Deathfire: Ruins of Nethermore Interview

The editors at Worlds Factory are offering up the latest interview with G3 Studios' Guido Henkel, quizzing the designer about all things Deathfire: Ruins of Nethermore. Topics include the ongoing Kickstarter campaign, his previous development experience, the overall scope of the game, and more:
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.

Will the majority of the game take place in dungeons, or are there more varied environments including towns and forests?

The game offers a variety of environments. Dungeons are certainly a part of that, but we also have a good number of outdoor environments, which will help create a setting that is one of a true role-playing game and not simply a dungeon crawler.

In the video that we have on Kickstarter you can already see one of the outdoor areas. While it still is early work-in-progress, it already shows that we are planning to have truly detailed environments throughout.