American McGee's Alice

aka: Ailisi Mengyou Xianjing
Moby ID: 2703
Windows Specs

Description official descriptions

Shortly after Alice returned from the miraculous trip through the Looking-Glass, her house was burnt down, and her parents died in the fire. Alice was the only survivor of the terrible accident. After repeated attempts at suicide, she gets locked up inside a mental institution and is slowly wasting away there before she is summoned to Wonderland again by the White Rabbit. But this time it's a Wonderland gone seriously bad and gory. The only chance for Alice to restore her peace of mind and find out more about the death of her parents is to fight through Wonderland and free it from the evil powers.

American McGee's Alice is a direct sequel to Lewis Carroll's book Through the Looking-Glass, itself a sequel to Alice's Adventures in Wonderland. The player controls Alice as she tries to find her way and eventually escape from the demented surroundings of her own fantasy world that she's been thrust into. The surreal environments utilize themes from Lewis Carroll's original books, applying a noticeably darker and more violent edge to them.

The gameplay is third-person action with platforming, shooting, and light puzzle-solving elements. Alice starts with a knife, which can be used as a melee weapon or thrown at enemies. Later she acquires other weapons, such as a staff that shoots bolts of energy, dice that emit deadly gas, a time-stopping watch, and others. Weapons have an alternate fire mode, which usually inflicts more damage but depletes Alice's magical energy. The latter, along with Alice's health, can be restored by collecting the essence of defeated foes.

The game also features platforming sequences, during which Alice has to jump over gaps, avoid obstacles, or climb in order to reach her goal. Puzzle-solving usually involves manipulating the environment rather than using inventory items.

The game was re-released as part of select editions of the 2011 sequel, Alice: Madness Returns, as a downloadable extra. The content is identical, but with widescreen support, updated controller support, compatibility tweaks and higher-resolution textures.

Spellings

  • Америкэн Макги: Алиса - Russian spelling
  • 爱丽丝梦游仙境 - Simplified Chinese spelling

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Credits (Windows version)

102 People (90 developers, 12 thanks) · View all

Reviews

Critics

Average score: 83% (based on 65 ratings)

Players

Average score: 3.9 out of 5 (based on 146 ratings with 11 reviews)

Style over substance... but that's not COMPLETELY bad...

The Good
Everyone agrees that this game's LOOK is amazing, and a real winner. It's a fantastic experience just to wander around in, to experience. If every game's world was this... amazing-looking, immersive... well... real life would seem remarkably dull.

The Bad
...but aside from that look, that style, that flash and thunder... everything else about this game is straight out of some other game. Throw-the-lever puzzles, find-the-pixel puzzles, figure-out-the-sequence puzzles, and the ever-popular jumping puzzles. LOTS of jumping puzzles.

Bleh.

And then, once you get past the puzzles, it's fragfest time, as you hack and blast your way through a horde of enemies, culminating in a face-off with a level boss.

...and then you start all over again on the next level, with the last level boss's weapon in your arsenal. Can you say "Mega Man?"

Aside from some very original scripted sequences, it's really more of the same.

The Bottom Line
In many ways, this game could be described as "3-D Goth Super Mario On Serious Drugs."

On the other hand, if you LIKE Mario-style 3-D platformers... well... it's great.

Windows · by Dr.Bedlam (55) · 2002

Impressive as a visual experience but ultimately shallow as a game.

The Good
Well, even though the main idea is not really that original (taking Alice in wonderland and giving it a bizarre/dark twist) the game manages to stand out as a truly original experience. I guess that on it's own is a remarkable feat worth mentioning, yes it may be a platformer, but you ain't never seen a platformer like this. Of course, all the credit for the uniqueness of the game goes to the superb level design that combines weird curves and angles, radical lightning, psychodelic visual illusions and bizarre architecture to make a unique and beautiful gameworld. Such bizarre levels have been made before, most notably on Thief: The Dark Project (which seems to have had a major, let's say, "influence" in this game) but now you have a complete game filled with bizarre landscapes and places to visit.

Furthermore the Quake Arena engine, while not used to it's maximum extent, delivers some gorgeous graphics and effects (like mirrored corridors, etc.) which run surprisingly fast on rather wimpy computers like my own and allow you to see some of the best art in a 3D platformer in full glory.

The use of bizarre weapons and items also help the game stand out on it's own, with several original items like a set of deadly jacks or a deck of cards, each with two different firing modes. The enemies are also a breath of fresh air, from the super-cool massive bosses to the over-grown chess pieces that you encounter later on.

The game stands out on several other areas like sound with excellent voice acting that fits each character like a glove, good controls, etc. (this is after all an EA game, so you know you can expect a nicely produced package).

Lest I forget, a clever addition to the game is the inclusion of a jump targeting indicator to help you judge those nasty jump puzzles. It was about time somebody thought of something like that!

The Bad
Despite all the hoopla about the level design and the novel graphics, enemies, etc. the game is not a lot of fun to play. It is essentially a completely linear action platformer, and that gets old. Fast. Most good platformers add a host of secrets and bonuses to encourage you to explore the gameworld around you or extend the original adventure, not so in Alice. For as spectacular as the gameworld may appear to you, you are forced to move linearly from place to place following a single path towards the endgame.

But everything would be ok if that path was fun to play through, right? I mean, Out of this World wasn't exactly an exercise in non-linearity... Well, the problem is that Alice never seems to know what kind of game it is. You sometimes get inspired jump puzzle sequences, but a lot of moments in the game include Quake-like shootfests. And that's the game's biggest flaw, that it thrusts you into a massive amount of combat in a game that isn't really about that. I couldn't help but think that A. McGee just couldn't resist bringing some of the good ol' gameplay mechanics from his days on id and that stops the game dead. The inclusion of a Quad damage-like power up is a proof of that, as is the rather annoying tendency to place mazes filled with enemies towards the end of the game (be prepared to kiss that original level design goodbye every now and then pal!!).

Also I know originally you were supposed to be able to summon the Chessire Cat to fight by your side, but since that was removed I seriously question the point of keeping the "Chessire help" option. I mean, he's super-suave and all, but what's the point of wasting valuable cd space on generic one-liners that never help you??? It's like if Jedi Knight had a "Yoda" key which would allow you to listen to 4 or 5 generic words of wisdom...Next time add a text-only REAL tip system or nothing at all.

The Bottom Line
A rather poor gameplay experience masked under a beautiful if sometimes inconsistent level design. I guess this is one of those game you have to play just so you can experience something truly new and unique (at least when it comes to graphics) but the game is by no means a masterpiece, and I wouldn't recommend it except if you found it on a bargain bin.

Windows · by Zovni (10504) · 2002

Lewis Carroll goes all goth n' gore.

The Good

Alice has been living for some years in an orphan house, laying immobile on her bed, staring at the ceiling with empty eyes. Pressed against her chest, she has a stuffed bunny rabbit, the only thing to survive a fire to which she lost her house and her parents.
One stormy night, the rabbit suddenly speaks: "Save us, Alice!"
Next thing she knows, she's falling through the rabbit hole, down into her own mind, into the Wonderland.
Alice will find a dark parody of the fantastic place she loved so much as a child. She's asked to save the Wonderland by its tormented inhabitants.

Soon enough, she'll learn her own sanity is at stake.


First, I assume you live in planet Earth, meaning that at least ONCE in your life you read, someone read to you, watched Disney's cartoon, or by any other mean know about Alice In Wonderland.

Legend has it that Alice In Wonderland is a story that Lewis Carroll made up on the fly, dedicated to a girl he loved —Alice Lidell—, and it was meant as a timekiller for spring walks in which he allowed himself to level with the child within himself. Or maybe the guy was a clever pedophile and used the funny stories as a bait to lure his prey in. It depends on who you ask, you know how people is, what with the internet and all.
In any case, Alice In Wonderland eventually became a classic bedtime story, and it's considered by some as a masterpiece in absurd humor as well; so much so, that Carroll wrote a sequel of sorts called Through The Looking Glass, in which he puts a much stronger emphasis in the absurd, with a more intellectual-ish storytelling.

American McGee is, according to my researches, either an amazingly talented artist and one of the masterminds involved in the design of the monster hit game Quake III: Arena, or a pompous self-absorbed snot who designed a couple of mediocre levels and got fired from id. Again, take your pick.

American McGee's Alice is a 3rd-person perspective action game based in the Quake III engine, with lots of shooting, a healthy dose of jumping puzzles, a moody, dark atmosphere, and lots of references to both Carroll's stories.
These stories are especially loved by pseudo-intellectual teenagers all over the world, like, artsy goths and such, which makes McGee's version like a wet dream come true, what with the grim-looking red-haired Alice wearing a blood-stained apron, and holding a knife with a blade as long as her own arm, and all.
Most fights end up with more or less explicit shots of gore that, while admittedly gratuitous, don't feel all that wrong in the general atmosphere. It's certainly the only choice you'll ever have to slash a poker card in half and watch its guts coming out as it sprays blood all over the floor, I can tell you that much.

Even though Alice works fine as a regular action game, I strongly suggest to get a nice edition of both Carroll's classics (you can find them everywhere in the internet) and read them before playing the game, to catch all the funny references. It's worth it.


So, the game.
The first thing that SHOCKED me about Alice is the visual aspect: The graphics are simply superb, enough can't be said on this matter. Everything from the sweet background image of the main menu, all the way to the design of the bizarre last boss, is the true definition of eye-candy.
The environments are stuffed with fancy special effects and all kinds of small details that bring to life one of the most imaginative gameworlds I've ever seen. Every level is radically different from the previous one, and they all look equally good. Often times, I found myself just wandering around aimlessly, only to enjoy every little detail around.

It's worth to mention that I played this game in a PC equipped with a Celeron 366 CPU, 128MB of RAM, and a TNT2 M64 video card, and with all the details set at top, the game performs quite smoothly, stuttering only in a couple of really crowed fights.

The characters match the gameworld perfectly. Take for example the Cheshire Cat, with his sickly thin body, his abnormally long neck, and his pirate earring; or the freaky children that wander around at the skool, sporting different metallic torture devices attached to their heads, with their constant and disturbing laughter.
Much like it happens with the backgrounds, almost every single living character that shows up is a work of art in its design; the bosses deserving a special mention for their impressive and threatening looks and, often, their massive size.


Regarding gameplay, the best part would be the combat sequences, not only because the control interface is simple and smooth -after all, it's Quake III from a 3rd person perspective, with the added attractive of a smart crosshair-, but the weapons are really original, and a pleasure to watch in action; they're all hand-made toys, twisted to have some lethal effect or other, including a deck of cards that explode in contact and a jack-in-the-box that summons small fire-spitting flying demons.

The jumping puzzles, on the other hand, while at times are presented in rather imaginative designs, for the most part are forgettable --if not plain annoying.


The voice acting, at least the spanish dub, is really good. Considering how lame spanish voice acting usually is, this cast was a pleasant surprise; even more so considering the game's story is not that relevant.

The music tracks exhale a strong feeling of magnificence and melancholy, which works great to support the dark and oppressive atmosphere the graphics depict; with some particularly strong moments, like the Lake of Tears.


The story is presented with in-game graphics cutscenes, and while it's not ground breaking Pulitzer-material, it's certainly enjoyable, especially with the aforementioned voice acting; and even more so when it starts becoming clearer that the characters of the stories are mirroring people Alice knows from real life, and the whole adventure is revealed as a metaphor of her own fight to regain sanity.
The conversation with the Caterpillar has to be one of my favorite moments in the game.





The Bad

The main complaint I have about this game is its linearity.
I enjoyed playing the game, and I'm pretty sure I WILL play it again soon, but I definitely would have liked a more appealing challenge, maybe in the form of puzzles, or even some adventuring to do (and no, running errands for some Papa Smurf lookalike does not count as "adventure").
Basically, all you have to do throughout the game is jump from platform to platform, swing on some ropes, climb some ledges, and -of course- kill pretty much everything that moves. Every now and then you'll be dealt a tete-a-tete with some large, bad-ass foe, which you'll have to spank for a while in order to move on.

Rinse and repeat.

The enemy AI doesn't exactly shine, and fights are only a challenge when you're heavily outnumbered, and in a couple of boss fights.
The platform puzzles can get quite annoying since Quake III was clearly not designed for this kind of gameplay, and getting Alice to land and stand on certain especially small platforms can become too tricky to call it "fun".


The levels give a first impression of being gigantic worlds with lots of paths to explore, but this is yet another title that fools you on that regard, quickly revealing itself as a strictly one-lane ride. There's always the one path to walk, and there are just a few secret areas, that aren't that secret either.


If you missed any of the dialogues, it really doesn't matter, since the story is purely cosmetic. The dialogues play in cutscenes with no player intervention, and they won't be of any real help. You don't even need to remember anything that was said; you just wait for them to shut up, and then keep doing your jumpin' n' shootin' thing.


One final personal quirk: I didn't like the part they gave to the Mad Hatter and the March Hare. It's true, their scene is very effective in its attempt at being disturbing, but those are by far my favorite characters in the original story, and I think they would've deserved something better, something that made them truly memorable --like they did with the Cat.





The Bottom Line

I loved this game. It's all linear, the enemies are really dumb, the platforming can become infuriating, and whether you follow the story or not won't make a difference in the end; but I really enjoyed playing it.

If nothing else, the graphics alone are worth giving this title a try, characters and gameworld are well-designed and they're different enough from one another as to assure you will never get bored with the views. Also, the game performs incredibly smoothly, even in the lowest-range PC.

The story, while practically useless, is enjoyable, and those who own both books -or at least remember the stories and the characters- surely will enjoy this därk version.


Bottom line, the game is fun to play and nice to look at, and following the story adds a whole new dimension. It successfully managed to get me to play all the way to the ending without losing interest at any moment. Once I finished the game, even though the final animated sequence is honestly awful (which is especially sad, considering how good the intro is), I felt satisfied. What else can a gamer ask for?

Windows · by Slug Camargo (583) · 2006

[ View all 11 player reviews ]

Discussion

Subject By Date
Sequel on its way xroox (3895) Feb 20, 2009

Trivia

Alice statue

Rogue Entertainment still has one of these aforementioned Alice statues, along with the Cheshire cat, in its Dallas offices. Only three (of Alice and the Cheshire cat) were created.

Cancelled port

A PS2 version was also in development but was canceled causing Rouge Entertainment to shut down, a decision which infuriated American McGee.

Extras

  • The game came with a "Casebook" that described how Alice got admitted to the mental asylum and how her doctor tried to cure her.
  • EA supplied an Alice statue to selected retail outlets for promotion. It was an evil looking Alice bearing a butcher's knife in bloody hands, and her skirt was bloody, too. In Germany however, the knife and blood were gone, instead, she was holding some playing cards.

Cover art

Later releases of the game in the U.S. had an altered cover art. In the original, Alice was seen on the cover holding a bloody knife, with blood stains all over her apron. There were two revisions to this; in the first one she can be seen holding an ice wand, and in the second revision she's holding a deck of cards. In both of them her apron is stain-free. The Cheshire Cat next to her even looks less skeletal in the new cover art.

Cut content

An early version of the game gave you the chance to summon the Cheshire Cat to fight by your side, but this feature was removed from the final game. You can still find some early pre-release screenshots around the net that showed this however.

Merchandise

As of 2004 a line of action figures based on the game is currently in stores.

Ratings

According to an Wired interview with American McGee this game was Electronic Art's first 'M' rated release

References

On the "load/save" screen, you get three buttons to load, save or delete a game. Next to each button is a one-letter abbreviation of it's function. Did you notice that this spells out "LSD"?

Sales

According to an interview with American McGee, Alice sold over 1 million copies on the PC platform alone, contrary to reports saying it sold poorly.

Soundtrack

  • The original musical score for Alice was created by Chris Vrenna, former drummer for the band Nine Inch Nails.
  • There was a soundtrack for the game released when the game came out, which included music from the game, with dialogue from the various characters. As of 2004 you can still buy it from various retailers for $10, brand new.
  • The name of the soundtracks in the musical score are not completely correct. For instance, the musical score features a track named Battle with the Red Queen, but actually that track appears in the Skool level.
  • The musical score feature an "extra" track called Taking tea in Dreamland (the reason why it is called "extra" is that it doesn't appear in any levels throughout the game.

Awards

  • GameSpy
    • 2000 – Special Award for Graphics
    • 2000 – Special Award for Music
  • PC Powerplay (Germany)
    • Issue 11/2005 - #6 Game Which Absolutely Needs A Sequel (it eventually got one in 2011)

Information was also contributed by Foxhack, Lev Epshteyn, Karthik KANE, phlux, S M, Roger Wilco, Zack Green and Zovni

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Related Sites +

  • A White Rabbit, A Crazy Alice, and Mac OS X
    An Apple Games article about the Macintosh version of Alice, with commentary being provided by Michael Rogers, president of Aspyr, the company responsible for porting the game to that platform. The article also provides a brief "Visitor's Guide to Wonderland" as well as general information about the game, including a brief background on Lewis Carroll.
  • Walkthrough
    A complete guide on Gameboomers from the beginning to the end of this game! (English)

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  • MobyGames ID: 2703
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Contributors to this Entry

Game added by Cam Guest.

PlayStation 3 added by Charly2.0. Macintosh added by Corn Popper. Xbox 360 added by Kennyannydenny.

Additional contributors: Satoshi Kunsai, Unicorn Lynx, retinadesgastada, Zeppin, Klaster_1, Patrick Bregger, piltdown_man, Tien Thuy Le Nguyen.

Game added December 3, 2000. Last modified April 13, 2024.