
Case-in-point, Overlord. When the game first appeared on the PC and 360 last summer, its combination of Pikmin-style gameplay and humorous story proved to be something of a surprise hit with gamers.
With the expanded PS3 version now set for release, GAMER catches up with Overlord's writer, co-story designer and co-audio director, Rhianna Pratchett, for a chat about exporting humour, story metamorphosis and why it's fun to be evil...
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Richard writes "Recently I was given the opportunity to sit down and chat with Rhianna Pratchett about her career so far, what being a game narrative writer actually means, and try to get some info on any new projects she may be involved with. Spoiler alert: I failed:"