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American McGee's Alice Discussion, Feats, Lore & Analysis Thread

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American McGee's Alice is a darker and edgier take on the source material of Alice's Adventures in Wonderland. The franchise is set after the original stories. The first game is a third-person action-adventure video game released in late 2000 by Electronic Arts and helmed by id Software alumnus American McGee, a former level designer for the Doom and Quake franchises, in his first role as project lead.

In 1863, Alice Liddell was awoken from a dream of Wonderland by a house fire. Although she could save herself, unfortunately, her parents and sister were killed. Alice is left with severe burns and psychological damage. The trauma leaves her mostly catatonic and suicidal, and she is institutionalized in Rutledge Asylum. Several years later, Alice, 18 years old, her White Rabbit plush toy comes to life and summons Alice to aid a radically altered Wonderland under the despotic rule of the Queen of Hearts. Alice must fight her way through the twisted dream world to destroy the Queen, restore Wonderland to its former glory, and heal her mind. Along the way, she must destroy the Queen's minions, many of which are her former friends and companions. Her guide and ally is a twisted, emaciated Cheshire Cat, who can be summoned to help her with hints on how to go, usually occasionally cryptic.

The second game, Alice: Madness Returns, was released in 2011, developed by an independent studio Spicy Horse and is the sequel to the first game. Alice: Madness Returns follows Alice Liddell a year later, who was discharged from a psychiatric clinic and now lives in an orphanage for mentally traumatized orphans under the care of Dr. Angus Bumby, a psychiatrist. To get rid of the trauma and learn the truth about her past, she again falls into Wonderland, where a new evil force has corrupted it.

There are two animated short films, sequels to Alice: Madness, called Alice: Otherlands. Alice: Otherlands is set a year after Alice: Madness. These delve into Alice Liddell connecting with and entering the mentalities and minds of those around her, known as "Otherlands", and revolve around her discovering the horrors of the human subconscious – especially those of history's most famous minds. Having unified the material and psychological worlds, Alice now embraces her power, which allows her to move freely between both realms. No longer limited by mortal constraints, she can enter into and manipulate the psychological worlds of others. Now a confident and powerful heroine, although still not entirely void of her trademark attitude, she can help those in need – confronting manifestations of their psychological trauma, guiding them to resolution and tranquillity.

Alice Asylum is currently a hypothetical video game proposed by American McGee as part of his vision for the franchise. It would be the third instalment in the Alice series and a sequel to Alice: Madness Returns. It is intended to be the finale of the Alice trilogy. It is currently being crowdfunded.

Unlike most interpretations of Alice, the blonde hair and blue eyes. This Alice has dark hair and green eyes, which might reference the real-life Alice Liddel, who inspired the original Alice character.
 
Traits of Wonderland and Mental Abilities
According to American McGee, Wonderland is a "manifestation of Alice's supernatural power of the mind, not a dream, no illusion, but a reality created (and destroyed) by imagination." At the end of Alice: Madness Returns, Alice's abilities are fully realized. Alice manifests her power in the real world, magically gaining her Wonderland dress before pushing Bumby in front of a train. She leaves the train station to see a world fusion of the real one and Wonderland. She can "enter the minds of those she encounters," which is manifested as an area called an "Otherland". This ability is also described as "temporarily invading" someone's mind by Edward Goin, director of one of the Otherland short films describing her adventure in Jules Verne's mind.
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Parts of Alice's imagination/Wonderland can "bleed" or "overlap" into the minds she enters, which can cause things from her history to manifest and things from the person's open psyche.

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Alice's timeline of how her powers were developed and how they work from the Otherlands Artbook.
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In Otherlands: Leviathan, Alice appears in Jule Verne's mind randomly. In Otherlands: A Night at the Opera, Alice enters Richard Ragner's mind by crawling into a little theatre set.



In the Otherlands Artbook, it's said that "the curtain serves as a portal between two dimensions".
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It's implied that Wonderland used to be a whimsical place like the original books, but Alice's trauma and years of abuse in the asylum turned Wonderland into more of a dystopia.


Alice can recover lost memories in Wonderland by finding them as physical objects.
 
Toy's power, and the lifeforce of Wonderland
Alice's weapons are referred to as toys. Toys have unique abilities and can sometimes rely on willpower, like mana. Alice can recover willpower by collecting crystals of meta-essence or meta-substance, the life force of Wonderland.

Alice can collect teeth to upgrade her toys.
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Alice can split apart enemies with her projectiles, like throwing her knife, batting a mallet ball, or throwing her cards.

Alice can decapitate enemies with her projectiles.

At close range, the enemies can be blown into chunks.

Alice can defeat armoured robotic enemies called Automatons.
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Toy's power 2
Alice can break walls with Clockwork Bomb, Teapot Cannon and Hobby Horse.

Alice's Pepper Grinder can destroy the same stuff as her Vorpal Blade, such as baskets, giant bottles and giant walnuts.

Alice's Teapot Cannon can destroy things the Hobby Horse can destroy, like piles of hardened ruin and stone tablets.

Alice's weapons can destroy mechanical enemies like Bolterflies and their hives.

Alice can break helmets, shields, masks, samurai armor and dolls with repeated strikes.
 
Vorpal Blade
Alice's Vorpal Blade is her starting weapon, a large sharp knife.

Alice can throw her Vorpal Blade as a projectile and returns to her.

Alice can attack with her Vorpal Blade with combos of slashes.

According to the Alice: Madness Returns' Storybook app, Alice canonically defeated the Jabberwocky and the Queen of Hearts with her Vorpal Blade.


Alice finds her Vorpal Blade stuck in the Jabberwocky's skull in Alice: Madness Returns.
 
Cards
Alice's Cards is a self-replenishing deck of razor-sharp cards. Alice can throw them as projectiles.

Alice's Cards have a slight homing feature.

Alice can throw a Card and have it returned to her like a boomerang.

Alice throws a Card upwards. It's so sharp that it lodges in her head when it falls. She is perfectly okay afterwards.

Alice can throw her Cards in a wide spread.
 
Icewand
Alice's Icewand is a magic wand that spews out ice that freezes enemies in place.

In a cutscene, the ice spray from the Magic Wand shatters a skylight, breaking apart stone and glass.

Alice's Icewand can freeze large enemies like the Jabberspawn.

Alice's Icewand can freeze Lava Men made out of lava.

Some enemies can't be frozen like bosses but still take damage from the ice spray.

Alice's Icewand can create an ice wall.

The ice wall can block damage from enemies.
 
Demon Dice
Alice's Demon Dice is a magical dice that, when rolled, will summon one of three demons to assist Alice in combat temporarily. Unfortunately, Cheshire Cat explains the demons the dice summons "lack loyalty" and will attack and try to eat Alice if no other enemies are around. Alice can find more Demon Dices for a better chance at summoning better demons.

Rolling ones on the dice summons a Lesser Demon that attacks with lightning bolts, and claw swipes

Rolling twos on the dice summons a Serpent Demon that attacks with its tail and fire. It can also conjure a green shield to defend.

Rolling threes on the dice summons a giant Demon that attacks with punches, ice breath and lightning bolts.


If an enemy steps on the dice after rolling or the dice are thrown on a rigid surface, the summoning gets cancelled.
 
Eyestaff
Alice's Eyestaff is a magic staff created from one of the Jabberwocky's eyes. Alice can charge the staff up, and then fires a beam of purple energy. After the beam is finished firing, it launches an explosive fireball.

For how long the beam is fired depends on the length of the charge.

It's also used to blow a hole through a thick stone wall.

The Eyestaff's alternative fire launches a barrage of projectiles into the air, which rains down.
 
Pepper Grinder
Alice's Pepper Grinder is a chaingun-like weapon shaped like a giant pepper grinder.

The Pepper Grinder overheats if used for too long.


The Pepper Grinder can fill up these giant flying pig snouts, making them sneeze and vanish (or explode?).


The Pepper Grinder can be used to spin around large dials.


The Pepper Grinder can pop these weird heart things (can also be done with the Teapot Cannon).


The Pepper Grinder is capable of inflicting "vicious sneezing".
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Teapot Cannon
Alice's Teapot Cannon is a chargeable weapon that fires exploding tea grenades.


Alice can charge the shots to increase the blast radius.


The Teapot Cannon overheats like the Pepper Grinder.


The Teapot Cannon can break walls of hardened Ruin, walls of indeterminate grey material, walls of thick honeycomb and walls of compacted gingerbread men.


The Tea Grenades are large splashes of "steaming tea".
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Umbrella
Alice's Umbrella is a defensive weapon that can block attacks and bounce back projectiles like fireballs or cannonballs.

Reflecting projectiles requires correct timing.

Strong enough attacks will invert the Umbrella and knock Alice back but still blocks the damage.


The Umbrella can block elemental blasts like fire.
 
Clockwork Bomb
Alice's Clockwork Bomb is a bunny-shaped remotely detonated explosive.


Although it's remotely detonated, it does have a timer.


The Clockwork Bombs can flip over large enemies like Cannon Crabs.


The Clockwork Bomb can break ramshackle metal walls and floors, taller metal walls, ice walls, walls of coral underwater, thick honeycomb walls, walls and floors of indeterminate grey material, and walls of hardened Ruin.

The Clockwork Bomb can also divert enemies. Letting them target the bomb.


The Clockwork Bomb is also used to weigh down pressure plates.
 
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