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Alice
is Rogue's first standalone title since Strife and it brings
new game design considerations for the company: It's their first game that
runs on the latest id engine, Quake III Arena; their first set in a
third-person point of view; and it's the first time they've worked closely
with a lead designer outside its own circle, American McGee. As he and his
team were wrapping up Alice by its shipping date, Jim Molinets, the president
of Rogue Entertainment and one of its founders, took the time out to discuss
what it's been like to bring Alice to life. GameSlice: It's coming down to the wire now as you guys
work to finish the game. How would you describe this pressure? Jim: Well, having been through this several times
before, I would say that it’s the same as usual.
You always want to do your best during crunch time and I think I can
safely say that this is the hardest, yet most rewarding part.
You are working a ton, but you also get to see the game go from pieces
to its own glorious whole. I
wouldn’t miss that for anything. GameSlice: Why
did Rogue decide to take on Alice as its first full-scale original game
in quite some time? Jim: With the source material, who in their right mind
wouldn’t? Seriously, when we
started talks with EA about this project we were all convinced that this could
be one of the most surreal and interesting games ever done for the PC.
Again, how could you pass up an opportunity like that? Beyond that, we felt that it was time that we stepped from
the shadows and went for a full title again.
We cut our teeth on the mission packs and the N64 Quake 2 port and felt
we were ready to tackle the challenges of Alice. |
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Copyright 2000, Ola Balola LLC. |
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