American
McGee’s Alice is a 2000 video game, created by American
McGee, popular for its dark, creepy storyline, and fantastic visuals used to
create a nightmarish version of Wonderland. Exploring the fractured
subconscious mind of Alice Liddell, the game presents a darker, twisted version
of Alice’s world, as goes on a journey to overcome her fears, guilt, and
madness. This particular version of Alice
in Wonderland has gained quite the following, and one of the best
“grimmifications” of iconic fairy tale/children’s books. The game gained a
sequel, Alice: Madness Returns in
2011, a small collection of short animated films, Alice Otherlands, and may gain a prequel called Alice Asylum, if things go well and
interest is high.
In the game, Alice Liddell is thrown into a trauma-induced comatose
state when her family die in a house fire. We see in the opening scene that
Alice’s cat Dinah may have caused the fire, though this is later retconned in
the second game. Alice is institutionalised in Rutledge Asylum, where she
remains for ten years in her unresponsive state. She is cared for by her
psychiatrist Dr. Wilson, the original game released with a fictional case file
written by Wilson. Events and characters in the asylum imprint upon Alice’s
psyche.
A nurse reunites Alice with her lost toy rabbit, stirring Alice’s
mind, leading her subconscious self to appear within a ruined Wonderland, ruled
by the tyrannical, monstrous Queen of Hearts. Alice’s journey involves her
acknowledging and overcoming her self-imposed survivor’s guilt and belief she
is responsible for the fire.
Let’s talk about Alice herself before we follow her down the rabbit
hole. Her subconscious self resembles her physical appearance, sporting her
iconic blue dress and white pinafore. Her pockets have astrological symbols on
them – the symbol of Jupiter, the Roman king of gods, and Eris, goddess of
chaos and strife. Jupiter’s symbol represents Alice’s power and being the true
ruler of Wonderland, whilst Eris represents Alice’s madness, and the chaotic
nature of Wonderland. She also wears a necklace shaped like the Greek letter
Omega, which can relate to great power.
Alice’s journey has heavy themes of loss. She collects a number of weapons
to kill her enemies, but these tools are actually exaggerated toys,
representing her lost childhood, and how she has yet to mature psychologically,
thus her toys are now weapons. Her iconic weapon is the Vorpal Blade, a legendary sword that killed the Jabberwock, reimagined as a kitchen knife.
Upon landing in Wonderland, Alice reunites with two of her friends, the
White Rabbit, and the Cheshire Cat. Both have seen better days, being quite
skinny, withered, and creepy. The White Rabbit represents Alice’s toy rabbit,
her innocence/childhood, and connects her to her family. He scolds Alice for
being late, hinting at how Alice has wanted to wake up from her coma for so long.
The Cheshire Cat serves as Alice’s companion throughout the story,
often giving advice through his macabre humour, and knows many secrets that
Alice must recognise herself. He likely represents Alice’s conscience or inner
self, the voice that she has been unable to hear for so long. This explains why
the cat looks so emaciated and bony, and his habit of phasing in and out of existence. Every
character in Wonderland appears to have a counterpart in the asylum. In the
Cheshire Cat’s case, it is a mangy stray cat Dr. Wilson catches multiple times
tending to Alice, hinted to be a surviving Dinah.
An early level in the game involves Alice going to a twisted school to
create a “drink me” shrinking potion, representing her lost education and another part of her life gone. Alice travels to the Vale of Tears, once a pool she made by crying,
now a large flowing river, her sorrow and grief overflowing. She meets the Mock
Turtle, whose shell was stolen by the cannibalistic Duchess. The Turtle represents
Alice’s sense of loss, sorrow, and depression. Alice agrees to retrieve the
stolen shell, in order to learn the location of the Caterpillar.
After travelling upriver, Alice comes to the Duchess’ house, formerly
owned by Bill the Lizard, who is now a cowardly, alcoholic chameleon. His
changing shade of colour represents Alice’s changing, unpredictable mind, and a
portion of her fears. Alice is sucked into the house and fights the gluttonous,
cannibalistic ogre of a Duchess. The Duchess is addicted to black pepper,
perhaps symbolising Alice’s own subconscious addiction to remaining on
medication and staying in her induced state. The Duchess ends up sneezing so much that her head explodes.
Alice finds the White Rabbit again who escorts her to meet the
Caterpillar, who is the revered wiseman and leader of the resistance against
the Queen. However, a giant, actually the Mad Hatter, deliberately steps on the
White Rabbit. The Hatter, partially representing Alice’s trauma in the asylum,
is literally trying to stomp out her stirring mind, keeping her docile. The
Rabbit’s death symbolises the loss of Alice’s last connection to her family, and she curses how everyone she loves dies “violent and unnaturally”.
All the characters who die in Wonderland perish in such a manner.
We meet the Caterpillar next, who is more straightforward with Alice
rather than speaking in riddles as usual. He tells Alice she must defeat the Jabberwock,
the Queen’s champion, using a weapon called the Jabberwock’s Eye Staff.
Afterward, he sends her to find a large mushroom which will restore her to her
full size, and expand her mind’s lucidity. The mushroom is guarded by the
Voracious Centipede, an aggressive, warmongering brute who sports a German war
helmet. This character serves as another obstacle in her mind, a personified desire to be punished with violence.
The next destination is the Pale Realm, an enormous chessboard where
the white and red chess pieces are at war. The revered White Queen is taken prisoner,
and beheaded by the Red King using a guillotine. This may be a reference to
Marie Antoinette, executed during the Reign of Terror, symbolised as what was
wrong with the old regime of 19th century France. In Alice’s case,
the White Queen represents her maternity, femininity, and empowerment. The Red
King is one shade of Alice’s guilt, blaming her past actions, and sense of prior
self-assertion. Alice believes she was selfish and ignorant as a child, lost in
her dreams where she could be a queen. Luckily, Alice is able to overcome the
Red King, and by the rules of chess, resurrects the White Queen – once again
finding empowerment within her own mind.
Alice then gets knocked out and captured by the Mad Hatter, once an
ally, now an enemy. The Hatter now runs a mockery of Rutledge Asylum, where
his old friends, and several insane children (who play a larger role in the
second game), are tortured and transformed into automatons. The Dormouse in particular remains oblivious to his own suffering, and is constantly drowsy, symbolising Alice's unwillingness to wake up and face her trauma. These torturous methods likely
represent Alice’s treatment in the asylum, especially the unpleasant methods of
the 19th century. The state of being turned into automatons
symbolises Alice’s fear of being locked in her coma forever, unable to think,
move, or feel.
The Hatter is aided by the Tweedles, who represent the cruelty of the
asylum’s abusive orderlies. In Dr. Wilson’s casebook, he mentions multiple
times that Alice is mistreated by two bungling orderlies, who happen to be
brothers, and are related to the asylum’s snobbish superintendent, who is the
Hatter’s inspiration.
The Hatter is obsessed with time, stealing the White Rabbit’s pocket
watch, which allows him to freeze or slow down time. His laboratory/asylum is
shaped like a large domed clock. The Mad Hatter ultimately represents Alice’s
fears and self-preservation, terrified of running out of time and dying, or
remaining trapped in her comatose state. The Mad Hatter is revealed to be
mechanical in nature, representing Alice’s loss of self, unable to escape her
trauma in either world. Alice overcomes her fears by defeating the Hatter.
At this point, Alice’s subconscious begins to remember the night of
the fire, creating the volcanic Land of Fire and Brimstone. She finds a burnt
out replica of her house, where the Jabberwock waits for her. The Jabberwock is
bio-mechanical, implied to have been rebuilt by the Mad Hatter, representing
Alice’s dominating survivor’s guilt. She has placed this monster in her path to
come to terms with, confront, defeat, or give in to the guilt. The Jabberwock is very blunt
and damning towards Alice, unforgiving in his words towards her for “letting”
her family die. He is trying to convince Alice that it is her fault and to
surrender to her trauma. He is a part of Alice that hates herself, and believes
she should be punished.
You selfish, misbegotten, and unnatural child! You smelt the smoke, but you were in dream land taking tea with your friends. You couldn't be bothered. Your room was protected and spared, while your family upstairs roasted in incredible and unimaginable horror!
Alice leads the army of resistance into Queensland, the hellish domain
of the Queen of the Hearts. The Queen’s red, inhuman tentacles stretch across
the whole of Wonderland, corrupting Alice’s mind, symbolising her lingering
madness. The Queen is at the heart of Alice’s mind, serving as the source or
host of her trauma and a majority of her negative emotions. Her tentacles are
like the arteries of her heart.
The Gryphon and the Jabberwock have a skyward battle, battling for dominance of Alice’s mind – guilt versus willpower. Unfortunately, the Jabberwock wins and kills the Gryphon, scoffing at Alice for believing she could overcome her guilt so quickly. However, he is proven wrong when Alice uses newfound willpower to fight back and slay the Jabberwock. While this doesn’t eliminate her trauma and guilt, it allows Alice to banish such desires for self-destruction and punishment from her mind.
The Gryphon and the Jabberwock have a skyward battle, battling for dominance of Alice’s mind – guilt versus willpower. Unfortunately, the Jabberwock wins and kills the Gryphon, scoffing at Alice for believing she could overcome her guilt so quickly. However, he is proven wrong when Alice uses newfound willpower to fight back and slay the Jabberwock. While this doesn’t eliminate her trauma and guilt, it allows Alice to banish such desires for self-destruction and punishment from her mind.
Alice and the Cheshire Cat traverse the Queen’s castle before coming
to the throne room. Outside, the cat warns Alice that she and the Queen of
Hearts cannot both survive in Wonderland, being two parts of the same mind. He
isn’t stating that Alice could die, but rather her mind cannot heal if she is
at war with herself. The Queen assassinates the Cheshire Cat, banishing Alice’s
conscience so she can face her madness alone.
The Queen chastises Alice, warning her that Wonderland “is for grown
ups”, and that “self-pitying dreamers” cannot survive, threatening to destroy
Alice should she linger. This is effectively Alice’s traumatised mind screaming
at her childish, virtuous, idealistic avatar to accept their loss, to give up,
and wallow in her madness. The source of her despair, rage, misery, and trauma personified
as a huge, fleshy abomination, a Lovecraftian-esque creation of Alice that has built up power over time and one she
must overcome.
But, Alice’s journey has been fruitful, and she is able to destroy the
Queen of Hearts and overcome her madness. As the Cheshire Cat mentioned, Alice
could not survive whilst psychologically at war with herself, which turned out
to be a literal statement. The game ends with Wonderland and all of her dead
friends being restored, and Alice is seen departing Rutledge Asylum with
suitcase and cat in hand, freed from her fractured mind, and her guilt and
trauma at least suppressed for now.
Our journey down the rabbit hole isn’t over yet, as seen in the game’s
sequel, Alice: Madness Returns...
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