So we really wanted to do it justice. We spent time going back to the original game, reading the books, finding out what it was about the original game and the books that people loved so much and responded well to. There's been so much community support over the years, people still dress up as American McGee's Alice and they still create fan art so we looked at all of that and we found there was some really strong stuff we could build on. We think that this sequel really stays true to the original game. Was their one goal or objective or theme that you decided very early on that the game was going to be all about? (American McGee) We did decide early on the central narrative theme. In the first game the idea was that she was bringing herself psychologically, so the only person in that game in jeopardy in that product was Alice herself. She needed to overcome that emotional trauma in Wonderland using Wonderland's tools in order to free herself from the asylum. But this time the goal was to bring the drama and the threat into the streets of London and to Alice's life outside this mental landscape as well. So this sort of creates an arc whereby she first conquers this psychological or mental space and in this game she conquers the physical. If ever we decided to make a follow-on there would be a combination of these two because if Alice has prevailed in this story then she's conquered both the physical and the psychological. I'm sorry I can't dive into the details of the story too much but it would kind of give it away... What elements of the game do you hope that players will most appreciate? (Ken Wong) Obviously we're proud of the story that we've put together, we think we've got a really interesting tale to be told. We knew that the first game that was really recognised as having an amazing art style and so my art team worked Rosetta Stone Spain Spanish really hard to satisfy fans and create a visually stunning landscape and recreate those amazing character designs. And the gameplay of course is super-integral to the experience. We spent a lot of time looking back at the first game and what people's experiences were and building on what they enjoyed and working on or fixing those things that weren't so strong. Is there any concerns that the game wont sell as well as it deserves because it doesnt feature the typical soldiers or aliens that a lot of consumers seem to want in a modern action game? (American McGee) It's an excellent question. In my opinion the industry is really quite self-limiting. It's difficult sometimes for publishers to think outside of the traditional boxes in which they tend to put the games that are being made. For game creators that is a challenge because you want to be able to stretch and try new things. But at the same time you have to work with your publisher and within audience expectations, not to stretch so far that you create a new genre that no-one is interested in. The first game proved the concept that we're carrying to the second. It also showed that Alice herself as a character and also Alice in Wonderland as an IP is truly universal. It's global. It's what they call a four quadrant IP. It's male and female, young and old. It appeals globally. So whatever we build on top of that, as long as we are true to what makes Alice in Wonderland so appealing to everyone, I don't think we're so worried. I think it actually expands the definition of what a market for a game like this can be. American, it is interesting that EA has brought you and Suda out to Australia together.
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