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A Darkness Carroll

  • Nov 14, 2001
One of the most engrossing aspect's of the Alice pc package hasn't even been mentioned yet. Included with the game is a small 20+ page booklet that is the journal of Alice's asylum doctor. It is a near daily record of the changes in Alice's condition, and the eerie happening's around her. I enjoyed reading it nearly as much as playing the game.

Alice, like most have said already, is a stunning game with gorgeous graphics. I have a 750 mhz processor, asus motherboard, and voodoo3 3d card, and it work's great. An occasional scratch on the skyline, and some in misty area's, but only for a brief second. If you have a geforce2 or better (it was made for geforce use) then it should work fine. A friend of mine says it works perfectly with his geforce2.

All I can really say is it's addictive. It has an opening sequence that peaks among the greatest of game start off's. Alice is asleap, while her house burn's around her in a flowing series of sharp montages. The voices are critical in gaming, and can make or break the way you feel about the character's. This is voice casting at it's best. The dasterdly British accent of the Cheshire is my favorite. "When is a croquet mallet like a billy club? The answer: whenever you want it to be." The disney-made preformed plushness of the original animated kitty is melted with a cross between the mange/anorexia. As much as I like the Disney classic, it was far too pretty for Carroll's ingeniously black vision of Wonderland.

Atleast now we have a chance to see it as it should be. Gore is present only when it should be, and isn't overdone. It's just enough to be effective.

Alice's poise when she speaks add's to her mystery. Her hand's are always crossed behind her as she keeps her back straight and head held high. She is unbreakable. Her voice is forged with a deep properness and gives hint's to her gothic wit.

When your computer is groaning to be pushed, and you enjoy atmospheric games with dark, intelligent character's, then by all means, order Alice! I am just mad with this game.

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More American McGee's Alice reviews
review by . August 19, 2004
posted in The Gaming Hub
Poor, poor Alice. Your parents killed in a fire, you are now trapped in an insane asylum with only your madness to keep you company. Even your dreams of Wonderland have become corrupted by a fractured mind, old friends becoming terrifying menaces and familiar places now dank and mysterious. What was once a place of wonder now becomes a life-threatening journey into your own psychosis.    Clever, wicked Alice, filled with malice, to bring all your new toys into Wonderland with …
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Adam Hunnicutt ()
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American McGee is best known for his work on shooters likeQuake III, but he split off from id Software recently and his first effort isAlice, a twisted romp through his own version of Lewis Carroll's Wonderland. The trick is that Alice, now older, is the lone survivor of a house fire that kills her family. She's stuck in an asylum and must regain her own sanity by returning to the madcap Wonderland she visited as a child. She's a darker person now, and, perhaps consequently, Wonderland is correspondingly dark.

The Queen of Hearts cruelly rules the land, the White Rabbit is tattered, the Cheshire Cat sports a pirate earring and a mangy, emaciated look, and the Mad Hatter is even madder than before. Alice, armed with her characteristic politeness, athletic ability, and a large knife, must venture through this dark Wonderland righting wrongs while thwarting the Queen and her army of playing-card guards.

The game itself uses an over-the-shoulder perspective and has Alice running, jumping, and swinging from ropes like a younger and primmer Lara Croft. Controls are easy to use and aside from difficult jumping puzzles and an odd problem where Alice slides on surfaces, the game is easy to play. Wonderland here is dark, like a Tim Burton film, but still easily recognizable to fans of the classic novel. If anything the game is woefully linear--there's only one path and therefore no need to replay the game after you've finished it. The result is a game that feels more constrained and ...

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