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Well, it’s really not a linear process in the way a movie script is. I enjoy co-directing or even being there just for support because you get to see your script come to aural life in front of you.Īnd is the physical delivery of the script very much in a movie screenplay style? How long did it take to write? someone who knows the context of every single line in the game, can be hugely beneficial. I co-directed a lot of the audio in game – along with the great Dan and Tim of The Audio Guys – and that’s something that I’ve been involved with since, on a couple of projects. He’s the cuddly face of evil.ĭid you get involved with the voice recording and production? Or does your job end when you deliver the script? Marc’s voice for Gnarl was so distinctive that after a while I could just write his dialogue with the voice reverberating around my head – a somewhat useful, but slightly scary, experience! I guess there’s a bit of the Kenneth Williams in Carry on Screaming about him, mixed in with a bit of the Brain Gremlin in Gremlins 2 and a sort of corrupted Yoda. The character was in the game from the start, although I named him and helped flesh him out.
He’s voiced by the hugely talented Marc Silk, who was a real blast to work with. He’s a terrific narrative device: was he in the game from the start? Was he based on anyone? The game gets through having an essentially evil main character (we’ve never met anyone who played the game the ‘nice’ way) by the introduction of a terrific sidekick. I don’t think we were deliberately trying to ape anything in particular we were just trying to create a fun gaming experience. There are probably tribes in the heart of the Papua New Guinean rainforest that know all the words to the Dead Parrot sketch. And let’s face it a lot of it is pretty low-hanging fruit for the whole world now. I think the Dutch certainly get British comedy. It’s got a very ‘British’ feel to much of its dialogue, and seems to be inspired by some very classic UK comedy shows. Cavorting around fantasy-style environments with a rampaging horde of sycophantic psychos is inherently amusing. Other than that it was just working it out as I went along and going with what felt, and sounded, right. I think Triumph Studios wanted something that had a light, humorous tone, could satirise the fantasy genre a little, was more grotesque rather than gross-out and had the occasional modern reference but not too overtly. Overlord’s script has its tongue very firmly in cheek: what was the brief and original direction you were given? But more bones needed to be added and fleshed-out and the script needed writing and recording. So by that point, a lot of the design was in place, there were a few characters and a bit of an idea of a story. No, I came onto the project when it was, I think, a year into development. Were you involved with Overlord right from day one? She spared us some time for a quick chat about it…
And we can enjoy her latest game script, Overlord: Raising Hell, on Playstation 3 from 20th June. Onscreen mini-map - making it easier to navigate around the world of the Overlord -Loading screen hints, tactics and tips -Rumble pad enabled -CONTROL A HORDE OF MINIONS: Slavish and loyal - they'll smash, destroy, kill and steal anything for you.Rhianna Pratchett has a string of writing credits that includes magazines, a novella, and scripts for videogames.
Controlling them successfully is crucial if you want to wipe out your foes and conquer the land.
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After becoming the all-powerful Overlord, you learn how to master a horde of impish creatures, called Minions. Overlord Raising Hell immerses you in twisted parodies of classic fantasy scenarios, featuring angry dwarves, wimpy elves and messed up zombies. Even better, it debuts on the PlayStation 3 computer entertainment system with a devilish array of hot new content. The Overlord is back to cause even more trouble in Overlord Raising Hell - the anarchic action RPG title, set in a seriously warped fantasy world.