<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Gaming Insider &#187; Uncategorized</title>
	<atom:link href="http://gaming-insider.com/category/uncategorized/feed" rel="self" type="application/rss+xml" />
	<link>http://gaming-insider.com</link>
	<description>Gaming News and Information</description>
	<lastBuildDate>Thu, 29 Jul 2010 05:00:23 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.6</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>Classic Gaming Expo Is Geekiest Thing in Vegas</title>
		<link>http://gaming-insider.com/classic-gaming-expo-is-geekiest-thing-in-vegas</link>
		<comments>http://gaming-insider.com/classic-gaming-expo-is-geekiest-thing-in-vegas#comments</comments>
		<pubDate>Thu, 29 Jul 2010 05:00:14 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://gaming-insider.com/classic-gaming-expo-is-geekiest-thing-in-vegas</guid>
		<description><![CDATA[
Classic Gaming Expo 2007 attendees crash on a couch in the middle of the show floor and play some Atari on an old tube TV.Photo: Curtis Joe Walker/Wired.com

It&#8217;s time once again to put aside your Blu-ray, drop the Dual Shock and play the games of yesteryear.
&#8220;But Chris,&#8221; you might say if we were on a [...]<p><a href="http://gaming-insider.com/classic-gaming-expo-is-geekiest-thing-in-vegas">Classic Gaming Expo Is Geekiest Thing in Vegas</a> is a post from: <a href="http://gaming-insider.com">Gaming Insider</a></p>
]]></description>
			<content:encoded><![CDATA[<div><a href="http://gaming-insider.com/wp-content/plugins/wp-o-matic/cache/f7665_classicgamingexpo07.jpg"><img src="http://gaming-insider.com/wp-content/plugins/wp-o-matic/cache/f7665_classicgamingexpo07.jpg" width="460px" alt="" height="387" class="size-full wp-image-27094" /></a>
<p>Classic Gaming Expo 2007 attendees crash on a couch in the middle of the show floor and play some Atari on an old tube TV.<br /><em>Photo: Curtis Joe Walker/Wired.com</em></p>
</div>
<p>It&#8217;s time once again to put aside your Blu-ray, drop the Dual Shock and play the games of yesteryear.</p>
<p>&#8220;But Chris,&#8221; you might say if we were on a first-name basis, &#8220;that&#8217;s what you do all the time.&#8221; Shut up. The point is that this weekend is the ultimate party for people like me, the <a href="http://www.cgexpo.com">Classic Gaming Expo</a>. A full weekend of all things classic, this year&#8217;s CGE will take place at the Tropicana hotel in Las Vegas from July 31 through August 1.</p>
<p>What&#8217;s there to do? Besides a massive dealers&#8217; room and swap meet area where you can buy and sell your old videogames for 48 hours straight, there&#8217;s a museum full of rare stuff you never thought you&#8217;d ever get to see in person, panel discussions featuring the biggest names of the classic gaming era and a bunch of classic arcade games set to free play.</p>
<p>There&#8217;s also a raucous, exciting live auction on Saturday night, at which gamers fight over some of the rarest stuff you&#8217;ll ever see for sale.</p>
<p><a href="http://cgexpo.com/guests.htm">Celebrity guests for 2010</a> include David Crane (<cite>Pitfall!</cite>), Rob Fulop (<cite>Missile Command</cite>) and Bob Polaro (<cite>Defender</cite>). And me, if you want to meet me.</p>
<p><a href="http://gaming-insider.com/classic-gaming-expo-is-geekiest-thing-in-vegas">Classic Gaming Expo Is Geekiest Thing in Vegas</a> is a post from: <a href="http://gaming-insider.com">Gaming Insider</a></p>
]]></content:encoded>

<p><a href="http://gaming-insider.com/classic-gaming-expo-is-geekiest-thing-in-vegas">Classic Gaming Expo Is Geekiest Thing in Vegas</a> - <a href="http://www.gaming-insider.com/">Gaming Insider</a> </p>

			<wfw:commentRss>http://gaming-insider.com/classic-gaming-expo-is-geekiest-thing-in-vegas/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>StarCraft II Shows Decade of Polish in Slick New Presentation</title>
		<link>http://gaming-insider.com/starcraft-ii-shows-decade-of-polish-in-slick-new-presentation</link>
		<comments>http://gaming-insider.com/starcraft-ii-shows-decade-of-polish-in-slick-new-presentation#comments</comments>
		<pubDate>Wed, 28 Jul 2010 05:00:33 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://gaming-insider.com/starcraft-ii-shows-decade-of-polish-in-slick-new-presentation</guid>
		<description><![CDATA[
In this StarCraft II level, players need to get their units to high ground before the lava rises.Image courtesy Blizzard Entertainment

Few games live up to 11 years of anticipation, but StarCraft II&#8217;s slick upgrades mean the sequel&#8217;s got a shot.
At midnight July 27, Blizzard switched on the servers for StarCraft II. The original StarCraft, released [...]<p><a href="http://gaming-insider.com/starcraft-ii-shows-decade-of-polish-in-slick-new-presentation">StarCraft II Shows Decade of Polish in Slick New Presentation</a> is a post from: <a href="http://gaming-insider.com">Gaming Insider</a></p>
]]></description>
			<content:encoded><![CDATA[<div><a href="http://www.wired.com/gamelife/2010/07/starcraft-2-impressions/redstone-full/" rel="attachment wp-att-27048"><img src="http://gaming-insider.com/wp-content/plugins/wp-o-matic/cache/e5ec9_redstone-full-660x376.jpg" width="460px" alt="" height="376" class="size-large wp-image-27048" /></a>
<p>In this <cite>StarCraft II</cite> level, players need to get their units to high ground before the lava rises.<br /><em>Image courtesy Blizzard Entertainment</em></p>
</div>
<p>Few games live up to 11 years of anticipation, but <cite>StarCraft II</cite>&#8217;s slick upgrades mean the sequel&#8217;s got a shot.</p>
<p>At midnight July 27, Blizzard switched on the servers for <cite>StarCraft II</cite>. The original <cite>StarCraft</cite>, released in 1998, became an overnight success, selling 1.5 million copies in its first year on the way to more than 11 million copies sold in its lifetime. A decade on, the sci-fi game &#8212; which pits human Terrans against alien Zerg and Protoss races in a real-time strategy war that spans the galaxy &#8212; is still revered for its precise balance and easy-to-learn, hard-to-master game mechanics. <cite>StarCraft</cite> became especially popular in South Korea, where professional players can earn upward of $100,000 a year and expert matches get televised nationwide.</p>
<p>At first glance, it seems Blizzard has taken an if-it-ain&#8217;t-broke approach to <cite>StarCraft II</cite>&#8217;s gameplay. The biggest improvements to the single-player campaign have been in the presentation. In the original game, you were simply flung from one mission to the next with nothing but a short mission briefing, or perhaps a brief cinematic scene once in a blue moon. In the sequel, you spend your downtime hanging out inside the spaceship owned by series protagonist Jim Raynor.</p>
<p><span></span></p>
<p>Inside Raynor&#8217;s ship, you can spend the money you make from missions on upgrades for your army. Many upgrades consist of simple stat enhancements, but some unlock new abilities for your units. It&#8217;s a fun way of introducing RPG elements that provides a tangible feeling of progression.</p>
<p>Another change from the original <cite>StarCraft</cite>: You can now choose the order in which you tackle certain missions. It&#8217;s not as if you have complete freedom: You will usually be presented with two missions to choose from. This means the game follows a branching storyline of sorts, although so far I have always been able to go back and complete missions I skipped.</p>
<p>Optional objectives within the missions themselves range from rescuing oppressed villagers to collecting a number of doodads strewn across the map. This idea is very similar to Blizzard&#8217;s 2002 game <a href="http://en.wikipedia.org/wiki/Warcraft_III:_Reign_of_Chaos"><cite>Warcraft III</cite></a> (the last real-time strategy game the company released). The rewards are usually worth the trouble. If you rescue hapless villagers, they&#8217;ll join your ranks. If you collect doodads, you&#8217;ll be given more money with which to upgrade your units.</p>
<div><a href="http://www.wired.com/images_blogs/gamelife/2010/07/battlenet_interface_001-full.jpg"><img src="http://gaming-insider.com/wp-content/plugins/wp-o-matic/cache/867bc_battlenet_interface_001-full-660x371.jpg" width="460px" alt="" height="371" class="size-large wp-image-27012" /></a>
<p>Blizzard&#8217;s new Battle.net online service, as used in <cite>StarCraft II</cite>, is visually appealing and easy to navigate.<br /><em>Image courtesy Blizzard Entertainment</em></p>
</div>
<p>Eleven years of technological progress means <cite>StarCraft II</cite>&#8217;s storytelling methods aren&#8217;t as primitive as they were in 1998. The first <cite>StarCraft</cite> employed mid-mission dialogue, but the animation was limited to a few pictures of talking heads. <cite>StarCraft II</cite>, on the other hand, benefits from the fully rendered cinematic scenes we&#8217;ve come to expect of modern gaming.</p>
<p>These scenes are excellent: The facial expressions, character movement, sound direction and art design all come together to make a gripping plot, at least from what I&#8217;ve seen so far.</p>
<p>It helps that Blizzard boasts some of the best artists in the business. <cite>StarCraft II</cite> might be somewhat low-tech compared to graphics juggernauts like <cite>Crysis</cite> or <cite>Metro 2033</cite>, but because of its excellent art direction, it is arguably more visually appealing than either of those games.</p>
<p><cite>StarCraft II</cite> uses a wide range of colors, and the attention to detail on things like marines&#8217; mechanized moving parts or the fluorescent glow of laser beams is spectacular as well.</p>
<p>I haven&#8217;t yet played <cite>StarCraft II</cite>&#8217;s final multiplayer mode, but I did play a <a href="http://www.wired.com/gamelife/2010/02/starcraft-ii-beta/">great deal of the multiplayer beta</a> and came away impressed. Blizzard&#8217;s overhaul of its classic Battle.net service is geared toward helping strategy newbies become competent, offering an array of challenges designed to teach important multiplayer skills.</p>
<p><cite>StarCraft II</cite> is a long time coming, and with fans currently caught in the throes of launch ecstasy, it&#8217;s still too early to tell if it will ultimately prove to be worth the wait. But based on my first impressions, it would have to screw up pretty hard to not be.</p>
<p><strong>See Also:</strong></p>
<ul>
<li><a href="http://www.wired.com/gamelife/2010/02/starcraft-ii-beta/">Hands-On: Overhauled <cite>StarCraft II</cite> Welcomes Strategy Noobs</a></li>
<li><a href="http://www.wired.com/magazine/2010/05/pl_games_starcraft/">Games: <cite>StarCraft</cite> Gets a Hi-Res Upgrade</a></li>
<li><a href="http://www.wired.com/gamelife/2009/08/starcraft-ii/">Q&amp;A: Making <cite>StarCraft II</cite> More Accessible</a></li>
</ul>
<p><a href="http://gaming-insider.com/starcraft-ii-shows-decade-of-polish-in-slick-new-presentation">StarCraft II Shows Decade of Polish in Slick New Presentation</a> is a post from: <a href="http://gaming-insider.com">Gaming Insider</a></p>
]]></content:encoded>

<p><a href="http://gaming-insider.com/starcraft-ii-shows-decade-of-polish-in-slick-new-presentation">StarCraft II Shows Decade of Polish in Slick New Presentation</a> - <a href="http://www.gaming-insider.com/">Gaming Insider</a> </p>

			<wfw:commentRss>http://gaming-insider.com/starcraft-ii-shows-decade-of-polish-in-slick-new-presentation/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Q&amp;A: American McGee Returns to Alice’s Nightmare Wonderland</title>
		<link>http://gaming-insider.com/qa-american-mcgee-returns-to-alice%e2%80%99s-nightmare-wonderland</link>
		<comments>http://gaming-insider.com/qa-american-mcgee-returns-to-alice%e2%80%99s-nightmare-wonderland#comments</comments>
		<pubDate>Tue, 27 Jul 2010 05:00:18 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://gaming-insider.com/qa-american-mcgee-returns-to-alice%e2%80%99s-nightmare-wonderland</guid>
		<description><![CDATA[
Grab your butcher knife and venture back into a twisted Wonderland in Alice: Madness Returns.Image courtesy Electronic Arts

REDWOOD CITY, California &#8212; &#8220;I&#8217;ve kind of made a habit of taking children&#8217;s fairy tales and turning them into dark, twisted content,&#8221; says game designer American McGee.
He might be understating the case a bit. As creator of American [...]<p><a href="http://gaming-insider.com/qa-american-mcgee-returns-to-alice%e2%80%99s-nightmare-wonderland">Q&amp;A: American McGee Returns to Alice’s Nightmare Wonderland</a> is a post from: <a href="http://gaming-insider.com">Gaming Insider</a></p>
]]></description>
			<content:encoded><![CDATA[<div><a href="http://www.wired.com/images_blogs/gamelife/2010/07/AMR-04.jpg"><img src="http://gaming-insider.com/wp-content/plugins/wp-o-matic/cache/d1f8b_AMR-04-660x371.jpg" width="460px" alt="" height="371" class="size-large wp-image-26964" /></a>
<p>Grab your butcher knife and venture back into a twisted Wonderland in <cite>Alice: Madness Returns</cite>.<br /><em>Image courtesy Electronic Arts</em></p>
</div>
<p>REDWOOD CITY, California &#8212; &#8220;I&#8217;ve kind of made a habit of taking children&#8217;s fairy tales and turning them into dark, twisted content,&#8221; says game designer American McGee.</p>
<p>He might be understating the case a bit. As creator of <a href="http://www.wired.com/culture/lifestyle/news/2000/12/40726"><cite>American McGee&#8217;s Alice</cite></a> and <a href="http://www.wired.com/gamelife/2008/07/preview-hilario/"><cite>American McGee&#8217;s Grimm</cite></a>, he&#8217;s best known (and <a href="http://www.flickr.com/photos/ikibalam/957936744/">pointedly parodied</a>) for dirtying up a story from our innocent childhoods, then slapping his name into the videogame&#8217;s title.</p>
<div><a href="http://www.wired.com/images_blogs/gamelife/2010/07/mcgee_edit.jpg"><img src="http://gaming-insider.com/wp-content/plugins/wp-o-matic/cache/42368_mcgee_edit-279x300.jpg" width="460px" alt="" height="300" class="size-medium wp-image-26965" /></a>
<p>Game designer American McGee is working with Electronic Arts to revive his <cite>Alice</cite> series.<br /><em>Photo: Chris Kohler/Wired.com</em></p>
</div>
<p>With <cite>Alice: Madness Returns</cite>, McGee&#8217;s moniker is off the box, but the creative vision is unmistakable: It&#8217;s a creepy trip into a perverted Wonderland, where Alice is beset not by humorous anthropomorphs but nightmare visions. Electronic Arts will publish the game in 2011 for <a rel="nofollow" href='http://gaming-insider.com/wp-content/plugins/wp-affiliate-pro.php?id=5' target="_blank">Playstation</a> 3, Xbox 360 and PC.</p>
<p>At a press event last week hosted by publisher Electronic Arts, McGee and story collaborator R.J. Berg discussed what gamers should expect from this long-awaited <cite>Alice</cite> sequel.</p>
<p><strong>Wired.com:</strong> I haven&#8217;t played the previous <em>Alice</em>. Are there any plans to bring it back as a <a  href='http://gaming-insider.com/wp-content/plugins/wp-affiliate-pro.php?id=10' target="_blank">Download</a>able game before the sequel comes out?</p>
<p><strong>American McGee:</strong> It&#8217;s certainly endured with the fans. I think that there&#8217;s an audience for it, but at this moment we&#8217;re just focused on <cite>Alice: Madness Returns</cite>. Any bringing it back would be up to EA and EA Partners. R.J. and I were here as employees when we created the first <cite>Alice</cite>. </p>
<p><strong>Wired.com:</strong> Since this will probably be many people&#8217;s first experience, I&#8217;m guessing you&#8217;re crafting the game in such a way that you don&#8217;t need to have played the original to enjoy it.</p>
<p><strong>McGee:</strong> Yeah, but there&#8217;s a definite need for us to honor and answer to the existing audience, people who&#8217;ve been loyal fans to the property over the years. We&#8217;ve done our best to blend together into the story elements from the first game. This is a natural sequel, a narrative sequel to the first game. So we get back in there and people who know the first game are going to have a lot of reward in terms of seeing locations that they may have seen before, characters that they knew from the first game. But it&#8217;s certainly not a requirement, bringing this game to console for <a rel="nofollow" href='http://gaming-insider.com/wp-content/plugins/wp-affiliate-pro.php?id=5' target="_blank">Playstation</a> 3 and Xbox 360 players, for them to have played the PC one.</p>
<p><span></span></p>
<p>
<div><a href="http://www.wired.com/images_blogs/gamelife/2010/07/AMR-02.jpg"><img src="http://gaming-insider.com/wp-content/plugins/wp-o-matic/cache/597a6_AMR-02-660x371.jpg" width="460px" alt="" height="371" class="size-large wp-image-26986" /></a>
<p>As in the original, <cite>Alice: Madness Returns</cite> will make platforming a key part of the gameplay.<br /><em>Image courtesy Electronic Arts</em></p>
</div>
<p><strong>Wired.com:</strong> Describe some of the gameplay mechanics.</p>
<p><strong>McGee:</strong> For the first game, the idea was to make a solid platformer. The other tenets were the art, which at the time was really out there in terms of its ability to present art as a core of the experience. R.J. wrote the first game&#8217;s story, and he&#8217;s writing the story for <cite>Madness Returns</cite>. I think if you ask anybody about the way that story is presented in the title, you&#8217;ll find that that was one of the things that was really unique about it. At the time with PC gaming, the <cite>Half-Lifes</cite> and things like that hadn&#8217;t hit just yet. And so we felt, I think our audience felt, that we really nailed it in terms of how we delivered story and got the player immersed in the game. </p>
<p>Coming back now to the story in <cite>Madness Returns</cite>, we&#8217;re once again focused on these things: really good story, solid third-person platforming gameplay, adventure, action, exploration and puzzle solving.</p>
<p><strong>Wired.com:</strong> You bring up an interesting point, because after <cite>Alice</cite> came out there was a revolution in game storytelling. What do you do differently now that you have to clear a higher bar for people who&#8217;ve played <cite>BioShock</cite>, who&#8217;ve played <cite><a href="http://en.wikipedia.org/wiki/Half-Life_%28video_game%29">Half-Life</a></cite>?</p>
<p><strong>R.J. Berg:</strong> I don&#8217;t think that we&#8217;ve looked upon them as necessarily raising the bar so much as expanding people&#8217;s acceptance of what they could do on a console. We are extremely impressed with <a href="http://www.wired.com/gaming/gamingreviews/news/2007/08/bioshock_review"><cite>BioShock</cite></a>, for instance. Still, we thought that by basing our game on such a strong intellectual property, and <cite>Alice</cite> being such a deep and rich font of intellectual property, that we were already stretching out the sense of action-adventure, and maybe one that was not particularly well-suited 10 years ago. Whereas now, with something like <cite>BioShock</cite>, <cite>Half-Life</cite>, games that have really improved our notion of what you can do, what kind of deep story you can tell on that platform, we&#8217;re pretty confident that our audience will come right along with us. We&#8217;re pretty happy about this direction.</p>
<p><strong>Wired.com:</strong> I just finished reading the book <a href="http://www.randomhouse.com/catalog/display.pperl/9780307378705.html"><cite>Extra Lives</cite></a>, and now my head is filled with big words: It reminded me of Clint Hocking&#8217;s blog post about <a href="http://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html">ludonarrative dissonance in <cite>BioShock</cite></a>, how the gameplay and the narrative can go out of whack with each other. Is that something you&#8217;re concerned about?</p>
<p><strong>McGee:</strong> Well, I think his idea of dissonance is that it made the entertainment experience so jolting, so shocking. In the first <cite>Alice</cite>, we were playing with narrative shocks and twists, and they obviously hit home with people who played the game. In <cite>Madness Returns</cite>, it&#8217;s much more of the same and then some. </p>
<p>I think that storytelling, which is R.J.&#8217;s forte, doesn&#8217;t necessarily need to catch up to anything, it&#8217;s that the technology has to be applied in a way that honors the story you want to tell and doesn&#8217;t cause a disconnect from the audience. You want to find a balance between this thing that is game and this thing that is story. That&#8217;s the truth of it &#8212; you&#8217;re not letting these pieces get in the way of each other unless, in the instance of <cite>BioShock</cite>, you&#8217;re turning something on its head for the key purpose of, &#8220;Oh my God, I can&#8217;t believe this whole time I&#8217;ve been in this thing and this thing has been talking to me.&#8221;</p>
<p><!-- Game Life Brightcove Player --><!-- End of Brightcove Player --></p>
<p><strong>Wired.com:</strong> A lot of people have nightmares about their teeth falling out, as we saw in that teaser trailer. Are you trying to play on our common fears?</p>
<p><strong>McGee:</strong> Well, the title is M-rated. The first <cite>Alice</cite> was actually EA&#8217;s first M-rated game. We are trying to seek common horror &#8212; not that it&#8217;s simple or expected, but instead of being that in-your-face cliché horror, we&#8217;re trying to go for a much more psychological, deep, disturbing horror. The kind that would juxtapose something like the blood and the teeth and this beautiful girl to try to create &#8212; that is a dissonance that you&#8217;re trying to pull up. </p>
<p>And the game is filled with that, actually. As you move through the environments, you&#8217;re going to find elements of the art that are one moment comforting, because these are things that have all been born out of Alice&#8217;s experiences in her life, and at the same time disturbing because they&#8217;re set against this thing that&#8217;s coming into this environment that would normally be her sanctuary, her psychological sanctuary, and screwing everything up. At its core is the idea of going mad. That&#8217;s really at the center of this, probably the most frightening thing.</p>
<p><strong>Wired.com:</strong> Have you gone up against things that you couldn&#8217;t put in the game because you&#8217;d get an Adults Only rating?</p>
<p><strong>Berg:</strong> No, we knew we were making an M-rated game. That just gave us a play area to work with. There was never any temptation to go over the top to get that kind of rating. The thing that was most important to American and me was that we always be true to our idea of her &#8212; what she experienced, what she imagined, what she dreamed about &#8212; was it credible? We&#8217;re looking for people to appreciate this vibrant, courageous, troubled young woman hero character. But we really almost insist that you come along with all of your notions, all of your imagination, everything that you&#8217;ve ever thought about how Alice would live her life. It was just important that we not try to, for the sake of shock or otherwise, do something that violated our sense of who she grew up to be.</p>
<p><strong>McGee:</strong> I think if we had, in the first game, violated that sense of who that character was, pushed it too far, pushed it in any direction for the wrong reasons, we would not have seen that kind of response that we did. So many people, people we respected, our audience who we obviously respect, came back and told us that they thought this was the truest adaptation of the story that they&#8217;d ever seen. I think that really says a lot about the sensitivity with which we approached it. </p>
<p><strong>Wired.com:</strong> Alan Moore, in <a href="http://en.wikipedia.org/wiki/The_League_of_Extraordinary_Gentlemen"><cite>The League of Extraordinary Gentlemen</cite></a>, touched on the idea of what happens when you come back from Wonderland. How it changes you.</p>
<p><strong>Berg:</strong> You&#8217;re into something critical and something that I&#8217;m afraid we can&#8217;t really talk about right now. </p>
<p><strong>Wired.com:</strong> Are there puzzles?</p>
<p><strong>McGee:</strong> Absolutely. We thought that was an important element of the first game, and in <cite>Madness Returns</cite> it&#8217;s there, and it&#8217;s there in some ways that are new. New and old. We&#8217;re seeing this revival &#8212; we saw it today in <a href="http://www.destructoid.com/here-s-what-to-expect-from-dead-space-ignition-179487.phtml"><cite>Dead Space: Ignition</cite></a>, the side-scrolling 2-D presentation of arcade gameplay on the console. We&#8217;re finding ways to pull ideas like that into the game as puzzles, and also ideas that come more naturally out of the fiction like chess and cards. It certainly was a big piece of what made the first game fun and we&#8217;ve brought it back with some new thinking and some new ideas. </p>
<p><strong>Wired.com:</strong> Is there pressure to make it more marketable &#8212; add an online multiplayer death-match mode?</p>
<p><strong>McGee:</strong> Well, we didn&#8217;t do that. This is very much focused on the strongest and best single-player narrative game that we can make. You know, I think we&#8217;ve all seen examples of projects where that should have been the case, and it wasn&#8217;t, and you can see where the quality kind of falls off. We&#8217;ve been really fortunate in having EA Partners as a creative partner, understanding that this is a title that needs room and space and time as a single-player narrative presentation to be just that.</p>
<p><strong>Wired.com:</strong> Is Wonderland supposed to be a happy place for Alice that&#8217;s gotten perverted?</p>
<p><strong>McGee:</strong> In both games, that&#8217;s been the theme. This is in fact a sanctuary. It&#8217;s a place that is made up of experiences that she&#8217;s had throughout life. And we always are striving to be true to that. Whatever she sees or experiences in Wonderland has to be derived from something that she might have seen or experienced in real life. That&#8217;s a really fun constraint, actually, because trying to find the surreal or trying to find the horror requires that you actually work within that idea. It always ends up being that the results are really nice. </p>
<p>But yes, from a basic perspective she&#8217;s always trying to return Wonderland to its more normal state. Keep in mind that this is a character who has dealt with some very dark issues in her life, so it&#8217;s always going to inform the place as she&#8217;s seen it, even when she&#8217;s returned it to so-called normal.</p>
<p><strong>See Also:</strong></p>
<ul>
<li><a href="http://www.wired.com/culture/lifestyle/news/2000/12/40726">The Great American (McGee) Game</a></li>
<li><a href="http://www.wired.com/underwire/2010/03/alice-overload/">Alice Overload: 5 Best Trips to Wonderland</a></li>
</ul>
<p><a href="http://gaming-insider.com/qa-american-mcgee-returns-to-alice%e2%80%99s-nightmare-wonderland">Q&amp;A: American McGee Returns to Alice’s Nightmare Wonderland</a> is a post from: <a href="http://gaming-insider.com">Gaming Insider</a></p>
]]></content:encoded>

<p><a href="http://gaming-insider.com/qa-american-mcgee-returns-to-alice%e2%80%99s-nightmare-wonderland">Q&amp;A: American McGee Returns to Alice’s Nightmare Wonderland</a> - <a href="http://www.gaming-insider.com/">Gaming Insider</a> </p>

			<wfw:commentRss>http://gaming-insider.com/qa-american-mcgee-returns-to-alice%e2%80%99s-nightmare-wonderland/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
