Deathfire - Interview @ Worldsfactory
Worldsfactory interviews Guido Henkel about Deathfire: Ruins of Nethermore.
Why did you decide to go back and do another cRPG now?
I think it was simply time. I’ve been doing a lot of mobile games over the past ten years, and though they are fun, because of their fairly small size, you find yourself working on a new game very quickly. In that way it became a bit repetitive and lost its luster, and eventually the desire grew inside of me to tackle a larger project again. Naturally, a role-playing game was the immediate choice.
What can you tell us about the world and lore of Deathfire? Is it standard high-fantasy or did you apply any twists to make it unique?
The setting may appear to be a standard high fantasy world at first glance, but there’s a lot more to it. As soon as the player starts the game, he will realize that things are not always what you’d expect. There are going to be some big surprises throughout the story, but I don’t really want to spoil it, because I believe, part of the fun playing “Deathfire” will be to unravel the mysteries of the story for yourself and let yourself be surprised by the events and turns as they unfold.
I will just say this. There is a good reason why we selected a Nethermancer as the antagonist in the game, instead of, say, a Necromancer, who would also have had the ability to raise the dead. The big difference, however, is that the Nethermancer has the ability to cross dimensions, with death being only one of them… I shall leave the rest to your own imagination for now.
Platform: PC, Mac, Linux