Category Archives: Projects

Gamasutra Talks to Rick Sanchez

The Cow Grinder

Mmmm… burgers…

Gamasutra has a great line in their description of Grimm, and it’s one I wish I’d written myself (it’s so cute):

“… In between those tellings is an unexpectedly gameplay-driven experience that is reminiscent of Katamari Damacy in its dynamic – except, instead of rolling a ball around, you are (apparently) peeing on things and filling the world with filth. In an adorable sort of way.”

That’s really what it comes down to, isn’t it? As warped and twisted and disturbing as we’re getting with each story, it’s all in “an adorable sort of way”. I’m not sure if that’s more or less disturbing…

Two New Mentions

The media response (as we’ve mentioned before) has been enormously positive, and as we inch closer and closer to the release date, we’re bound to see more stories hitting the wires. Try to visit these awesome folks to let THEM know that you’re interested in the game, too, and they’ll be much more inclined to pick up the story quicker on future projects as well (in addition to tracking through all 24 episodes with us). Comment, digg, whatever you need to do.

The first article this morning comes from Wired.Com, where they find our take on fairytales “hilariously gross”. (Couldn’t have said it better.) The second article is from PC.Gamezone.Com.

And don’t forget about Kotaku’s mention about the first episode of Grimm being available for free indefinitely while the others will be free to play for the first 24 hours.

Kotaku: Grimm’s “Clever, fun, twisted”

Butcher Portrait

Butchered? Not this piggy!!

Being avid readers of Kotaku and well aware of their tendency towards critical butchering, it was with bated breath and whisp’ring humbleness we awaited their hands on preview of Grimm Episode 1. Well, the preview is in… and the response is… GOOD!

Here’s a snippet from the article:

Grimm has a great, simple graphical style but don’t let that make you think it’s a game for kids. This is a very twisted world and the game will have an M rating. The humor is quite black and may have some players scratching their heads but those of you with a sick sense of humor will absolutely love it. The keyboard and mouse controls are simple and easy to use but if you tend towards the controller, you can use any USB controller at your disposal (including the 360’s). Each episode is short and can be completed straight through in about 30 minutes, but there are plenty of reasons to go back and replay the levels including secret items, power-ups, beating your time and the simple pleasure of seeing everything turn scary.

I’m glad to see Grimm continuing to receive praise in previews. The development team here in Shanghai is also quite happy – deservedly so. They’ve put an amazing amount of creativity and passion into the project, and it shows. Grimm production has been a lot of fun, and made all the better by the fact that the game is finding a happy audience.

Read the full Kotaku article here.

I’m just happy our piggy Grimm didn’t get the chop!

2404 – Grimm Interview

StadiumSeat

Fans of Grimm?

Recently I did an interview with Gareth Von Kallenbach over at “2404 – PC Gaming”. We talked about Grimm’s game play, challenges faced during development, and the episodic model production and distribution model. Here’s an excerpt:

1. What is the background and setting for the Grimm and how is it similar and different from Alice?

The backgrounds and settings in Grimm vary from episode to episode. Each new episode is based on a different fairy tale – presented by the main character “Grimm”. In every episode he presents a puppet theater of the current-day “light” version of the tale. He then invites you to help him return the tale to a form closer to the original – darker, meaner, and more informative. When finished he presents the “fixed” version in another puppet theater.

You can read the full interview over on 2404.

So far it seems that wherever he goes Grimm is finding fans. The preview response to Episode 1 was positive across the board. Of course Kotaku hasn’t seen it yet – God knows what sort of punishment they’ll dish out! A little over 30 days before Episode 1 goes lives. Stay tuned for more previews, interviews, and interesting bits of content in the coming weeks.

American McGee’s Alice – Film Interview

Alice's Wonderland Halloween

Tyler Lockett’s Alice Image

I first met Scott Faye while Alice was in development. He was on his way to a meeting at EA when he caught sight of Alice concept artwork. Scott instantly fell in love with the project and has since worked tirelessly to bring it to the big screen.

What follows is an email interview I conducted with Scott. I asked him many of the questions I receive here and in the forum. I hope Scott’s answers will provide temporary comfort to those of you who’ve waited patiently for Alice film news.

To start off with, would you please tell us who you are and what your affiliation with “Alice” is? What projects are you working on and/or what companies are you working with these days?

SF: My name is Scott Faye. I am a producer working in Los Angeles. One of the projects on which I am working at producing as a feature film is your compelling video game creation, American McGee’s Alice. In addition to Alice, I recently produced (along with Julie Yorn) the feature film adaptation of the video game Max Payne for 20th Century Fox. I’ve recently partnered with Scott Miller and Jim Perkins to form a new company called Depth Entertainment. Depth Entertainment will be responsible for adapting all video game projects from another joint venture company, Radar IP Group.

As I’m sure you know, the big question on everyone’s mind is, what is the current status of the “Alice” movie project? What are the realistic chances of seeing the “Alice” film go into real production? What challenges are you faced with in getting it made?

SF: The Alice project is presently in “turnaround” from Universal Studios. Jon and Erich Hoeber have written a very compelling feature film screenplay adaptation of the Alice game. Their screenplay will certainly serve as a jumping off point as we find a new studio home for the project. In terms of the realistic chances of seeing the Alice project being produced, all I can say is that I have invested (along with Julie Yorn and Karen Lauder, my producing partners on the project) a lot of time and effort in this project. We will get it made. I offer my eight year effort to get the best version of the Max Payne film produced as proof of my tenacity as a film producer. Every film produced is a challenge. The major film studios are producing fewer movies every year, so to have one of them be yours is a very special experience. On the positive side, the Alice in Wonderland mythology is wonderfully compelling, and is an indelible concept in the minds of studio executives and the movie going public.

Is Sarah Michelle Gellar still attached to this project? How did she get involved in the beginning?

SF: Sarah is not currently attached to the project. Her initial involvement was the result of a very talented and effective member of her management team who became aware of the project and pursued on Sarah’s behalf.

There are rumors of Marcus Nispel being committed as the director and Jean Marsh getting picked for the part of the Queen of Hearts. Is there anything to these whispers?

SF: Marcus was at one point attached to direct the Alice film. He is not involved with the project at this time. I’m looking forward to seeing his take on the retelling of Friday the 13th when it comes to theaters next year. I can’t say that I have ever been aware of Jean Marsh’s involvement with the project.

Who else has expressed interest in being a part of it? Who would you like to see involved in terms of production and casting?

SF: My Max Payne experience has taught me that speculating on cast or director is not a productive approach to getting a film made. My firm belief is that the best cast and crew will ultimately gravitate toward the project. Who do you see as the ideal actress to play Alice?

Where is the script these days? Tell us a little about who has been involved in the drafting and writing of it from the beginning to its present state. How do you feel about the script the way it currently stands?

SF: As I’ve referenced above, Jon and Erich Hoeber have written a very compelling feature film adaptation of the Alice game. The Hoebers have been working with me on the Alice project longer than anyone with the exception of my producing partner Karen Lauder. To be perfectly honest, the script still needs a little bit of work. The downtime since the Hoebers turned in their last draft has allowed me to establish a bit of creative objectivity. I suspect that the next draft of the screenplay will allow the project to take a substantial leap forward toward production.

What do you expect from the film thematically? Artistically?

SF: Hhmmmm… I think you did a fantastic job of propelling the Alice narrative and mythos forward in the game schema. We’ll definitely be playing with the theme of exploring the nature of emotional instability. The exploration of the experience of an individual whose day-to-day existence proves a challenge vis a vis an externally nurtured mental instability, and the absolute need on the part of this person to gain a foothold in a more universally shared reality in order to save herself will play a substantial thematic role in the film adaptation. Artistically, my hope is to nurture the appropriate balance of great storytelling and the use of Wonderland mythology in crafting the narrative.

The music was such a major part of the initial impact of the “Alice” video game. What thoughts do you have on the music and score? Would you like to have Chris Vrenna back as the audial element of this story? Who else might you also like to see involved in the musical side of the production?

SF: I have always considered a film’s music and score to be as important as a great acting performance with regard to a film’s success. And while this is the case with the Alice project, I feel that we’re still a bit too far away from having established other critical elements to begin the process of considering the musical approach the the film. I will be sure to let you know when we’ve reached this milestone.

How true to the original story line of the game will the movie be? Is this intended to be a retelling of that story line or a continuation of it?

SF: The film narrative will borrow heavily from the game story. My mantra has always been that “a film is a film and a game is a game.” As is the case with a great many video game adaptations, the Alice game narrative does not possess all the requisite elements to establish a straight linear approach. We’ve built upon many character and narrative elements you employed in the game, and have augmented or created additional elements which we felt were needed to execute a screenplay worthy of being produced.

How much feedback and input have you taken from the Alice fans?

SF: Until now, not much. I have a feeling this might change now that you’ve dragged me into the light…

Please tell us a bit about what inspired you about the original game to take on a project like this.

SF: To be honest, I wasn’t a huge Alice in Wonderland fan while growing up (although I did enjoy the Alice ride at Disneyland quite a bit). When I initially came across the artwork for the game while visiting EA, the revised approach to the mythology caught my attention. The project represented, and still does, the perfect marriage of art and commerce – and I mean this in the best way possible. I loved the grown up Alice in a horror story version of Wonderland, and knew instinctively that the project would have a commercial appeal easily discerned by the film studios because the character and mythology are so deeply ingrained into the collective psyche.

Any words to the fans who are eagerly awaiting movement on this project?

SF: Hang in there. We’re doing everything we can to get a version of the Alice movie produced that will be worthy of your passion for the game, and your movie going investment.

Thanks so much for your time Scott! I’m sure the fans will appreciate the insight you’ve given them into the process of adapting Alice to film. We wish you luck with Max Payne and look forward to seeing you tackle Alice soon.

And hey! While I’ve got your attention, I’d like to invite everyone to check out the latest twisted tales project: American McGee’s Grimm. Shameless plug, I know! Here are some interesting links:

GameInformer Preview
Ars Technica Preview
Destructoid Loves the Grimm Intro Song
Grimm Images on my Flickr Account
GameTap Grimm Site

GameInformer Grimm Preview, Q&A

Red Riding Hood - Graveyard

Screenshot from Red Riding Hood

Jeff Cork over at GameInformer has a nice preview of Grimm along with a quick Q&A session where myself and Ken Wong answer a few questions. A preview of the preview article:

Playing as a horrible little dwarf named Grimm, players run around a fairy-tale land and ruin everything in their wake. Wherever Grimm goes, plants die, buildings crumble and horrible things happen to children. (It’s going for a solid M, despite the candy-coated visuals.) The game was first described to us as being like Katamari Damacy in a sitcom format. After playing through the first episode, that description actually made sense. As he runs around areas, Grimm is blocked by gates. To open those gates, he has to create a specific amount of nastiness around him. As he essentially repaints levels by walking past things, the meter increases, eventually to the point where he can pass those pesky gates.

This morning I woke to find my inbox filled with the news of several very positive previews. It seems that across the gaming media Episode 1 is being played and receiving a warm response. I’ll admit, before I started reading these previews I was afraid the world might not accept this grumpy dwarf known as “Grimm” or his unique style of “make stuff dark” game play. I’m happy to see that my worries were unfounded. At least with the preview writers.

Next up: You, the audience!

Click here for GameInformer Preview
Click here for Ars Technica Preview