One of the most disturbing video games ever released,American McGee's Alice stars the titular character of the Alice in Wonderland series. Released in late 2000 by Electronic Arts, and helmed by id Software alumnus American McGee, a former level designer for the Doom and Quake franchises, in his first role as project lead.Alice Liddell's family has died in a fire of which she is the only survivor. The trauma leaves her mostly catatonic and suicidal, and she is institutionalized in Rutledge Asylum. Years later, her White Rabbit plush toy apparently comes to life and summons Alice to aid a radically altered Wonderland, now under the despotic rule of the Queen of Hearts. Alice must fight her way through the twisted dream world in an attempt to destroy the Queen and restore Wonderland to its former glory, and thus heal her mind. Along the way, she must destroy the Queen's minions, many of which are her former friends and companions. Her guide and primary ally is a twisted, emaciated Cheshire Cat, who can be summoned by the player for hints on how to go or just the occasional cryptic quote.The game itself is an early action adventure, with Alice using a variety of deadly toys to kill the inhabitants trying to destroy her and solving a number of puzzles along the way. The soundtrack is particularly notable, created by Nine Inch Nails member Chris Vrenna with exclusively Victorian instruments and toys.The trailer for the first game can be viewed here.In February 2009, roughly eight or so years after the game was released, EA announced that American McGee got the band back together, so to speak, and the sequel, entitled Alice: Madness Returns was released on June 14, 2011.
This game contains examples of:
Achilles' Heel: The Mad Hatter is incredibly vulnerable to the Jacks (supposedly because he's so orderly, and the Jacks represent chaos) and you can win the Boss Battle against him more easily if you exploit this weakness.
An Ice Person: The Ice Wand lets Alice freeze enemies solid or erect protective walls of ice.
Anti-Frustration Features: Meta-Essence that respawn after a while in the same spot appear only in boss arenas. These are actually necessary for the last couple of fights, where the only weapons you'll be using are the mana-guzzling Eye Staff and Blunderbuss.
Some Bottomless Pits helpfully teleport Alice back onto the platform, rather than leaving her to fall to her death.
Bizarrchitecture: A lot, but a notable example is the Skool, which is much larger on the inside than outside.
Blade on a Stick: The various mook Cards wield creative pole weapons reflecting their suits, eg: morning stars for the Club soldiers, Tridents for Spades and so on.
Body Horror: The March Hare and the Dormouse. Good God.
The Queen of Hearts' appearance and her true form are horrific.
Not to mention the various deformed children running around, some of whom have the tops of their skulls sawed off.
Breaking Speech: The Jabberwock, The Mad Hatter, and the Queen Of Hearts especially.
Boring, but Practical: The Flamingo club/mallet. Hits harder than the Vorpal Blade, has a ranged projectile that uses only moderate amount of will. The 52 Deck Cards also count mainly for its high hit probability, if not damage. Both are found early in-game.
Bottomless Pits: Many levels have dark voids in which Alice can fall to her doom.
Broken Bridge: More like "blocked tunnel", but same idea. You can approach the passage to the Land of Fire and Brimstone rather early in the game, but breaking through the barrier to access it requires the Jabberwock Eye Staff, a weapon that isn't available for some time.
Clockwork Creature: The automatons are made from random spare clockwork parts and insane children. Oddly enough, the bomb-dropping ladybugs look to be mechanical too. The Mad Hatter turns out to be one of these as well, to go along with the clockwork theme of his level. To top it all off, the March Hare and Dormouse are at least halfway this.
Composite Character/Common Knowledge: The game combines the Red Queen and the Queen of Hearts into the same person, in line with a popular misconception. Somewhat justified in this case, since the shattering of Wonderland has drastically altered many of the inhabitants.
Disney Death: All of Alice's friends who were killed during the journey are restored to life at the end. Justified because Wonderland exists in her mind, so all she had to do was want them all to come back. Sadly, the sequel reveals that they didn't all take.
Doom Magnet: Alice thought of herself as one as her Wonderland friends meet their untimely fate from various circumstances surrounding her.
Dummied Out: The HD console edition brightened up textures but removed quick save/load, the ability to hotkey weapons and the ability to call the Cheshire Cat whenever you wanted.
The original has many unused lines (some were recycled into the sequel) and a few working NPCs that don't show up in the game: the Fish Footmen and Frog Footmen, which draw wooden swords and summon Card Guards, and the bizarre Fungi; physically a small legless creature strapped to another buoyant animal, which follows the player but doesn't attack.
Earn Your Happy Ending: While earning the ending holds true for all video games, Alice literally has to earn her sanity back by battling the Queen Of Hearts.
Exposition Fairy / Stop Helping Me!: The Cheshire Cat. Less annoying than other examples since you actually have to summon his help but, the character's eponymous quirks being what they are, his "help" is often enigmatic to the point of uselessness.
The entire plot is about an institutionalized Alice returning to a darker, trippier, overthrown Wonderland, which is very similar to Dorothy's adventures in the '80s film Return to Oz. Despite that fact, it managed to be popular with the public (unlike the movie). Also more awesome.
Some noted similarities between the game and a certain Tim Burton production. E.g. Alice returning to Wonderland to save it from the Queen of Hearts by defeating her champion the Jabberwock?
Frickin' Laser Beams: The Bishop chess piece and the Queen of Hearts use these. Also the Eye Staff emits a continuous beam of massive damage.
Gusty Glade: Inverted in one area of the Hatter's Domain, where you can get sucked into machinery drawing in air. Played straight inside Queensland where visible gusts can blow you off while riding steam vents.
Idle Animation - Looking down the barrel of the blunderbuss, prying open a jackbomb, burying a card in her own skull, playing with knives ... Alice is dangerous when she's bored.
A lot of the enemies have them as well, such as the Boojum removing and holding up its head to get a better view of the area.
I'm a Humanitarian: The Dutchess. She's implied to be a cannibal right from the first time someone mentions her, and it proves to be true: right before the Boss Battle starts, she comments on how delectible Alice looks. Plus, her most dangerous - and most disturbing - attack consists of liftning Alice up and biting her on the head. (She can only do this if Alice comes within close range, which is not a good idea with this Boss, or most Bosses in general.)
Tweedledum and Tweedledee appear to have cannibalistic tendencies too, but aren't as anxious to eat Alice as the Dutchess is, claiming she's too "scrawny" when the see her. (Alice's response is darkly sarcastic.)
Improbable Weapon User: Alice's "toys" are mighty lethal. Decks of cards, flamingo-shaped croquet mallets, explosive Jack-in-the-boxes, dice which summon demons... the list goes on.
In Case You Forgot Who Wrote It: Possibly justified, since American McGee's Alice is very different from Lewis Carroll's, but even so it has been said of the game that if you're going to put your own name in the title, it's better if people actually know who you are. The game had amazing graphics for its time, and it was heavily publicized that it was built on the then-cutting edge Quake III: Arena engine. American McGee had been a designer for id Software and worked on the earlier Quake games, as well as its predecessor franchise Doom. A good portion of the target audience - 3D action gamers - were well aware of who he was.
American McGee was actually not a fan of having his name in the title - he wanted to call the game just Alice. According to him, it was the publishers who wanted to put his name in the title, since "made by one of the masterminds behind Doom" would carry more weight with gamers than "a dark version of Alice in Wonderland". He got his wish with the second game, which is not called American McGee's Alice: Madness Returns. It still has "An American McGee Game" in smaller letters at the bottom of the case.
Indy Escape: A large mechanical beetle drops a massive marble down into the hole Alice is in. She outruns it past an icy floor in which the marble crashes through. Comes back later to chase her after she gets the Ice Wand and be on her way.
Infinity Plus One Guns - Blunderbuss and Jabberwock's Eye Staff. Blunderbuss simply annihilates everything non-boss in a pretty wide area while draining your full Will bar. Eye Staff is more gradual in its use, but just as deadly.
To some, have such a long firing delay(Eyestaff) or completely exhausting what is essentially ammunition in one shot(Blunderbuss) brings it straight into Awesome, but Impractical territory.
Macro Zone: The Vale of Tears and Wonderland Woods segments.
Magic Skirt: If you try to look up Alice's skirt, all you see is a spiral, gray pattern.
Averted in the second installment of the game, Madness Returns; you can look up her skirt, though most of what you see is simply the tights she wears with most of her dresses. However, Alice does not wear tights with her Late But Lucky dress, and looking up her skirt when she is in that outfit reveals that she is not wearing panties, and though it's an little dark, a slit is visible which may well be Alice's underparts.
Mysterious Backer: Humpty Dumpty. When Alice speaks to him, he doesn't tell her anything useful... Or does he? It's not what he says, but what he does. If the player goes in the direction where he points to, Alice will find the blunderbuss, the most powerful weapon in the game, which is easy to miss otherwise.
Mythology Gag: The White Chess Castle features a few illustrations from the original Alice books, along with a portrait of Lewis Carroll.
Nested Mouths: The Queen of Hearts monster has the Mad Hatter's face inside her mouth, with Alice's face inside his. See this in this video.
Never Trust a Trailer: In the game's trailer, Alice and the Mad Hatter are shown having a tea party together, Alice glaring daggers at him as she grips her knife - just as the Hatter pulls on a lever and a circular saw comes out behind Alice to cut her in half. It's a dramaic and frightening scene, but there's nothing in the actual game that resembles it.
No Sell: In the Boss Battle against the Centipede, he's immune to every weapon Alice has at her disposal except when he rears back before charging, exposing an old scar which is his weak point. Of course, you'd know this if you'd read the feelies booklet.
Orcus on His Throne: Although the Queen of Hearts' shadow falls over the whole game, she really doesn't do much at all until Alice actually reaches her. This is further emphasized by the fact that the first Boss Battle against what seems to be the Queen is actually a fight against a decoy, and the real Queen does not bother with Alice until the fake is defeated.
Our Demons Are Different: Alice can summon them with her dice. The lesser and greater demons are your standard horned, winged fair, but the middle ones are bizarre worm creatures that throw fireballs. The Land of Fire and Brimstone also introduces Fire Imps that rush at Alice with pitch forks.
Popcultural Osmosis: Some of the elements claimed to be from the original story are actually lifted straight from the Disney adaption, such as her parachute dress and only specific food altering Alice's body shape, and only in specific proportions. In the books every food eaten in Wonderland (except for a bit of tea she has with the Mad Hatter) altered the shape of her body, and not always in proportion. Odd they would leave this out, as it gave them perfect opportunity to use what was played as Rule of Funny in the books as Body Horror instead...
I rule wonderland alone. Your interference will not be tolerated. This realm is for grown-ups. Raw, well-ordered, ruthless, careening on the jagged edge of reality. Self-pitying dreamers are not wanted here. They cannot survive here. You fear the truth. You live in shadows. Your pathetic attempts to reclaim your sanity have failed. Retreat to the sterile safety of your safe delusions or risk inevitable annihilation. If you destroy me, you destroy yourself. Leave now and some hollow part of you may survive. Stay, and I will break you down. You will lose yourself. FOREVER.
Room Full of Crazy: Though it's more like an asylum full of crazy; look at the walls in the Hatter level and you can faintly see he's been scribbling on them. (And there's the bloody "You're Next" warnings to boot.)
Rule of Symbolism: LOTS. Most major characters that Alice encouters and many of the locations represent someone or something that caused her madness or something she encountered after being driven insane. Some examples include the Vorpal Blade, which is the spoon used to feed her at the asylum (which she had tried to use as a weapon in one brief time that she was conscious) and the Land of Fire and Brimstone, which symbolizes the fire that destroyed her house. Boss enemies and some monsters represent employees and patients at the asylum or figures from her past.
Sanity Meter: You get more sane by drinking the essence of your kills! Try explaining this to your therapist after you finish the game. (Well, if what she's killing is a representation of her mental illness, then it makes a twisted... sort of... sense...)
Word of God said that this was used because it was better and far more interesting plot-wise than using a standard health meter and having Alice restore her health with medicine and bandages like the hero does in most games like this. (And frankly, having such stuff lying around Wonderland would make even less sense.)
Save Scumming: One way to ensure you don't redo frustrating sections of platforming or to-and-fro tedium just because of a mis-step later on.
Spot of Tea: As in the novel, Hatter is obsessed with tea. So much so that if the clock strikes twelve during the boss battle with him he will immediately run off for his teatime.
Springy Spores: Plenty in the shrunken levels. Only one specific type of mushroom is springy, though.
Strapped to an Operating Table: At one point, Alice wakes up in an operating theater ... turned on its side. Additionally, the March Hare and Dormouse can be found on operating tables, horribly experimented on. There's nothing you can do to help them.
Super Mode: In the first game, Alice can occasionally find the Rage Box that when touched sprays ... something in her face which painfully transforms her into a demon. This Power-Up causes Alice to do more damage to her enemies and causes her to take less damage from their attacks for the duration.
There are also other items, like a rare grasshopper teapot that turns Alice into a super agile bug-girl, and even rarer dark looking-glass that turns Alice invisible.
The Computer Is A Lying Bastard: Some of the Cheshire Cat's clues are cryptic to the point of being false. For example, he implies the Jacks are dangerous to Alice if she uses them without enemies around, like the Dice, when in fact they're perfectly harmless.
Truth in Television: Sort of. The manual describes what you'd think were imagined and torturous treatments for various patients in the asylum, from pricking fingers, to bullying, to experimentation. A patient dies and the Doctor comments on it rather casually. But lunatics in Victorian England were third-class citizens and it all happened with nobody batting an eyelid.
The Jabberwock: You selfish, misbegotten and unnatural child! YOU smelled the smoke! But you were in dreamland taking tea with your friends, you couldn't be bothered! Your room was protected and spared while your family upstairs roasted in an inferno of incredible horror!
Womb Level: The Queen Of Hearts' castle. Creepily organic, it's like you're working your body up through some intestines, through a ribcage, and up a cerebral column into the 'brain'. In fact most of the features of that section resemble a body part.
Which raises the question 'where did you enter?' Oh, just through a snug, hard-to-spot crevice in a wall...
Oh, and the Queen Of Hearts, a writhing mass of tentacles herself, has tentacles sticking out in most of the levels (they often serve as visible Invisible Walls since you simply CANNOT climb onto them)
The main core of her keep seems to be mostly made of ivory...