Some more thoughts on the big three: Xbox, PlayStation and Nintendo

It’s hard to talk about anything other than E3 this week: there’s not much else happening in the gaming world at the moment. E3 is all things gaming this week.

I’ve been pondering the three big  pre-E3 press conferences from Xbox, PlayStation and Nintendo and you know what? I think Nintendo kicked the arse of the other two companies. I really do.

Let me explain my reasoning. Xbox was all about Kinect – more games  and voice commands (and, a personal bugbear of mine is that New Zealand doesn’t even have voice recognition up and running for our 360’s yet. That’s probably not going to arrive till the end of the year). Apart from Gears of War 3 and Modern Warfare 3,  there wasn’t really anything there for hardcore Xbox 360 owners to get excited about (I say that because games like Ubisoft’s Ghost Recon Future Soldier and MW3 are going to be out on PS3, too). Sony was mainly all about the PlayStation Vita, which is an exciting piece of hardware, and 3D – again (the 24-inch 3D monitor, though,  did surprise me and sounds brilliant).

If I’m being honest, though, there was nothing from those two press conferences that made me say “Holy shit that is the most awesome/mindblowing thing I have ever heard/seen”. I knew about the handheld console from Sony and, well, I quietly suspected there would be  a Fable game for Kinect because Peter Molyneux told me a few weeks earlier in an interview that he was working on something that he wasn’t allowed to talk about.

Nintendo, on the other hand, blew me away with the tablet-style controller for the Wii U (stupid name, by the way, but no doubt we’ll all get used to it). Everyone was expecting to be shown a new console – and there is one: apparently it looks like a slightly thicker Wii but with rounded edges – but no-one was expecting Nintendo’s focus to be the controller itself. Oh, yeah, there were rumours that the controller would have a touch screen but who was expecting the controller that we saw? Not me, that’s for sure.

This year, Nintendo showed what E3 should be all about: innovation, trying something different, taking a risk (even if it didn’t admit right away that the game footage on show for Wii U games was actually footage from PS3, Xbox 360 and PC versions of potential games). Sony hasn’t taken a risk with the Vita: it’s essentially a more evolved version of the existing PlayStation Portable. Xbox haven’t taken any risks with Kinect: it’s just expanded the game line up to have more than party-style games and expanded voice commands on it.

Despite what you think of the  controller for the Wii U and Nintendo (and let’s face it, not much has been shown of the new console itself) know one thing: it’s innovative and it’s going to be a talking point with gamers for some time to come. Over the next year Nintendo will drip feed details about the console and while I still think that come this time next year, PlayStation and Xbox will announce plans for their next-generation consoles, which could overshadow the Wii U,  for the time being, Nintendo is quite clearly in the spotlight. Milk it, Nintendo, milk it for all you can.

Oh, games out tomorrow: PlayStation 3 exclusive inFamous 2, which I’m making my way through at the moment – and it’s good, and Duke Nukem Forever. I just saw an ad for it on Tv.  I think Duke just said at the end: “You’d better buy my game – or else.” Hail to the king, baby.

 

Bite-sized post: When are we getting voice recognition, Xbox?

The announcements at the Xbox press conference yesterday about being able to use voice commands to search for things – “Xbox Bing this” and “Xbox Bing that” – and issues commands in game is all well and good, but many Kiwi Xbox Kinect owners would just be happy being able to turn their Xbox 360 on using voice commands at all – functionality the US, Britain, Japan and Canada all enjoy.  For us down under, the function has been switched off since launch – and it seems our accents are to blame.

So with all this focus now on voice support for the Kinect at yesterday’s presser, I decided to ask Xbox NZ’s PR firm about it this morning, specifically when can New Zealand Kinect owners expect voice recognition to be activated for us.  I’ve heard from many people who said they bought a Kinect just so they could use voice commands.

Xbox PR tells me that there are “no confirmed dates yet, but voice will be here this year. The postponed rollout is due the complexity of configuring the technology for our accents and ‘voice variation’.” Reports indicate that Australia will get the functionality by the end of the year, so we should follow suit.

So there you have it: Kinect can understand the variety of British and American accents we hear so often on the multitude of British and American TV shows we get here, but it just can’t handle the Kiwi dialect – but that seems to confuse many Americans anyway.

During my  “Red Dead Redemption” review with Glenn Williams last year, a lot of Americans commented on the YouTube link that I’d said  “Rid Did Ridimption”, which is just ridiculous. Perhaps Kinect is having the same trouble.

On the wireless: Game Junkie talks E3 with Radio Wammo

… and the E3 onslaught continues, this time with my weekly radio segment with Glenn “Wammo” Williams on Kiwi FM. Here we discuss mainly the Xbox press conference from this morning, but some non-Xbox related E3 stuff near the end.

Oh, it may look at some point that I’ve actually lost interest in the sound of my own voice, and I drop my head, but I actually think what happened there was I was typing in a user name and password into a website account – and forgot that I was using the video option with Wammo. Yep, that’s exactly what happened.

Enjoy (I promise this is the last update for the night. Maybe. Although Private Practice is on TV in half an hour and I need something to keep me busy while that’s on …)

E3 2011: Sony’s PS Vita takes centre stage

For me, and perhaps many other people, the highlight of Sony’s press conference today was the PS Vita (the handheld formerly known as the NGP) and the games for it.

Sony announced that the WiFi version of the Vita would sell for US$250 and the 3G model would sell for US$299. New Zealand prices aren’t available yet, and expect them to be significantly higher if pricings for other hardware launches are anything to go by.

However, if Sony has it priced right and it’s comparable to Nintendo’s 3DS then we could have a handheld console war on our hands!

Sony’s Jack Tretton opened the conference talking about the recent PSN outage, apologising for the outage and saying it was a very humbling experience for the company. “We want to convince you why Playstation’s stronger than ever, but not just us telling you but you experiencing it yourself,” he said.

Nathan Drake’s triumphant return

A demo of Uncharted 3: Drake’s Deception started things, and it blew me away. Uncharted developer Naughty Dog says the game is raising the bar for PlayStation 3 games and it showed game hero Nathan Drake on what looks like a luxury liner as he makes his way to the bowels of the vessel. He takes two bad guys out from behind then punches out a patrolling guard.

Drake moves deeper into the ship. Now he’s in a lower deck but gets ambushed by baddies: there’s a fire fight. An explosion. “I gotta get outta here,” says Drake, as he tries to escape the ship. The ship starts listing from side to side, and Drake gets trapped under a metal object under water. He frees himself and is now swimming underwater. He’s out, climbing through a hatch, and seems safe but suddenly a huge torrent of water appears from behind him. The demo ends. The game is due out in November. “Amazing guys. We’re going to sell a few copies of that bad boy,” says Tretton.

Insomniac Games shows off Resistance 3 and Sony says PlayStation 2 games, Ico and Shadows of the Colossus, are being remastered in HD and coming out this year. So far, everything we know.

Then Sony throws in something I didn’t know about: a new PS branded 24-inch 3D display that sends two images simultaneously to two pairs of 3D glasses: each person sees a full-screen view on the same monitor rather than a split screen. I think I’ve got that right. It’ll come with a pair of 3D glasses, HDMI cable and Resistance 3 thrown in. It’s going to retail for US$499.

Other games announced include NBA2K12 for PlayStation Move, a new Sly Racoon game and Bioshock Infinite, which will have some form of PlayStation Move support. There will also be a Bioshock game appearing on the PS Vita.

Vita: apparently it means life

Now it’s time for information about the Vita. Sony’s Kaz Hirai says the PlayStation Portable was central to the evolution of the digital living room and Sony had high expectations for the PSP in the years to come but the PS Vita brought new ways to interact with “your world, your friends and your entertainment”. Hirai said Vita meant life and the front and rear cameras would provide Augmented Reality experiences and the Vita “blurs lines between entertainment and your real life”.

Games for the Vita – 80 are in development – include the poster game, Uncharted: Golden Abyss, and it looks like an Uncharted game on PS3 has been shrunk down and stuck into the handheld. You’ll be able to use a conventional control method to manipulate Drake around the game world or the Vita’s 5-inch OLED touch screen or the rear touch-sensitive pad to make Drake jump to ledges or take out enemies. Or probably a combination of both. I wonder, though, how much using your fingers will obscure your view while playing.

Other Vita games include Modnation Racers (where you’ll be able to rub the touch screens to build tracks or manipulate the environment), Wipeout 2048, Little Big Planet (you use the touch pads and tilt function) and Street Fighter vs Tekken, which features a playable Cole Mcgrath from Sucker Punch’s inFamous series.

That’s day one of E3 done: tomorrow it’s Nintendo’s turn to wow the gaming world with the expected showing of Project Cafe. I see that the press conference is at 4am, New Zealand time. I don’t know whether my body can take another full-on work day with a start that early but we’ll. I’ll take the laptop and see if the wireless signal reaches my bed – then I can watch it under the comfort of my duvet.

E3 2011: Xbox press conference – where Kinect rules the roost

OK, here’s my take on the Microsoft Xbox press conference that was held today (4.30am New Zealand time, so no wonder I’m a little tired now) and it was a press event that had a raft of Kinect games on show and a brief glimpse of where the Halo franchise is going.

The 90-minute Xbox event was dominated by Kinect, with Xbox’s Don Mattrick introducing the “next wave” of Kinect titles which showcased the device’s gesture and voice commands.

The event opened with a demo of Modern Warfare 3, showing a diver planting a bomb on a submarine before joining fellow operatives in boarding a enemy vessel and shooting their way to the surface and launching missiles. Next up was Kinect – which was the focus of the show – with EA’s Peter Moore saying there would be Kinect support for upcoming Tiger Woods PGA Tour, Fifa and Madden games, as well as in The Sims 3 Pets and Family Game Night 4.

Next up was Ray Muzyka, from Bioware, who was there to introduce Mass Effect 3, a game he said will support Kinect voice in both conversations and in combat. Players will be able to converse with players using voice, rather than the controller, as well as order commands to your squad during combat.

Ubisoft’s Yves Guillemot introduced Tom Clancy’s Ghost Recon Future Soldier, which will have Kinect support for weapon customisation – you can build something like 20 million unique weapons using arm gestures or voice commands. The demo also showed how you can reload, aim and fire a weapon using gesture rather than the controller.

“Xbox where’s my voice commands, huh?”

Xbox Live’s Marc Whitten saids YouTube was coming to Live and you’d be able to use voice commands to “control your entertainment” (NZ doesn’t even have operational voice commands yet: when are we going to get that, Microsoft?). Microsoft’s search engine Bing is also coming to Xbox Live so if you want to search for a particular game – say, anything with Lego in it – you can go “Xbox Bing Lego” and it will show all matches.

Whitten says Xbox Live TV is going to the United States and around the world (including Foxtel in Australia) but will such a feature come to New Zealand, and if so, when?

Halo and Gears of War 3: for the hardcore gamers

Hardcore Halo fans weren’t forgotten with a trailer of Halo Combat Evolved Anniversary, a fully remastered and remade version of the original featuring the full campaign and seven multiplayer maps, and Cliff Blesinski and rapper Ice-T played a co-op level of Gears of War 3 where Dom and his team had to fight a giant, ugly, google-eyed sea monster.

Blesinski said thanks to the GOW3 multiplayer beta, this game would be the “best and most polished Gears game to date”.

Peter Molyneux came out for Fable: The Journey, in what seems to be a first-person, on-rails Fable with Kinect support.

“Fable has always been about you being the hero but we wanted to know how we can make you 100 times more involved,” Molyneux said. The next Fable game would bring “power and control to your fingertips”. The demo showed a guy controlling a horse and cart, holding his hands out in front holding the reins, then conjuring up magic and spells during some combat. He also slapped enemies.

Minecraft, the game that swept the PC world by storm, is also coming to Xbox 360 as well as two Kinect games for children: Kinect Disneyland Adventures and Tim Schaefer’s Once Upon a Monster.

Use the fork, Luke

The briefly glimpsed Kinect Star Wars from last year’s E3 was shown in demo form today, and the intro showed rancors, cloud city, clone troopers, speeder bikes, pod racing and space battles. “Lightsabre on,” the dude playing the demo shouted – and his blue lightsabre sparks into life. He used force push to move a tank and push droids out of the way. The demo ends with two sith appearing, and both duel wielding lightsabres.

Something that is really interesting to me, though, is Kinect Fun Labs, which Microsoft’s Kudo Tsunoda said would be available for download over Xbox Live today – and it is: I downloaded it this morning but haven’t had a play yet.

Fun Labs is a collection of Kinect tools that lets you scan objects so you can play with them in-game as well as do 3D painting using finger scanning. Fun Labs supports individual finger scanning as well as body scanning, which means you can create an Xbox Live Avatar that looks like you.

Kinect Sports is back with Season 2 and it brings six new sports, including skiing and tennis, plus in-game voice recognition and new gestures. The demo showed a woman playing golf and two testosterone-fuelled dudes playing a game of American football.

Dance Central 2 was also shown off, then Don Mattrick returned, saying that this year Xbox 360 would change living room entertainment forever and that “Xbox 360 will become the bestselling console globally”. He closed the conference by announcing a “new trilogy for the Xbox 360”, then the Halo 4 trailer played, showing a Master Chief on board a damaged spaceship  heading towards a giant white ring.

EA and Sony also have their press conferences today. I missed the EA one – I had to go to work – but did watch the Sony one on a most unreliable livestream. I’ll get my thoughts on Sony’s presser later tonight.

Nintendo’s is tomorrow, where it is expected to show off its next console.

It’s going to be an interesting week: E3 kicks off on Tuesday (for us in NZ)

UPDATE: I probably should have mentioned that I’m not going to E3 this year. Yeah, I’m gutted too but that’s life. There’s always next year.

This time last year (day wise, not time wise, I can’t be bothered working out what time it is in LA right now) , I was probably sitting in a coffee shop in downtown Los Angeles supping back a double shot latte and people watching – and wondering whether I’d brought everything I needed to cover E3 2010 properly.

For those that haven’t been to LA it’s an incredibly massive city with beautiful people everywhere, especially in places like Beverley Hills and Wiltshire Boulevard. It’s also where the crazy game show E3 takes place.

It would have been a couple of days before E3 started and I would have been gathering my thoughts, on how I was going to make it through four days of mayhem – and that I’d remembered to bring all the accreditation I needed to get into the press conferences and the show itself, which was due to start at the  LA Convention Centre in a couple of days.

OK, so E3 2011 is going to start in a couple of days for us: this is what I’m most looking forward to.

  • Much of the focus this year will be on Nintendo and its new rumoured console, Project Cafe. Gamers will want to know just how many of the rumours flying around the internet are actually true.  Here is some of the speculation doing the rounds: the console will use 25Gb optical discs and have 8Gb of on-board flash memory; there won’t be a built-in HDD but it will use SD cards; the controller has a touch-screen as well as a standard button layout; the console will be more powerful than both the PS3 and the Xbox 360. Whether all this is true will be revealed in a few days time.
  • This year Microsoft needs to show gamers that there is more to Kinect than just party-style and fitness games. Hopefully there will be reveals of games that hardcore gamers can actually sink their teeth into. Last year’s Xbox event showed brief glimpses of an on-rails Star Wars game, so who knows? Maybe we’ll see more of that this year. I think that if Microsoft don’t start getting some decent stuff for Kinect, the technology will be wasted and hardcore gamers – those that bought Xbox in the first place – will start to get frustrated.
  • Sony’s been rocked severely by the recent hacks to its PlayStation Network, so it will want to bring its A-game to this year’s E3 to restore the confidence of gamers in its PlayStation brand. I’ve heard that its pre-E3 press conference is several hours long – several hours long- what the heck are they going to showcase there? Last year it was all about 3D but this year I’m sure it’ll be all about the Next Generation Portable handheld (a name change would be a good start) as well as more information about the next game in the Uncharted series, Drake’s Deception.

E3, though, is mostly about the games, and here are some of the game’s I’m looking forward to hearing more about:  The Last Guardian,  Hitman Absolution, Uncharted: Drake’s Deception, Batman Arkham City, Mass Effect 3, Battlefield 3, Assassin’s Creed Revelations, Gears of War 3, The Legend of Zelda: Skyward Sword, Call of Duty Modern Warfare 3 and Deus Ex: Human Revolution.

A week of game related spending

I’m not usually one to outwardly express that I’m a gamer, at least not in a way that screams “Look at me, I play games”. I love playing games but just don’t publicise it on my body.

I don’t  tend to wear game-related t-shirts in public (although I do have a Mario Old Skool tee and various t-shirts given to me by game publishers I tend to wear them around the house) and don’t have a lot of gaming memorability on display around the house. No Master Chief figures, no Zelda posters, no Portal soundtracks playing on iTunes. Any way, most t-shirts from game publishers are pretty terrible in terms of subtlety and design.

That’s all changed over the past week. A work colleague – who is much a movie geek as I am a gaming geek – send me a simple email titled: “Have you seen this?” – and it had a link to a company called Insert Coin Clothing. I hadn’t heard about it so clicked the link. Now I’m $80 poorer – but I’m not complaining.

For those that don’t know what Insert Coin Clothing is – and I was one of those people up up until this week – it’s a British-based t-shirt maker who makes cool video game-inspired shirts and hoodies.  What really impressed me with the shirt designs is that they’re subtle enough for  gamers to know what they’re saying while cool enough for non-gamers to probably ask what the logo means.

There are t-shirts referencing Portal, Mass  Effect 2, Resident Evil, Limbo, Bioshock, Halo Reach, Goldeneye, Pikmin, Killzone 2 and Dead Space. In the end, I plumbed for a Dead Space one, featuring the name USG Ishimura, and one called Gamer’s Voice which has an image of four gaming controllers and the words “Contrary to popular opinion, these do not make me a killer”. It ended up costing me 40 pounds (NZ$80.20) for two good quality t-shirts – heck, one decent t-shirt in New Zealand will cost upwards of $60. The free postage also swayed the deal.

I’m now waiting patiently for my package to arrive – it’s left Insert Coin Clothing’s depot already apparently – so I can get my geek on and wear these puppies out in public.

Oh, I also had another gaming-related purchase this week that I’m not so sure about but will probably keep, anyway. I was out getting Edge magazine on the weekend from the gaming store I go to and for some reason – perhaps it was because my son persuaded me – I bought a Altair, from Assassin’s Creed,  collectible figure. It’s still sitting in its packaging.

My  son keeps asking me if I’m going to open it and I say no. Part of me wants to take it back because I don’t need it but secretly part of me wants to rip it open, prop it up on my desk and dream about climbing renaissance Italy cathedrals. Perhaps seeing Altair on my desk will prompt me to start saving so we can actually get to visit Italy sometime before I die.

 

 

 

More thoughts on L.A. Noire

Someone asked me the other day what I meant when I said in my review of L.A. Noire that it was a flawed game.  So what do I mean by that?

I mean that it’s a good game hampered by a few niggling issues that stop it from being a masterpiece. Settle in and I’ll tell you what I mean.

I like L.A. Noire and I enjoyed playing it, for the most part. It’s a groundbreaking game from Rockstar that will be remembered for a long time. I loved its production values, gorgeous recreation of Los Angeles, and soundtrack but it’s not perfect.

L.A. Noire is strongly narrative driven – set in Los Angeles 1947 – the story is the focus here first and foremost and the way that it plays out in an almost episodic manner is well done. The facial scanning is uncannily realistic and really draws the player into the game – never before in a game have I had to stare so intently into the eyes of a suspect to determine what they were thinking.

But the further I got into L.A. Noire the more I realised how linear it is – I guess it has to be for the sake of the story.  Each case, be it arson, homicide or traffic, follows the same pattern:  go to the scene, examine the scene, talk to witnesses and suspects, then interrogate a suspect and hope for a confession.

The game is very different from previous Rockstar games like GTA4 and Red Dead Redemption in that it’s set in a sprawling environment but it’s not an open-world game. There are no side branching story lines to investigate or multiple characters with their own tales to tell: it’s just Cole Phelps making his way up the ranks of the L.A.P.D. solving cases and putting the bad guys in jail. The game follows a prescribed direction  and doesn’t deviate from a prescribed path. Ok, there side missions like answering police call outs and searching for film reels, hidden cars and landmarks, but try to do thinks in a different order than the game wants, and interesting things happen.

I don’t want to spoil the game for those of you still working your way through it, so you might want to skip the next par or three as I sort of talk about a case,  but near the end of one case Phelps has to hunt down a killer by deciphering excerpts from the poet Shelley left around Los Angles landmarks. Phelps and his partner have to go from one landmark to the next, each new location garnered from the previous clue, until he has them all and confronts the killer.

To keep the story flowing  you should visit each location in a specific order, but I misread one excerpt and went to what I thought was the right location (note: this was the first time I had been to this location but I didn’t get an indication that I had discovered a new area). I wandered around, no cutscene kicked in, no controller vibration to indicate a clue was around, so thinking I had gone to the wrong place I jumped back in my car, asked my partner’s advice and drove to another location, which was the right one.

Phelps read the excerpt and was directed to another location – the one I had just come from. Arriving to the location I got an on-screen pop-up telling me I had discovered a new location – despite the fact that I’d been there 10 minutes before –  and the controller started vibrating telling me that there were clues to discover. I was confused: I had visited the location earlier and nothing happened. It hit home just how linear L.A. Noire is and there is no leeway to deviate from what the game makers want.

I could also mentioned that while L.A is beautifully crafted there’s nothing to do in it – but if there was it would obviously break the storytelling – and I couldn’t understand why in some chases Phelps could pull out his gun but in others he couldn’t. As a cop wouldn’t he be able to pull his gun out at any time?

Look, I still enjoyed playing L.A. Noire, and again I recommend it to people to play,  but I can’t see myself searching for every hidden car or film real and it was instances like what I’ve mentioned above that made me realise that L.A. Noire is a good game but not a masterpiece.

Oh, my daughter also wants to know why when Phelps examines a crime scene he isn’t wearing gloves or any sort or use a pencil or anything to pick up evidence? He’s contaminating the crime scene, she reckons. I couldn’t answer that.

Just a quick thought where I ramble a bit

On the eve of my L.A. Noire review appearing in hardcopy for the newspaper I write for, I’m starting to think about how I write my game reviews. I’ve decided I want to do better.

As humans, we all evolve, we all change. Be  it personally or career-wise, and as a writer,  I’m always wanting to evolve my writing style for the better, while keeping the things that I think identify me as a writer.

After years of writing reviews, I’ve decided I want to approach my game reviews differently.  I want to write them more about how I feel about a game rather than the tired old structure of game play, storyline, graphics, closing comments, score. This has partly come about because I’m tired of writing my feelings down in a review then sometimes seeing them appear differently once published because someone down the production line decided they’d re-write a sentence or paragraph. Did they play the game in question? Chances are no.

I’ve tried to change my formula in the past  – for example, written a review from the point of view of what I’m witnessing as a game character – and it’s worked, most of the time, but then I fall back into the tried-and-true formula. It’s comfortable but safe.

Other times, though, I’ll write a review then read it the next day, in the cold light of day, and think “What the hell was I thinking writing it like that?” I often post-mortem what I’ve written.

I think game reviews should be more about feelings and the emotions they create than just a list of all the parts that a game is made up of.  I’m regularly guilty of writing reviews that just describe the components then slap a score on the end.

As a writer my writing should evolve, it should continue to grow, it should convey me feelings.  From now on, I hope it does.

Interview: American McGee talks about Alice: Madness Returns


Eleven years after gamers were first introduced to American McGee’s take on Alice in Wonderland, the game maker is back with a sequel, Alice: Madness Returns, due for release by EA on Windows PCs, PS3 and Xbox 360 next month. The game has been made by McGee’s Spicy Horse studio, which is based in Shanghai.

Alice: Madness Returns sees Alice released from the asylum that kept her captive at the end of the first game but she is still haunted by the death of her parents and returns to Wonderland. I spoke with American McGee and Ken Wong from Spicy Horse about the new game when they were both in Australia last week.

GC: Gentlemen, it’s nice to speak to you both.

AM: Yeah, it’s nice to speak to you as well.

GC: American, if we can start with you. It’s been 11 since the original Alice game what can we expect to have changed in the world over that time?

AM: Obviously it’s changed a lot in terms of visuals, which Ken can speak to, and also in the scope and the scale of the game which has grown quite a bit, but in terms of the core of what made the original game so attractive to so many people, we actually kept a pretty classic approach to exploration, combat and platforming are all there but with a different tone in the story telling and puzzle solving. But at the same time we tried all this time to try and listen to the fans to tell us what they love most and also some of the things that they loved not so much and that allowed us to update things like combat, for instance, which in the first game at lot of people felt was a little bit too one dimensional, so the combat this time around … there’s a definite strategy on how you apply your weapons and your timing against specific NPCs. So that’s one areas that’s received quite a lot of attention but I think that people who played the first game are going to find that the formula that was there with the first is still there, only it’s been improved across the board.

GC: American, I know that in Madness Returns you revisit Wonderland but also visit Victorian England. Is the game a lot darker than the original was? I mean in tone?

AM:  The thing you have to remember about Wonderland is that it all springs forth from Alice’s imagination so we had a rule during development that what we saw in Wonderland had to be something that we could reasonably expect would have come from Alice’s mind. I mean, it had to be something that she drew upon from her real life experiences so I’d say that the tone isn’t more or less dark, I mean, it’s a continuation of what she saw in the first game, though the new threat to Wonderland … there’s something else attacking Alice, attacking Wonderland … I would say that it was much darker in many respects than what was threatening her the first time around. The first time around it was all potentially about her losing her mind, going insane. This time around there’s a real world component to it, as you said in London and that spills over to potentially affect characters other than Alice and so that horror’s kind of spread out and I think in that way when people finally see what it is that’s happening I think they’re going to definitely feel that this is a much darker game in that sense.

GC: Had you ever wanted to make a sequel to Alice earlier than now or did you feel that now was the right time to do it?

AM: Well, we knew that there was sequel potential in there, even as we were developing the first, but the timing for this was really just about right place at the right time. I had left EA and travelled the world, then met up with Ken shortly after going independent. Then Ken and I moved to Hong Kong and made some games there and we moved to Shanghai and once we’d established the studio in Shanghai and the capabilities became apparent we realised that there was an opportunity there to talk to EA about a sequel. So really it was just a question of timing.

GC: As you said, you left EA for a while then did the independent route. Did you feel that you grew as a developer during that stage?

AM: Yeah sure. I mean this study that we built in Shanghai is pretty unique in that it required a lot of growth, not just about in the sense of how we go about making the games but also having had to move to China, and the culture and learn the language. We had to learn the ins and out of setting up a business there and so I’d say for me, personally, it’s been a tremendous growth experience and apart from moving to the moon or something I don’t think you can pick a more challenging thing to do. And out of that challenge, of course, there’s always growth.

Ken Wong: And I think for us as a studio, American has been the leader of all of us and for some of us this is our first or second game and he’s really bought his considerable experience to the table and really taught us a lot about what he’s learnt. I think it’s a really unique studio where we have about 50 per cent Chinese employees and made a really interesting game in a really interesting city.

GC: American, what do you think Louis Carroll’s take would be on your take of the character that he created? Do you think he’d approve?

AM: That’s a really interesting question. I think first of all Carroll would have loved video games because of the possibilities available there. It was clear that in his writing that he was trying to stretch the possibilities of the medium that he was working in, which was print and when you look at the style that was present then he was really pushing boundaries in that sense, so I think for him to see an adaptation of that work in something as dynamic as a game, I think that he would appreciate it. The question of whether or not he would see the story progression that we’ve created as a natural one – that’s a tough call but I’ve heard a lot of people who are artists, musicians, film makers that I respect a lot who have said that they think that this is the truest interpretation of the fiction that they’ve ever seen and I think that means something. I think that it’s clear that we’ve tried to stay true to the original material while at the same time creating a branch that feels logical and meaningful.

GC: For you both, how does hearing people talk about your work like that make you feel?

AM: I think, like I said, the ideas really flow out of the characters that for me it’s always been about Alice and being true to her and so in some respects it’s almost automatic – she almost guides where we’re going and, sure, I think we feel good that we’ve built a product and it’s come in on time, and it’s looking great, and people enjoy it, but I think you have to look at the source material for some of the credit for what’s good about it. You also have to look at the team that’s built it. Of course, this isn’t a one-man operation – it is the imaginations of multiple people over two years so there’s a lot in there and a lot for people to feel proud about.

KW: The source material was so rich that often it wasn’t finding a solution but picking what of the many solutions that we could go with, where could we take this character, where do we take this one location from Wonderland and how can we interpret that and how has it evolved in the time that Alice has been away. It’s actually been a lot of fun to work with: Wonderland and Alice are just rich.

GC: It’s a hugely rich experience but for both of you, what drives you as game makers. What is it that gives you the direction you go in your games?

AM: That’s a complicated question At the most basic level it’s put food on the table (laughs), right? But beyond that, we have a lot of people in the team that are experimenters – they want to try new things and they want to push boundaries, and I certainly am in that place where I see games as a way to tinker, to try different things and so that’s one of the areas where I get a lot of pleasure but I think for each person in the studio they’re driven by different things and it’s been very clear for us in the development the personalities that have come out and who is driven by what. It’s a pretty broad question and I think it depends on who you talk to. I don’t know: what drives you, Ken?

KW: Well, what I enjoy at Spicy Horse is that it’s an environment that encourages us to buck the trend and look for things that haven’t been done before and that’s great for an artists and a creative as it’s a really good environment to work in. We try to keep things as egalitarian as possible and everyone is encouraged to volunteer their opinions and ideas. So that’s what drives me: I want to make unique games, games that have something surprising or something we haven’t seen before.

GC: Are games art? Do you think that games can be classed as an art form?

AM: The thing about the constituent pieces – each being art in themselves: the 2D art which becomes 3D art, the music the story, the narrative is as sprawling as a typical novel – is that when you start to put them together people start to question whether it’s art. I think it really comes down to the creator’s intent: I mean did the person who created the game believe that it was art? I think it depends on the game and what the creator was thinking about.

KW: In my thinking the term art is more relevant to scholars or journalists than to the artists themselves. I think us as creators we are simply making things for people to enjoy and consider, and in that sense I think we are making something expressive which has something to say about emotions and the way we interact with each other and you can compare that to books and film and what have you that are all considered art.

AM: I had some friends who went to the Biennale (in Italy) and they were there and they were walking around the galleries and came across this big pile of crates and cardboard boxes and they stood there admiring it for a while and were thinking ‘This is quite interesting. What does this mean?’ and finally the janitor came along and swept it away. Until someone told them it wasn’t art they were happy to stare at it so really it’s in the eye of the beholder and also maybe in the intent of the creator.

GC: Would you consider yourself a risk taker in the industry?

AM: Yeah, I think that in a lot of respects. Just picking up and moving to another country to start a studio is taking a risk ..

KW: Doing this game, in the country we have, with the team we have, was not the safest thing that we could have done. A safer thing would have been for us to work with an entirely Chinese team and make a very Chinese game.

AM: This was a team that had never made a console game before so we certainly took risks but I think in terms of the game design itself there are also some risks there and some of those risks we had to take out because we couldn’t prove them out, and I think that happens a lot in game development and of 50 ideas, maybe only 20 survive because 30 of them were risks that didn’t pay off.

GC: How do you hope gamers will receive Madness Returns?

AM: I hope they’ll each buy three copies! (laughs) That would be great. I think that the first game was hopefully a model for this one – and it still sells today quite well, it still has a following. I went to Japan for one of our shows and the press manager for EA Japan said “Alice looks great” and I said “Yeah, the new game looks awesome” and he said “No, no, the first game”. It’s still selling in Japan so I think there’s something enduring about the IP, about Alice in general. I just hope we’ve managed to once again listen to the characters and the world and let that come through in a way that will also endure in the same fashion.