Tag Archives: Alice

American Interview: Chris Vrenna

Continuing with a series of interviews geared towards support of our ongoing OZombie Kickstarter campaign, I’ve asked musician Chris Vrenna a couple of questions. Chris and I met back in the day, while I was at id Software and he was banging drums for Nine Inch Nails. He was instrumental (pun intended) in establishing the tone for the first “Alice” game and I’ve been a fan of his work (Tweaker and other projects) for years. To the interview!

AJM: Let’s start off by getting out of the way some of the basics… Who you are and what you’ve been up to since you made the soundtrack for the first “Alice” game over 10 years ago?

CV: I am Chris Vrenna. I scored your first “American McGee’s Alice” game over 10 years ago. I can’t believe how long it’s been! I have had a pretty amazing post-Alice decade. I released three records by my side project, tweaker. tweaker is primarily a studio collaborative project where I have been fortunate enough to work with many of my personal idols. Robert Smith, David Sylvian, Will Oldham, and Johnny Marr to name a few. I also spent an amazing year or so drumming for Gnarls Barkley. Their single “Crazy” was a massive #1 hit in almost every country in the world. I was honored to play with, and become friends with CeeLo and Dangermouse. And I spent 7 years working with Marilyn Manson. I co-produced and co-wrote the last two records and toured the world as either drummer or keyboard player numerous times. In my “free time” I take on remixing, programming, and/or mixing projects.

AJM: You’re attached to the OZombie Kickstarter campaign as a “Stretch Goal.” Have you ever been a goal of any sort or particularly stretchy? How does it feel to be a Stretch Goal on a KS campaign?

CV: I have never been a goal, “stretch” or otherwise, on a KS campaign. And I am SO excited to once again team up with you (American) to score OZombie. I am the opposite of having any “stretchy” abilities, except maybe time-stretching samples! (Insert rimshot sound effect here.)

AJM: It’s a little early for final thoughts on many things related to the project, but have you had any early thoughts on directions you might take with the music for OZombie? We promise not to hold you too severely to any ideas you might express here.

CV: Wow! It is definitely a little early to talk specifics. But, I am SO inspired by all the early concept art I’ve seen. Like with all your games, the design is so vivid it instantly gets my brain spinning with ideas for both sound palettes and melodies.

AJM: You had a chance to visit Spicy Horse Games in Shanghai back in 2009 (is that right?). Can you share some of the impressions you took away about Shanghai?

CV: I believe it was 2009. It was my first, and still to this day, my only visit to China. I found Shanghai so fascinating and was surprised by how varied the city is culturally and architecturally. The ancient city, the European riverfront, and the incredibly futuristic business district just show the long history of Shanghai.

AJM: What do you do when you’re not creating music? Any hobbies or past-times you’d like to share? Any links between those hobbies and the inspiration you find to make music?

CV: My passion is art. I buy and collect as much art as I can. There is such a connection when a piece of art (whether painting, sculpture, photography, etc) grabs you and draws you to it. It becomes so personal and that’s when you know you just have to buy it so you can feel that connection forever.

AJM: Lastly, do you have a favorite character from the Oz books or films? If so, why?

CV: I have a few favorites. First has to be the flying monkeys. They were the most terrifying creatures as a child. And, at 46 years old, I STILL find them scary. And I have always had a soft spot for the Cowardly Lion. Can’t really put it into words, but I always empathized with him. maybe because I was picked on in school.

OZombie Kickstarter Launch

After several months of planning, negotiating and teasing we’ve announced our next Kickstarter campaign and it’s OZombie. The campaign page describes the game concept as:

OZombie is a narrative-driven action-adventure game set within an alternate version of the Oz universe created by L. Frank Baum. The game’s themes and characters are inspired by Baum’s deeply imaginative books (all 14 of them!) then filtered through the story and art treatment you’ve seen applied to our other games like Alice: Madness Returns and Akaneiro: Demon Hunters.

We’ve set our target at $950kUSD and a campaign length of 42 days. Why 42? Because that’s the number of Oz books in the official canon – plus it’s the answer to the question of life, the universe and everything. Anyway, it seemed like a good number.

I’m obviously pretty excited about the campaign and the prospect of returning to the Land of Oz. Years ago I made an attempt at developing a game based on Oz only to have it canceled half-way through by Atari. They claimed to be running out of money, something they seem to do every couple of years. The rights to that project have been tied up ever since – which meant that this new Oz needed to be as different from the old one as possible. Pretty sure with the inclusion of “zombies” in the title we’ve made the difference insanely clear.

Yeah, I know there are too many zombie games in the world today. Couldn’t agree more! Just keep in mind that when we talk about “zombies” in the world of Oz we’re referring not to the traditional brain-hungry zombies made so famous by the Romero films, but of conformist zombies… the ones like you and me that occupy a world controlled by powerful people who manipulate us through fear and deception. That’s the thematic core I’m planning to explore with the game – and one that featured heavily in the original Baum books.

So far the reaction to the announcement in the game media has been positive. Though it’s difficult to say the same about the comments from core gamers on those sites. Seriously guys, if you can’t come up with anything better than “he sucks, he made Bad Day LA” then I don’t think I’m the one you should be calling unoriginal.

On a more positive note, for those of you interested in this new take on Oz, we’ve put together some really awesome backer rewards including hand-made steampunk goggles, printed art, physical toys and a wide variety of digital items. All the details can be found on the official Kickstarter page. A page for PayPal backers is being created and should be live soon as well.

Alice Cos-Play Contest

alice cos-players

Calling all Alice cos-players! This is your once in a lifetime chance to truly be Alice. Spicy Horse Games is making a Kickstarter video for “Alice: Otherlands” and you could be selected to appear as Alice. Interested? Then get out your Vorpal Blade and follow these instructions:

INSTRUCTIONS
* Send ONLY ONE image of yourself dressed as Alice – preferably in her “classic” blue and white dress.
* Image should capture your entire costume from black hair to boot heels.
* Image should be no larger than 2MB. Save in JPG, GIF or PNG format.
* Send via email to: contact (at) spicyhorse (dot) com
* Include name, age, country of origin, contact info and brief intro of yourself.
* All submissions due by 5/20/2013

REQUIREMENTS
* Must be able to travel to Shanghai, China during June 2013 for the video shoot (have a passport, be of legal age to travel, etc).
* Must be English speaking (able to read lines for the video).

Please DO NOT do these things:
* Do not send other requests, applications for other work (art, sound, video, etc) or anything unrelated to this contest! If you aren’t an actual Alice cos-player submitting for this contest, then limit your interaction with it to the comments on this post!
* Don’t post your submission images to my Facebook page or send them to me via Facebook messaging.
* Don’t send suggestions for people you think should win or be in the contest.

Failure to abide by these guidelines will result in disqualification.

NOTE: This contest DOES NOT mean the “Otherlands” project will definitely happen – we’re still working on deal-making which could stall or fall through altogether.

You Can’t Escape

While engaged in an AMA (Ask Me Anything) over at Reddit, to promote our Akaneiro Kickstarter, I was asked about my experience working with UK-based Shy the Sun on the trailers for “Alice: Madness Returns”. You can see a compilation of the three trailers in question via YouTube. My Reddit post follows:

They are fantastic in terms of creativity and capability. If you check out the trailers they did for A:MR, all you can say is “Wow!” What was frustrating was how EA Marketing interfered – telling STS from the start that ALL creative direction and final say would come from them, not from us (the developer/creator of the story/tone). That resulted in trailers that were much darker and gorier than the game … and that was a calculated disconnect created by EA. They wanted to “trick” gamers into believing A:MR was a hard-core horror title, even though we refused to develop it in that tone. Their thinking is, even if the game isn’t a hard-core horror title, you can market it as one and trick those customers into buying it (while driving away more casual customers, like female gamers, who might be turned off by really dark trailers). It’s all a part of the race to the bottom EA, Activision and the other big pubs are engaged in. Expect to see it get worse before it gets better.

To my surprise, this ignited a firestorm of press coverage from the game media. It attracted a few pissed messages from EA. Some readers have even suggested this has killed any possibility of my ever being employed by a game publisher again.

Allow me to expand on my original post while at the same time making a correction (call it a retraction if you like). “Tricked” is the wrong word. I take that back. Apologies to EA and anyone else whose feelings were hurt. Electronic Arts doesn’t trick customers into buying things. They carefully apply proven marketing techniques to achieve the desired customer response. If they were bad at this sort of thing they’d have been crushed by their competitors long ago and you’d be playing Madden Football from Activision or Atari or something.

We live in a world full of marketing. Marketing tells us the “2013 Land Yacht” is more stylish, powerful and awesome than last year’s model. Or that a certain toothpaste is going to get us laid more often. That a wrist watch will finally force the world to understand just how adventurous and manly we are. Or that a game contains lots of blood and guts – even when the creators don’t think that’s the primary selling point. “Alice: Madness Returns” does contain a lot of the stuff you see in those trailers, but my concern was that the main character was being portrayed in a way I felt didn’t align with her character as I understand it.

Beyond that, there has always been and likely always will be tension between publishers and developers over stuff like this. Truth is, publishers are giving audiences what they want – again, if they weren’t they wouldn’t stay in business very long. Maybe I don’t agree with where gaming content seems to be going – but isn’t that the prerogative of aging creators? To complain that things are too loud, too bright or too fleshy?

At the end of the day, I’ve got (well, had) a good relationship with EA. They helped put my name on the map. They funded two of my favorite creations. And they helped me bring strikingly original content to a gaming world that often seems dominated by bullets and boobs. I can’t and don’t fully fault them or their marketing for whatever the “Alice” games might or might not have done sales-wise. As a developer, do I grumble into my beer about how it could have been different if only… ? Sure do! But I also recognize my own faults, and actions which are to blame for things not being 100%… or for inadvertently igniting firestorms.

Call this a mea culpa, an apology, a clarification or a cop-out if you like. My feelings around these topics are nuanced and complicated enough that I myself barely understand them most of the time.

The firestorm, for your reading enjoyment:

http://www.vg247.com/2013/01/21/american-mcgee-ea-tried-to-trick-gamers-into-believing-alice-madness-returns-was-a-horror-title/

http://www.gamesindustry.biz/articles/2013-01-21-american-mcgee-ea-tricked-alice-customers

American McGee says EA tried to "trick" gamers with Alice: The Madness Returns marketing

American McGee: “Marketing of Alice by EA Showed a Calculated Discount”

http://www.gameplanet.co.nz/pc/news/1020691.20130122.EA-tried-to-trick-gamers-regarding-the-tone-of-Alice-American-McGee/

http://www.kotaku.com.au/2013/01/mcgee-ea-misrepresented-madness-returns/

http://www.examiner.com/article/dragon-age-3-publisher-tricked-gamers-says-mcgee

http://www.gamepolitics.com/2013/01/21/spicy-horse-founder-offers-tough-criticism-eas-marketing-over-alice-sequel#.UP3hZSdBCSo

http://www.cvgworld.com/2013/01/21/american-mcgee-ea-wanted-to-trick-gamers-with-alicemr-marketing/

http://www.explosion.com/18638/american-mcgee-claims-ea-tricked-alice-customers/

http://www.escapistmagazine.com/news/view/121620-American-McGee-Blasts-EA-Marketing

http://www.gameplanet.com.au/pc/news/1023412.20130122.EA-tried-to-trick-gamers-regarding-the-tone-of-Alice-American-McGee/

http://www.i4u.com/2013/01/customers-alice-ea-american-tricked-mcgee

http://ewallstreeter.com/american-mcgee-ea-quot-wanted-to-trick-gamers-quot-with-disingenuous-marketing-7378/

http://www.dealspwn.com/american-mcgee-ea-wanted-trick-gamers-disingenuous-marketing-127090

http://www.onlinewelten.com/games/alice-madness-returns/news/absichtliche-taeuschung-american-mcgee-kritisiert-werbekampagne-electronic-arts-118902/

http://www.gamesblog.it/post/89829/american-mcgee-critica-ea-per-i-condizionamenti-subiti-nello-sviluppo-di-alice-madness-returns

http://www.gram.pl/news/2013/01/21/american-mcgee-narzeka-na-wspolprace-z-ea-przy-produkcji-alice-madness-returns.shtml

http://blogocio.net/american-mcgee-arremete-contra-ea-por-publicidad-enganosa-en-alice-madness-returns-no-62142/

http://www.eurogamer.pt/articles/2013-01-21-ea-tentou-enganar-os-consumidores-com-alice-madness-returns

Alice: Madness Returns @ wired.com

Madness Returns - Wired Front Page

Wired.com writer Chris Kohler did an interview with myself and RJ Berg where we talked about Alice: Madness Returns. From the article:

Wired.com: Since this will probably be many people’s first experience, I’m guessing you’re crafting the game in such a way that you don’t need to have played the original to enjoy it.

McGee: Yeah, but there’s a definite need for us to honor and answer to the existing audience, people who’ve been loyal fans to the property over the years. We’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’s certainly not a requirement, bringing this game to console for PlayStation 3 and Xbox 360 players, for them to have played the PC one.

Read the FULL INTERVIEW.

10th Anniversary Vorpal Blade

Vorpal Blade (Epic Weapons 10th Anniversary Edition)

Kotaku’s Mike Fahey has announced the release of a Vorpal Blade to celebrate the 10th anniversary of “American McGee’s Alice”. From the post:

In American McGee’s Alice, an older, abuse-ravaged, mentally unstable Alice cuts a bloody path through an equally twisted Wonderland using her trust Vorpal Sword. Now Epic Weapons brings the Vorpal Sword to life.

Epic Weapons is creating the replica Vorpal Sword to commemorate the 10th anniversary of the release of American McGee’s Alice. When the game was originally released, Alice was portrayed on the cover holding a bloody version of the Vorpal Sword, though the image proved too disturbing and was soon replaced with a wand and later some playing cards.

Read the full article and join the comments on Kotaku HERE
Or join the balanced and rational conversation on Destructiod HERE

After reading, you can get your hands on a Vorpal Blade several ways.
Purchase at Epic Weapons
Auction at Epic Weapons

You can also see the Blade at the Epic Booth during this year’s Comic Con. More info can be found in the press release.