Gamebook store

Monday, 16 April 2012

Frankenstein: the SFX interview - part three

Continuing the interview with Stephen Jewell of SFX magazine about my Frankenstein not-quite-gamebook, due out on iPad and iPhone on April 26.

Stephen asked,
“Why did you choose Frankenstein for your story?”
Mainly because Frankenstein is one of those novels that everybody thinks they know but that few people have actually read. It’s such an amazing idea, and a gripping story, and it still has power today, but we need modern retellings to help us find a way in. How do you feel about Frankenstein? Probably that it’s kind of dated and that its claim to fame is that it inspired stories like Blade Runner, Terminator, Robocop – and Archetype, to take a very recent example. Yet it is the original and genuine, it’s just that we’ve lost touch with it because of the stodgy old-fashioned prose. And by the way, I am not intending that as a blanket criticism of 19th century literature, which I love. But Mary Shelley is no Jane Austen or Emily Brontë. And if, because of that, people aren’t reading Frankenstein, that’s a shame and I want to fix it.

I believe that by recasting it in an interactive format, which allows each reader to find a route through the story at their own pace and to focus on the things that interest them, that it can come to life again and reach a wider audience than would ever dream of picking up the original book. The fact is that Frankenstein is an amazing, mind-blowing story with a really rich subtext of repression, alienation, exclusion, the divided self, and hidden desires. If you’d never heard of it and it came out as a movie tomorrow, everybody would be talking about it. It would be the media event of the year. That’s what I’m aiming to recapture with my version: the excitement and even the shock that audiences felt when it first appeared.

No comments:

Post a Comment