Alice: Madness Returns

Hey ho,

Some days ago the first real information on the sequel to 2000 game American McGee’s Alice was released, among which a trailer, a bunch of screen-shots, an official website and the game’s title: Madness Returns. Although I’m going on vacation tomorrow, I just had to spend some time noting my observations of the promotional material released so far. Note that I won’t be discussing the projected quality or ‘worthiness’ of this sequel, it’ll just be observations and speculations. Also, it’s been some years since I played the original, so there’s probably going to be some things that I’ll miss out on. Please feel free to post any additions you have in the comments!

Let’s start with the trailer. You can watch it right right under here, though if you haven’t seen it yet, I advice you to watch it in HD on the website.

So, quite a bit more morbid than the original, I think (or at least as I remember it). But, for those of you who, like me, fear not, as the screenshots seem more in-tune with the original atmosphere.

Anyway, there are a lot of little details in this trailer. Let’s go from start to finish…

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Making Friends Part 4/5

And finally…

If you don’t know what’s going on here, check this post.

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Alice Lyrics (Danny Elfman)

I noticed there are a lot of places on the internet where you can supposedly find these same lyrics, however, none of them seem to get the words quite right. I listened to the soundtrack a great many times on loud volume, and am convinced the following are correct. Therefore, I suggest you stick to these!

Alice’s Theme:

Oh, Alice dear, where have you been?
So near, so far, so in-between.
What have you heard, what have you seen?
Alice. Alice. Please, Alice.

Oh, tell us, are you big or small?
To try this one, or try them all.
It’s such a long, long way to fall.
Alice. Alice. Oh, Alice.

How can you know, this way, not that?
You choose the door, you choose the path.
Perhaps you should be coming back.
Another day. Another day.
And nothing is quite what it seems.
You’re dreaming, are you dreaming?
Oh, Alice.

Alice.

Oh, how will you find your way? (2x)
No time for tears today. (4x)

So many doors, how did you choose?
So much to win, so much to lose.
So many things got in your way.
No time today. No time today.
Be careful not to lose your head.
Remember what the dormouse said.
Alice.

Did someone pull you by the hand?
How many miles to Wonderland?
Please tell us, so we’ll understand.
Alice. Alice. Oh, Alice.

Oh, how will you find your way? (2x)

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Making Friends Part 3/5

Here we go again!

If you don’t know what’s going on here, check this post.

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Mighty Words

I’ve started an In-Character/In-Cavern blog called Mighty Words, where I’ll document my exploration of D’ni and my progress in the Art of Writing. Check it out! :)

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Making Friends Part 2/5

It continues!

If you don’t know what’s going on here, check this post.

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Making Friends Part 1/5

Hello!

Since Uru is going open source, there’s been a lot of speculation about the standards that fan-created content should keep to, if any, and how to make sure these standards are kept to (well, at least in my mind there has…). In an effort to entertain people, perhaps teach them some things, and at least do something to try and help OSUru move towards a good future, I’m starting a small series of blogposts where I grade and briefly review all the available fan Ages out there right now (that’s to say, those on the Drizzle list of downloadable Ages). If you want to try any of the Ages yourself, follow the instructions here.

Initially I graded the Ages on a scale of 0-10, where 10 would be (at least) Cyan quality, on several categories. The grading categories that I used were Visual Appeal, for anything concerning the graphics, layout etc. of the Age; Integration, meaning how well it fit with the existing Uru Ages and how closely it kept to the D’ni lore, the rules of Writing, etc.; Atmospheric, grading on sound and such; and Enjoyability, a kind of overall modifier that just says how much I enjoyed the Age.

The scores displayed here are on a scale of 0-5 Journey Cloths, where 5 is the Age that came out as the one with the highest grade on the 0-10 scale (which was a pretty low high) and 0 the lowest. So, they’re a simplified reflection of the above criteria. Obviously, these are all based entirely on my own opinion, which may or may not hold any value. Please don’t hate me if I give your Age a low rating and/or a bad review. I’m not trying to insult anyone personally. If you want to lift your Age to a higher level based on my opinion, I can give more detailed criticism if requested.

This review will come in 5 parts. Four parts with each 19 Age gradings/reviews, and an additional part with listings of the top Ages and such. Well, let’s get going!

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Terabithia – Origins

Ruins near TerebI’ve recently been enchanted by the movie Bridge to Terabithia. I’m not going to go on a rant about how great I think it is, but I ordered the DVD, original book and movie companion book the day after I saw it, which expresses the gravity of my fondness for it (and my impulsive buying habits).

In addition to that, I did some research on the name ‘Terabithia’. I already wrote about this on the A Place For Us forums, but I thought I’d also post them here because I thought the results were rather interesting, and maybe Terabithia fans will come across it here (also, it’s a good enough reason to do a blog post). There’s also a treat for Myst fans at the end, so those of you who fall into that category; keep reading!

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Landwriter

A blogpost! Woohoo!

For Programming for Artists class, I made this little Flash game and thought I’d put it up here for the whole world to play. Because of compatibility issues though, it’s going to be an .exe file (or .hqx if you’re of the Mac variety). So sorry about that. I also didn’t include the music because that would have been crap or would have made the files 120 times larger, so instead you can stream it from here under the track name of Ñubes.

Here’s a little screenshot to warm you up, hopefully:


Draw land for The Guy so he can pass the obstacles and reach the exit!

Download here:

Windows (1.8 Mb)
Mac (3.3 Mb)

I don’t know if this is possible on Mac, but for the best playing experience, select View > Fullscreen from the header bar menu. Other than that, there’s a tutorial and everything, so nothing more to explain :)

I hope you enjoy it! Post your high scores! ^^

EDIT 24-10-2008

I found myself able to compress Landwriter with music to only 3.9 Mb. There have also been some bugfixes. Download it for PC here!

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College Books

Yesterday, my brand new books for college arrived. In case you don’t know; I’m going to the NHTV course for International Game Architecture and Design.

Two of the books have indexes. In one of them, I found the word “Myst”. Interesting! I thought I’d copy what the books say about Myst to here for everyone to read. The book is called ‘Rules of Play – Game Design Fundamentals’ by Katie Salen and Eric Zimmerman. The first mention is on page 270:

As game designers, it is important to understand the range of player types that encounter your game, and the kinds of relationships they have to the rules, goals, and magic circle that your game delineates. Some games clearly appeal to both standard and dedicated players, such as Scrabble. Scrabble is often played as casual family fare, but it also supports an international tournament culture of hardcore players. Other kinds of games tend to attract one kind of player over another. The players that enjoy the low-pressure, exploratory pacing of Myst are generally not the same kind of dedicated player audience that would spend the many hours required to understand and master Myth: The Fallen Lords. There is a similar divide off the computer between players of party games such as Pictionary and fans of complex wargames and role-playing games.

I can’t say I totally agree with this piece, as it can take a player many upon many of dedicated hours to understand a single puzzle, let alone understand the complex workings of some of the Ages or the history of the D’ni race.

The next mention is on pages 354-355:

There is a reason why Myst was superior to all of the CD-ROM multimedia game clones that followed it, or why Super Mario 64 is still better than the scores of 3D over-the-shoulder, character-based console games that are released every year. Myst and Super Mario 64, although very different in the experiences they provide, have one thing in common: they both treat the player with a tremendous amount of care. From the moment the game begins, the player has clear directions and purpose. As players explore their expansive worlds, both games provide a satisfying increase in challenge, while never leaving the player feeling lost or confused. There is clarity to the way that these games construct player pleasure.

??? How can the authors say directions are given from the start of Myst? Almost nothing could be further from the truth! The player has no idea whatsoever about what is happening to them, what they have to do or what character they are playing.

The final mention is on page 394:

Although games have been played in real-world spaces for millennia, the appearance of electronic and digital games in the last few decades have provided new kinds of game spaces: playgrounds that exist only on the screens of computer monitors and televisions. These game spaces take a multitude of forms from blocky 2D grids to expansive 3D worlds. One useful taxonomy for describing the range of these digital spaces comes from Mark J. P. Wolf, in his essay “Space in the Video Game.” Wolf lists eleven ways that video games operate to structure and represent space. We paraphrase these categories below, with examples from Wolf’s essay:

  • Text-only space: text adventure games such as Zork and Planetfall
  • [...]
  • “Mapped” Spaces: Defender, Myst (both have a seperate radar or map display)
  • Why was Myst listed under ‘”Mapped” Spaces’? Is it because the pictures are ‘mapped’ onto the screen in stead of the player actually walking through it? Or is it just because Myst had maps of the Ages that people could look at? (Myst Masterpiece had them, at least) Either way, it seems hardly appropriate to me that it is listed under this category.

    And that ends our little trip through Rules of Play! There are no further mentions of Myst, Uru or Cyan in the index (well, it is in the “Games Mentioned in the Book” chapter). From these three quotes though, it doesn’t seem like authors had a really good idea of what Myst is about. Or maybe I have a wrong idea of it!

    Now I can go back to reading one of my other books – “A Theory of Fun” by Raph Koster…

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