Interview: Rick Remender

The Marvel writer talks us through the differences between writing for comics and games.

Working for Marvel

“With the big editors at Marvel, guys like Axel Alonso and Stephen Wacker – when you have great editors, you have great comics. So it’s not as comfortable, it’s more work and it’s sure as shit a little more time consuming, but the end result is, you can get a better product out of it.”

Creating the perfect insult in Bulletstorm

“The emphasis was on taking things that were simple insults, like dick or tit and mixing them, or common things like ‘I’ve seen things that’ll scare the shit out of you’ to ‘I’ve seen things down here that’ll turn your asshole purple.’ At first, there were some cocked eyebrows as to, ‘what does that mean?’ I just liked the idea that the cursing would be a little more colourful and not make that much sense.

Dissecting videogame clichés

“We [had] all of these placeholders, which were so wonderfully clichéd that we could lean into it, instead of the classic situation where you want to make sure your villains aren’t moustache twirling. [Bulletstorm’s villain] General Serrano is nothing but moustache twirling. There is no other side to him – he’s just a self-serving asshole.”

Comparing videogames writing to comic book writing

“You have to think about the spoken line a little more – the cadence and how it reads. Sometimes when you’re doing dialogue for print, you want to be terse and concise to get the idea across without being too flowery or wasting everybodys’s time.”

Bulletstorm is out now on Xbox 360, PS3 and PC.