![]() ![]() So the battle is actually the other way around, it’s not about trying to have more gore and blood in there, but trying to have what is in there be reasonable and maintain some sense of contrast between the moments of light and the moments of dark. Q: Do you find yourself ever having to pull punches, or having to worry about people's perception of violence in video games?Ī: It's funny actually, when we are thinking about the presentation of our narrative and characters, we typically are working to stay true to our story and our characters, and in fact we often get pressure from outside to make things more violent than we think they should be. That focus on realism is definitely something we take seriously. Even the things she's seen in Wonderland, as fantastic as they are, have to be things that she would have been exposed to, that her imagination could have come up with by drawing on her real experiences. Q: You have a unique approach to fantastical stories, that approach being realism.Ī: We're doing things that are often fantastic, but Alice as a character is always meant to be a real person and the issues she is dealing with are always meant to be real-world issues. It's a series of snapshots of her days, of her life and all of that, culminating in - hopefully ![]() I think if you look at a film like "Memento," that might be similar to how we are dealing with the story's timeline. I don't want to give too much away but the idea that this is something that she is dealing with and has been dealing with is critical to how we present her exploration. It picks up in a day in the life for her, and that's actually central to how the story is told. This game is much more like a murder mystery, it’s her going back into her past again, using her mind as a tool, using Wonderland as sort of a conduit into her mind, and trying to piece back together the events that lead to the death of her family.Ī: We start the story already in motion. It finds Alice living in London and now confronting really the mystery of what happened, as opposed to the damage related to it - though there is still a lot of psychological damage as you move into Wonderland, you'll notice. In-Game: What is the story for "Alice: Madness Returns?"Īmerican McGee: It's an actual narrative sequel. In an interview with 's In-Game, American McGee fills us in. Alice escapes Wonderland and regains her sanity, leaving the asylum behind.Įleven years after the events of the first game, Alice is living in London, but something is pulling her back to Wonderland. This time the world has been twisted by her inner torment and the kingdom is now ruled by the Red Queen. Alice is committed to Rutledge Asylum and finds herself sinking into Wonderland once again. In this game Alice was haunted by the death of her family in a fire. The first game published in 2000 wasn't a retelling of "Alice in Wonderland" the book instead, it functioned as a sequel to the Lewis Carroll stories.
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