Tom's Comments: When did first
person shooters become platform games like we play on our
console systems? I guess I'm a little slow to pick up on
this sort of thing, because Alice is clearly a running and
jumping platform game in which the combat is rarely more
complex than the act of jumping on a turtle's shell. It
is even more linear and not quite as attractive as the latest
platform games for the Dreamcast. And the game world, which
I had hoped would offer a dark and demented take on Lewis
Carroll's vision, is sadly conventional.
And on your left you'll see...
Five worlds into the game (each consisting
of a few levels), I've come across nary a fork in the road;
it's as linear as a Disney ride, with absolutely no sense
of exploration or choice. There's a powerful feeling of
being guided from point A to point B, with enemies X, Y,
and Z placed very intentionally in your path. This is partly
due to the fact that the Quake III engine mainly does tunnels,
but it's also clearly a design decision. It's as if the
developers didn't want you to miss anything they've created.
"Hey, look at this weird thing we made!" American McGee's
Alice seems to say. "Check this out over here!" it calls
out, or "Don't miss this cool thing!" You can hardly blame
the devlopers for wanting to showcase their work, but Alice
feels more like a guided tour than a game.
The stuff Alice has showed me so far is, well...interesting,
I suppose. But in interviews and previews, American McGee
has hinted that his game would be a darker modern take on
Lewis Carroll's Alice in Wonderland stories. The premise
is that Wonderland, which exists in Alice's mind, has gone
all wrong after she suffers a horrible mental trauma and
tries to commit suicide. But Wonderland is already supposed
to be a world gone wrong. It is the other side of the looking
glass, where everything is twisted backwards and upside
down. How are you supposed to make the odd even odder? In
Carroll's terms, how do you make the curious even curiouser?
As curious and as curious
Not like this. I've seen nothing even remotely
disturbing in American McGee's Alice. Alice herself seems
a very proper young girl, polite in the truest English sense
of the word. She is well-adjusted and kind, traipsing about
on quests to help a gnome make a potion or a turtle find
his shell. As presented here, the world of Wonderland is
not only as interactive as a Disney ride, but just as subversive.
This is mainstream level design. There's nothing here you
couldn't see in FAKK 2, KISS: Psycho Circus, an Abe's Oddworld
Adventure, or even on your typical Playstation platformer.
There's lava and an ice world and glowing mushrooms that
bounce you like trampolines. Oh, look, the grandfather clock
has an eyeball for a pendulum. Hey, whaddaya know, Alice
has a little skull on the bow at the back of her dress.
Gosh, the card soldiers spurt blood when you cut them in
half. Ooh, the Rabbit died. Whoa, that little schoolboy
has calipers clamped on his head. Houses built at skewed
angles and a conventionally strange touch every twenty minutes
does not make for a disturbing game. Like linear level design,
it's another tough challenge for the developers: when all
games are weird, none of them are weird.
The character animation is very good. Alice
rocks back on her heels when she talks. She explains that
she wishes "to become about this big" and then she holds
her finger and thumb about an inch apart in front of her
face. She's awfully cute. But her control is twitchy and
abrupt. She takes dainty little steps, fitting for a young
girl in a blue dress. This gives her a herky jerky movement
that makes some of the running and jumping difficult, not
to mention trying to circle strafe around a giant ant and
smack him with your knife. The Cheshire Cat appears from
time to time to offer some "no duh" advice, but he's a wonderful
design and voiced beautifully with a flinty English calm,
like Terence Stamp holding a shotgun at his side and giving
some thug a gentle talking to. Chris Vrenna's music is sinister
and playful, very much like the excellent soundtrack to
Monolith's first Blood.
Might as well jump
So far, so good. I can live with linear games
and conventional level design. But let me tell you why I
hate American McGee's Alice so far. The main challenge of
the game is twofold: limited ammo and jumping puzzles. This
means a lot of saving and replaying. I suspect I'm about
half way through the game and I already have fifty saved
games on my hard drive (taking up 75MB of hard drive space),
not because I'm an overcautious player, but because I have
yet to find a section that I would enjoy replaying. Once
I make a jump or a timed rope swing or kill an enemy and
replenish my ammo, I'm loathe to do it again. But Alice
will fall and die and run out of ammo frequently and suddenly.
She might be swept back to the beginning of level or dropped
at the bottom of a difficult climbing sequence. For a linear
game, American McGee's Alice offers loops, setbacks, and
dead ends at nearly every turn.
Alice features a clever little jump targeting
mode that shows you a pair of feet where the character would
land if she jumped at a given moment. This looks like it
will be a great help early on, but then you hit the really
tricky jumping puzzles. Jumping on ice. Jumping on rocks
in a fast river. Jumping over lava. Jumping when you're
being attacked by things you can't see. Jumping on moving
platforms. Getting knocked off moving platforms by dangling
obstacles. This is how you will spend the bulk of your time
in American McGee's Alice.
It's worth noting that I've also been playing
Rayman 2 on the Dreamcast lately. Perhaps the comparison
is unfair, because Rayman 2 is very nearly a work of creative
genius. It is continually presenting me with new ways to
play, new situations, new environments, new paradigms. The
way to make a platform game -- or any game for that matter
-- is to present the player with paradigms and then break
them. As you play Super Mario Brothers, you can only jump
so high. But then you eat a mushroom and you can fly and
it becomes a completely different game. In Alice, the paradigm
is established early, often, and iron-clad. And so far the
game world just isn't interesting enough to sustain this
kind of homogeniety.
Publisher: Electronic Arts
Developer: Rogue Entertainment
Genre: Platform game
Requirements: P400, 64MB RAM, 16MB OpenGL compatiable
video card, 580 MB hard drive space
Expected street date: now
December 7, 2000