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Evil Dead Interview: Scott Krager |
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Posted on: December 21, 2000 |
Interview by :: Dave Remic
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Thank the almighty
for THQ. They are a company that finally got their act
together and made quite possibly the biggest cult hit, Evil
Dead, into a video game.
Here
is my interview with Executive Producer Scott Krager on
recently released Evil Dead Game for the Sony Playstation,
Sega Dreamcast and soon to be release PC
version.
GMX: The Evil Dead
series is quite arguably the best B-movie series of all time.
What was the transition like from the silver screen (most
likely from the straight to home video silver screen) to the
home console system?
Scott
Krager: Simply, it was fun. We knew there was a lot
of crossover appeal between fans of the Evil Dead films and
gamers, so it was only a matter of time before someone jumped
on the opportunity to continue the adventures of Ash. In doing
so, we knew we would have to live up to high expectations, but
we also knew that there was a built-in audience who would love
to see their favorite cult hero return. And of course, it was
a thrill to work with the man himself -- Bruce Campbell.
GMX: No doubt
the inspiration behind the video game is the movie. But, who's
idea was it to make Evil Dead into a video game?
Scott Krager:
Actually, it was mine. I've been a big fan of the films for
quite some time, and I had been trying to get an Evil Dead
game made for nearly four years. After an unsuccessful attempt
to get the game off the ground at the publisher where I
previously worked, I pitched the idea to THQ after joining the
company and they went for it. The next thing I knew, we were
meeting with Renaissance Pictures, which is Sam Raimi's and
Rob Tapert's production company. After a couple of meetings in
which we worked out the deal, we hooked up with the folks that
would become Heavy Iron and the rest is history...
GMX: I highly
doubt the Evil Dead series would have done as well as it did
had it not been for Bruce Campbell. What was his involvement,
if any, in the video game?
Scott Krager: Bruce reprised the role
of Ash for the game, and it was great seeing that happen. When
he first heard about the game, his response was "it's about
damn time." So, clearly he thinks an Evil Dead game is long
overdue. Overall, Bruce has been very supportive of the game
and has been great to work with. I think he had fun reprising
the role of Ash, especially considering he could sit in the
comfort of a recording booth and not have to worry about
getting slapped in the face by tree branches, buried alive in
a grave, beat up by skeletons, tossed around in shackles or
generally enduring all sorts of physical abuse on the set.
GMX: Each of the
Evil Dead movies had a storyline that was funny and sometimes
a tad bit scary. What storyline have you cooked up for us for
this game?
Scott
Krager: Eight years have passed since the events in
the last Evil Dead film. Ash has returned to his normal life
and even has a new girlfriend, Jenny. But lately he's been
having horrible nightmares about the Necronomicon, deadites,
the woods and other strange things. With a lot of convincing
by Jenny and accompanied by her, Ash returns to the infamous
cabin in the woods in order to confront his fears and put an
end to the nightmares. Once there, he is again faced with the
challenge of battling deadites and other evil forces that have
crossed over to our world because of the Necronomicon.
Ash's evil half appears and is set on an evil mission,
which Ash must stop in order to save Jenny and ultimately the
world. About halfway through the game, Ash travels back in
time through a vortex opened with the Necronomicon and ends up
in ancient Damascus at the time the book is being written.
There he meets the translator/author of the Necronomicon and
uncovers some of the secrets behind its origins as he tries to
stop his evil half from carrying out his mission.
GMX: It's an
Evil Dead video game, so the gameplay has to be pretty stinkin
awesome. What features can you tell us about it?
Scott Krager: The
gameplay is similar in style to the Resident Evil games, which
set a great standard that we wanted to surpass in certain
areas. For example, our pre-rendered backgrounds are
animating, which allows for more detailed, lively, creepy
environments. We won't have to rely on sprite overlays to
create animated ambience within the various locations.
Another cool feature is freedom of movement in combat.
Ash won't have to pivot in one location in order to use a
weapon. Instead, the player can simultaneously run around and
use selected weapons. Additionally, the player will have the
option of simultaneously using two weapons, the chainsaw being
attached to his right arm and his left hand free to use one of
the other available weapons. There are even some cool
finishing moves Ash can use against the deadites.
Also, the enemies are more varied than previously seen
in the genre. There is a wide variety of deadites that players
will encounter as they progress through the game. They have
more moves, move more quickly and have more personality. Like
seen in the Evil Dead films, many of the deadites will even
verbally taunt you. So, the game won't be just a string of
encounters with slow moving zombies but instead enemies that
are more varied with respect to look, moves and personality.
Of course, another feature is Evil Dead as the
setting. The game will include several of the cool elements
seen in the films, but will also add to its existing mythos by
providing new environments, enemies, characters, weapons as
well as a storyline that continues the saga of Ash and the
Necronomicon. In fact, there is roughly 30 minutes of
cinematics, which allows the story to unfold.
And last
but not least, players will be able to assume the role of
their favorite square-jawed, shotgun-toting, chainsaw-armed
hero, Ash... as voiced by Bruce Campbell.
GMX: When will Evil Dead arrive in
stores?
Scott
Krager: The Playstation version is already on
shelves, the Dreamcast version is scheduled for release at the
end of December, and the PC version will be out sometime in
January.
GMX:
Looking at your WebPages, I only see three Dreamcast
titles available from your company... That is very little when
compared to the support you have provided with systems like
N64, and PSX. What is your company's future plans for
Dreamcast?
Scott
Krager: There is nothing specific on which to
comment at this time, but we are always looking for
opportunities on the various platforms.
GMX: Can you leak out any information
whatsoever on future titles?
Scott Krager: As you probably have
seen over the last year, THQ is broadening its product line.
So stay tuned... |
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