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Alice Demo

by Maarten Goldstein, Dec 01, 2000 4:54pm PST
Related Topics – Demo, Electronic Arts

Look at that, EA just released the demo for EA/Rogue's 3rd person game Alice and you can get it at Fileplanet, Electronic Arts, or 3D Gamers ( 78mb ). There is a readme included but it doesn't state how many levels are included. Looks like we are having some problems with our FTP server so no mirror, sorry guys.

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Comments

160 Threads | 512 Comments
  • I see this as being "Game of the Year". No one, atleast that I can recall, has been "extradited" from such a high-profile position/company, and created something as risky and ALMOST impossible to pull off.

    After you play this demo, do the following:
    1) Make a list of all the various design elements (weapons, characters, etc.) that are in the game.
    2) Describe the story.
    2) Describe the atmosphere.

    Now, go through those steps again, but do them out loud. Pretend that you are standing in front of people at EA and are trying to pitch this idea. Hell, image you're Sid Meir and that people will accept just about anything you say and assume you're Christ.

    If you actually described this game out loud, didn't you think that it sounded very cool, but extremely risky and far beyond possible to properly pull off?

    It seems to me that American McGee MAY have done this. I stress MAY in the point that this is only the demo. Some demos have been great while the game shitty, and also the opposite.

    PC Gamer put American in it's new generation of "Game Gods" article recently. At this point, whether or not everyone agrees on the quality of the game, everyone should agree that he's pulled off something that almost no one else could even hope to dream of.

    Granted, this game is not perfect. As far as we've seen, there are some flaws, although they are the kind of flaws that are dependent upon what type of gamer you are. If you are a hard-core console-hating PC Gamer, then you may hate this game for all of the jumping skills that are involved (notice I didn't say puzzles, simply because you don't have to actually figure them out). If you are a hard-core PC-hating (WTF are you doing here?) console gamer, then you may hate it for it's ALMOST 1st person control.

    But people who appreciate games for what they are, and are willing to accept a few flaws along the ways of genious (yes, I said genious), then you will abso-fucking-lutely love this game, or atleast the demo.

    Holy shit I am impressed.



















  • I'm impressed with the demo. This game has loads and loads of atmosphere. Everything in the game serves to further the universally disturbed aura, from the grotesque Cheshire Cat to the way the ribbons things on Alice's dress bounce. For maximum effect, play this game with the lights off, doors and windows closed, and (surround) sound up. I have never seen maps like Alice's, period. Amazing stuff. The dialogue, while somewhat cheesy, is palatable and doesn't really detract from the game.

    As a Quake player, I usually loathe the 3rd-person perspective in any game. In real life, I see out of my eyes, dammit, not from a floating camera following me around. But the 3rd-person in Alice is usable. The camera has some inertia and smoothing to it, which is a little bit disconcerting at first but soon proves itself by compensating for the quick mouse flicks FPS players like me tend to use. I would still much appreciate playing in first-person instead, but this is acceptable.

    I am disappointed though, by the the existence of freaking jumping puzzles in the game. Granted, Alice's versions of the jumping puzzle are imaginative, but they are still jumping puzzles. I have never seen anybody praise jumping puzzles in any review of any game recently. I have never talked to anyone else who enjoys them. I personally hate them. Does anybody actually like jumping puzzles? I didn't think so. So why do they appear in Alice? Thank goodness for the really fast quickload times.

    I also found myself wishing for a sniper weapon early in the game, instead of first a knife, then a stick that shoots random bouncing goo (kinda like Daikatana...sad). Those card guards are tough to defeat with only a knife. But we like a challenge, don't we? Alice certainly gave me one. Apparently Alice can't hold her breath for more than a few seconds, or climb up vines either (would someone like to enlighten me?). Also she has an incredible propensity, when hanging off a ledge, to not want to climb up, no matter what keys I hit.

    There will certainly be an audience who enjoys this game. Those of you who can adjust to the quirks of the game and enjoy gameplay that mainly involves jumping around properly will find Alice a lot of fun. The atmosphere is what makes this game. If you want an immersive game, Alice is the way to go. If you're a hard-core Quakehead, you might find this game a bit difficult to adjust to. All the same, this is an impressive effort by McGee and company. I'm looking forward to more of his and Rogue's work.




  • Finally got it.

    First impression (played about 30 minutes):

    Really good sound and music. Totally sets the mood. I even turned on the rear speakers to use my A3D card (which almost never gets used anymore).

    Graphics and artwork are excellent. It's nice seeing what the Q3 engine can really do when frames per second isn't a primary concern. The water effect is pretty slick as is the weird vortex/sky shit on that level where the floor is broken up and you have to hop around to get across. Good stuff.

    Gameplay is about what I expected from a third person game. The controls are pretty good as far as the genre goes but the jumps can still be annoying. Not extremely hard or anything. Just mildly irritating at times. I think you drown WAY to fast too. I haven't actually drown to death yet but it would be nice to be able to look around a few seconds longer when you're underwater.

    I like it so far. I'm on the part where you have to run from the boulder indiana jones style. I assume I'm probably close to the end just judging by how retardly short game demos are these days. Haven't decided if I'll buy it or not yet. Depends on if the demo ends as soon as I think it will. I haven't seen enough yet to convince me to buy it but maybe there's more to go than I think there will be. If it does end soon without any kind of "omg i gotta have this" hook at the end I might still get it when it hits the discount shelf. I'm hoping there's at least another level after the one I'm on...

    Anyway, congrats to American and Rogue. Looks like they pulled off what they were aiming for. Not really my style of game but I'll play it a while longer and see if I get hooked.