http://deadendthrills.com/little-china-doll-alice/
DET: ..The sequel to American McGee's Alice isn't great (8/10), solid (7/10), flawed (6/10) or average (5/10) – it's none of that nonsense. It's a living art book, an Alice novel with the ratio of words to pictures spun around. Inspired by such wild and offbeat things as Burning Man, Dave McKean, Zdzislaw Beksinski, The NeverEnding Story,The Dark Crystal and the Brothers Quay, more than anything it's a tribute to the mechanical and the handmade... Spicy Horse's crash course in surrealism had spawned one of the most extraordinary and diverse concept art collections a game has ever had, much of which adorns the 184 pages of The Art Of Alice: Madness Returns. The words in that book come largely from
art director Ken Wong, who continues the story here...
Ken Wong: ...We had a combat designer, myself as the art director, and level designers all chipping in and designing various systems together....There was always this agenda to inject a lot of colour into the scenes, to have very vivid hallucinatory colours wherever we could... One of the challenges the Shanghai art team faced was creating surrealist, Victorian Gothic art, an unfamiliar realm for Chinese artists. This early piece shows concept artist Nako finding a foothold... surreal is this very subtle and disturbing thing, very psychological. You're taking something people know and understand and representing it in a way where something's not quite right, or where something people take for granted isn't quite the same... We wanted to put our finger on the pulse of why that first game had such resonance. Why were people still talking about Alice and making fan art of it ten years later? We looked at what people were producing and that's what helped the concept artists get a hold of what made this game special...
Ken Wong: From the beginning American told us that half of the people who played Alice were females – probably more than half of the hardcore fans. There were people who didn't really play videogames but who loved Alice, and that means a lot to me. We didn't really set out to design Alice for girls or for guys. Obviously most of the development team were guys, but we just wanted to make a cool character.... She's not framed in a relationship with a male, she's not the sidekick of a male, she's not a daughter, she's not the love interest. She's her own person. She's the star. It was really as simple as that... One of them was the costume where she's wearing the Mad Hatter's hat, and she looks a bit like the Mad Hatter. Each domain has its own list of materials that it uses, and one of them is leather. So I gave her these sort of leather hot pants. She still had a skirt on but it was a very short one.
American was like: ‘No. Just no.' So we drew a line there. But every other costume we did got it right in that it was never designed to look sexy for men. It was never, ‘Please have sex with me.' It was about making Alice look cool or look different. For some people this whole debate is really silly. But it's just about: don't reduce yourself to making soft porn... There was this really weird thing where towards the end of the project, some feedback came from EA saying the game wasn't ‘M enough'. We weren't ‘fulfilling the potential' of our M rating. So they were like: ‘Can you make it more fucked up? Can you put more sex and violence into it?' Which is such a strange position to be in as it's normally the other way around. And we resisted. We were violent and sexy enough, thank you... We had concept art of a bald Alice very early on, and American was just like, ‘We've gotta have that in the game.' Dropping out all the colour and just making it white and black and red was something we were very excited to do. And again this environment of a Victorian asylum was just very exciting...