The National - News

RHIANNA PRATCHETT ON BUILDING HER OWN UNIVERSE

The British comic book and video game writer, daughter of fantasy author Terry, talks to Saeed Saeed about how the latest ‘Tomb Raider’ film reflects her version of its heroine

- Tomb Raider is out now in UAE cinemas

“That’s the blood of my ex-boyfriend,” says Rhianna Pratchett when I spot her vial necklace at the recently concluded Emirates Airline Festival of Literature in Dubai.

While the comment is in jest, the 41-year-old British comic book author and novelist was wearing a get-up hinting at the swashbuckl­ing female characters she is renowned for. In addition to the stormtroop­er boots, gritty skull and bones rings resembling knuckle-busters are wrapped around her fingers.

The fearsome look aside, Pratchett is fun to be with, and exhibits none of the stress of being connected to two of the most beloved bodies of work in science fiction and in comic books.

When it comes to the former, she is the daughter and creative heir of the late author Terry Pratchett, who through more than 40 novels created the wide universe of Discworld that has been savoured by more than 85 million readers.

In comics and graphic novels, Pratchett had a three-year stint authoring

Tomb Raider novels and video games, and in turn transformi­ng the toughas-nails archaeolog­ist Lara Croft from gun-toting boys’ pin-up into a deeper multi-faceted character. The comic books are currently riding a new wave of popularity due to the new film adaptation, starring Alicia Vikander.

Dealing with both of these aspects of her career remains an agile exercise. For example, on the morning of our interview, Pratchett awoke to media reports that her father’s fantasy book series Discworld had been snapped up for a television adaptation. While not denying the claims, she stated that an official announceme­nt – which has yet to take place – will be made at a later date. After sorting out that response to media, Pratchett then reverted to her other guise as a notable author at a literature festival.

“It is a balance, both managing my father’s work and myself,” she says.

“The best example I can give is of me trying to build my own train set and then someone comes along and puts a bigger train set down in the middle of it – it’s all shiny and built already. They tell me to play with this one instead, but I want to work on my own one first. Fans of my father want certain things and I am trying to look after that, but at the same time I am still trying to do what I want to do.”

While she called time on her collaborat­ion with Tomb Raider three years ago, which included crafting a dozencomic books and the 2013 Tomb Raider and Rise of the Tomb Raider video games, Pratchett is satisfied that her version of Lara Croft is the one that’s on the big screen.

“I would have liked to be asked to take a crack at writing it, because I also do screen adaptation­s. But the producers probably saw me as almost like a novelist, and novelists rarely adapt their own work,” she says.

“So because of that I do feel quite detached from it. But at the same time, it is also kind of weird to see clips from the film that are just like the game. It is obviously the representa­tion of Lara that I worked on and it is nice to see her in the big screen, even if I had nothing to do with it.”

Pratchett is weary of suggestion­s that her Tomb Raider work was a transforma­tion, as it takes away from the franchise’s previous success.

“There was a definite move to explore different aspects of Lara and make her more relatable,” she says.

“But at the same time, it was not that I was working with a blank slate. When I was hired by the [developers] Crystal, we viewed it more as a hard reboot, but at the same time we wanted to keep certain elements of the game in place and expand certain things across the span of the game.”

Pratchett doesn’t think the new character developmen­t was down to the developers keeping up with the times. Lara Croft’s intelligen­ce and curiosity were already apparent in the early games; it was just that it wasn’t sold that way.

“The marketing was responsibl­e for a lot of the sexualised portrayal of Lara, and because of that they did the character a disservice. They wanted men to play the game, so there she was being a pin-up and appearing for advertisem­ents for [the energy drink] Lucozade,” she says.

“While they did turn her into a household name, that’s not the real character. And as a gamer myself, it really irritated me because it was all so gendered towards men. But you can’t deny it worked. The marketing elevated her, but at the same time narrowed perception­s of her.”

But the move to develop Croft also cannot be attributed to Pratchett’s singular vision. That’s not the way game-writing works, she says. Unlike screenwrit­ing or working on a novel, creating a game is a deeply collaborat­ive process.

“It’s like writing a script while the film is being shot,” she says.

“You are working in tandem with everyone else. The art, the music, the animation, it all comes together to tell you something about the world or the characters. So there’s all these different parts that need to be held together. So that’s one of the things that makes it very different.”

The creative insights gleaned from such a process means decisions to erase some already-developed characters sometimes come into play. “I call them ‘death drafts’,” she says.

“Sometimes it will be decided to extend the game play in a certain part. So I would have to go back and kill off that character and take them out of all the scenes … I missed some of the characters that I had to kill.”

While Pratchett is pleased that Croft is increasing­ly added to the conversati­on surroundin­g strong female action heroes in films, alongside the likes of Wonder Woman and the cast of this year’s blockbuste­r film Black Panther, she doesn’t necessaril­y view what’s happening now as a new developmen­t.

She points to the films of her childhood in the 1980’s as a period full of powerful female action roles.

“I grew up in the ’80s, which was a great decade for sci-fi and fantasy. So characters like Sarah Connor [Terminator] and Ellen Ripley in Aliens informed me a lot,” she says.

“There were also secondary female characters like Valeria in the first Conan movie [Conan the Barbarian] who was a really great character. And there was the actress Grace Jones, as well, who was in the sequel.

“When the first Tomb Raider game [released in 1996] came out, I kind of thought that we have already been fighting dinosaurs, aliens and killer robots from the future. I thought, well, of course, women are cool, and games and movies are waking up to that.”

Fans of my father want certain things and I am trying to look after that, but at the same time I am still trying to do what I want to do

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