American McGee Interview on Alice
8:52 AM | Michael Eilers | Comment on this story
With American McGee's Alice available now for the Mac OS from Aspyr Media, this in-depth interview with Mr. McGee himself on Gamasutra has such excellent timing. The discussion covers the third-person adventure game that bears his name, as well as his history in the industry and his plans for the future (which includes a career in directing film and video).
Among the many topics discussed include the pros/cons of having your name attached to a game, his inspirations for some of the dark themes explored in the game and possible alternative plotlines that turned out to be too "dark" to use. Along the way he comments on what went right and wrong with the final product, and what got cut due to lack of time.
Any time you attempt to use "literature" as your source material, you will find strong objections from those who feel you are interpreting the material incorrectly. McGee didn't seem to have that experience with his revision of the world of Lewis Caroll:
Do you feel that you have a much truer Vision of Lewis Carroll's work than Disney?Keep watching IMG for a review of Alice soon. A demo for the game is also expected within the next few weeks.
Interview with American McGee on Gamasutra
I wouldn't go so far as to say that, but I have heard quite a few people whose opinions I respect a lot, say that they feel that this is one of the truer depictions of the fiction that they've ever seen. One of my favourite stories was when we were showing the demo at E3 in Los Angeles, and Stephen Spielberg actually came into our demo room, and got to see what the game looked like. Afterwards he said, "This is the truest rendition of this work that I've ever seen. Good job." That was very cool. It was a nice piece of validation that we were actually on to something. It showed that we weren't trying to force my view of the world on this project, but actually, a natural extension of what the story was.
American McGee's Alice
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