Poor Alice Liddell, mentally torturing herself after her family perished in a fire that consumed her childhood home. Enough to drive a girl mad, which is exactly what led to the events of 2000's cult-classic, American McGee's Alice.
McGee's tale picked up where Lewis Caroll's mind-bending children's adventure Through the Looking-Glass left off. Fans and critics alike applauded McGee's vision of a twisted Wonderland, further warped through the lens of madness.
11 years later, McGee and his studio Spicy Horse have returned to continue Lidell's psychotic decent with Alice: Madness Returns. It's an adventure ripe with an imaginative world and cast, solid platforming, and commendable combat. It's unfortunate that some tedious level design and gameplay decisions keep Madness Returns from being great.
Alice: Madness Returns (Xbox 360 [Reviewed], PlayStation 3, PC) Developer: Spicy Horse Publisher: Electronic Arts Release date: June 14, 2011 Price: $59.99 (Xbox 360, PS3), $49.99 (PC)
Like its predecessor, Alice: Madness Returns' focus is mainly on its platforming, which the game features in spades. Moving platforms, mushroom platforms you'll bounce off of, platforms you'll glide off of as you descend towards another platform, or riding steam vents that keep Alice afloat. The game manages to do all of this well, with a fairly solid control set that lends itself to some of the world's tricker navigational dangers. While there area a few spots where the game's camera will shift suddenly to an undesirable angle, instances of being unfairly punished are few and far between.
While the game's five chapters are fairly linear, Spicy Horse does open up a little room to explore some nooks and crannies of the beautifully deranged Wonderland. Early on in the game, Alice will gulp a potion that gives her the ability to shrink on command, as well spot hidden clues and paths to proceed through the game's world. Madness Returns features a fairly comprehensive cache of hidden collectibles, from memories that piece together Alice's backstory to other objects that will unlock concept art and more. Compulsive collectors will have plenty to hunt for, but almost all of these items are merely there to side-track gamers from the main objective. Even Alice's memories, which do a respectable job of fragmenting her shattered backstory, aren't key to understanding main story threads.
Madness Returns also features updated lock-on enemy combat mechanics, which will have Alice wielding the swift and sharp Vorpal Blade as well as the more powerful, heavier Hobby Horse. What this boils down to is your common third-person action "light" and "heavy" attacks, and while there are no true "combos" to memorize, the game's enemy patterns vary enough that you'll need to various tactics in battle. Alice will also wield a pepper grinder that acts a gating gun for ranged attacks, a rabbit bomb, and a tea pod that fires off mortars. On paper, this stuff sounds like Third-person Action 101, and it is. But Madness Returns' twists on the norm -- a spice burr as artillery! -- manage to paint things in a curious, engrossing light.
Each of the game's chapters paints a mesmerizing and peculiar set of wonders, playing off of themes from Carolls' books and sprinkled with touches of goth culture. While some of the game's horror tends to lean towards the obvious (like an obsession with eldritch doll heads and faces), the world and creature design for the most part is nothing short of spectacular. From the deranged environs of a Wonderland that is crumbling around Alice to the drab, Dickensian areas that players explore between the game's five chapters, Madness Returns' artistic flair is its strongest suit.
Unfortunately, the game engine doesn't do such a great job of being able to keep up with the art on a pure technical level. It's hard to say what's to blame here, whether it's the Unreal Engine itself or the folks working with those tools, but Madness Returns sometimes struggles to bring the game's fantastic art to life. While quick glances at the world are dazzling, closer inspection will reveal cracks in its shell. On the Xbox 360 textures sometimes look muddy and points where they've been stitched together are sometimes painfully obvious. Even worse, some textures load in seconds after they appear on screen, the game's spell broken as you wait for an on-screen visual to stream into view. In an odd way, sometimes these technical hurdles lend itself to the game's surreal, almost painted feel. Regardless, you can't help but notice a distinct lack of visual polish in many of the game's areas.
For those looking for a long adventure, you've got it with Madness Returns; you're facing upwards of 15 hours of gameplay here through your first run. But stop and do the math on that for second: five chapters at about 15 hours of gameplay? That's right, many of the chapters run close to three hours a piece, and in doing so, completely overstay their welcome. After an hour or so (sometimes less), you've seen everything the chapter has to offer. And then you're forced to do the same few tasks over and over again, trapped in a single portion of Wonderland.
McGee has been clear about his love for Nintendo games, and the game's combat and platforming show shades of 3D Legend of Zelda and Super Mario Bros. games, respectively. But unlike Nintendo's classics, with a pacing that's constantly introducing players to new mechanics and surprising tasks throughout, Madness Returns misses the mark. Despite core gamplay of platforming and combat being solid and even fun, you quickly realize that you're doing the same things repeatedly to the point of becoming quite tiresome. Flip a switch to move to a higher platform; kill some enemies on said platform; flip another switch; repeat. That's Alice: Madness Returns in a nutshell, really. Spread across, say, 12 different environments, perhaps this tedium could have been masked. But after a few three hours stretches, I found myself wishing that every cut-scene would be my cue to enter a new area. And I was consistently disappointed.
Things are helped much by the fact that Madness Returns doesn't contain any real "boss fights" outside of the game's climactic finish. You will encounter a number of larger enemies throughout your adventure, which are boss-like in nature. But these larger enemies will be encountered repeatedly throughout the game, sometimes with smaller enemies acting to make the battles more difficult. This is particularly regrettable, considering a fresh battle would be a just reward for a three hour stretch of somewhat repetitive gameplay.
To the Spicy Horse's credit, it does throw quite a few gameplay diversions into the fold that threaten to keep things fresh. A side-scrolling paper cutout platforming section and a shoot-em-up-style underwater scene were unexpected highlights. But even those are repeated multiple times in one level, that first instance of joy soon giving way to wondering aloud why you're doing more of the same for the third time in a chapter. Other mini-games fall flat, like a pointless music game that's less about rhythm/note matching and more of a series of quicktime events. There are also a few mini-games that can be skipped, and with no real reward for completing them, seemed like pointless distractions.
In spite of tedium and technical faults, I quite enjoyed Alice: Madness Returns, which says quite a bit for the extraordinary world McGee has created from the blueprint of Caroll's original tales. Fans of the original Alice will find plenty of here to love, and will certainly want to return to Wonderland to work towards a satisfying narrative conclusion. For others, putting up with the game's monotonous design may prove to be a personal spiral into madness they may want to avoid.
Final Verdict: 7.0
Good: 7s are well-above average games that definitely have an enthusiastic audience within their *genre*. Some might lack replay value, could be too short, or has are some hard-to-ignore faults. Nevertheless, the experience is still very fun.
Probably my favorite game this year. It reminds me a lot of Bajno-Kazooie and Rayman 2.
I have the PC version and I'd give it an 8/10. Only thing holding it back are some glaring graphical glitches and some needlessly clumsy programming (key bind issues, lack of advanced video controls, and clipping).
I'm going to want to try out the PC version, if I can. I really did enjoy the game, but found it hard to look past some of its faults. Great world to play through, though. Love the theme song, too!
I'm quite enjoying the combat and platforming, but the levels really do stretch on a bit too long. I've been playing some every day since Tuesday with minimal deaths, and I'm still on Chapter 1!
@Thanks for the heads-up mate. I was torn beetween PC and console(could sell the latter easily, since it doesn't seem like much a collection piece and doesn't seem to have much, if any replay value), now I'll just get it FOREVAHs in freaking Origin or whatever. Damm EA for parting with Steam
Anyone has any idea what EA's crap download service has in terms of dicount policy? I'd buy it instantly if it's for sale with a nice discount. I've been burning my pockets too far with gaming so far this year.
I can honestly say that Alice: Madness Returns is my favorite game of the year so far. It's like playing through a beautiful nightmare. The level designs are fantastic and the platforming so far has been great. I have yet to find myself falling in to any tedium with the game or with how long each chapter is.
Alice definitely deserves a play through by anyone who enjoys old school platformers.
I'm only in chapter 2 but I like that there is way more platforming and exploration than action. It really lets you enjoy the creative level design.
Back in Alice1 I thought the sky in the school level was soooo cool. Pentagrams instead of stars and a grin of the cat as moon. Yeah, you could say it's artsy but I love it. ^^
There were already some great scenes but nothing are as cool as the moon and sun in chapter 2. That's some freaky design! :D
I haven't read the review that to avoid spoilers. Gameplay wise it's certainly not the most advanced although I find the combat pretty cool. Alice owns the shit out of the enemies and it quickly swaps between hack&slay and tactical approaches to the enemies were you really need to watch what their next attack is. Didn't expect that to be honest.
HUB BUB! Why a 7's only a 1 with a sore back!..or something like that. Very decent score and I have never played an Alice game before so I might have to give this a rent.
Got my hopes up pretty high, download running as I'm writing this (darn you, UK release date!). I'm pretty positive, still, even though there've been hardly any 8+ reviews so far. Ah well, if it's just the gameplay from Alice 1, I'm all sold anyway, don't mind some questionnable level design as long as the artwork's up to my expectations and so far the screenies deliver.
Great review, Nick. I find myself in a difficult love/hate situation with this game - I love the world and the characters, but I hate the boring level design and repetitive enemies. I think the game would have gotten a much higher score if the chapters were half as long.
The best thing I can say about Alice is that it brings to mind Psychonauts. As soon as that feeling set in, I was completely satisfied with my purchase.
I've been playing for quite awhile now, and I'd say it's an 8/10. It's a great platformer (the kind I haven't seen in a long time) and the story is very intriguing.
For such a high score, the written portion of this review paints the game as quite weak. The game has a lot more positives and it saddens me to not see those listed clearer amongst this wall of complaints.
Decent review, hasn't changed how much I want the game at all. I would've bought it too if I didn't have to buy Shadows of the Damned next week. Hoping that turns out well.
This game definitely feels like a sleeper hit. Narrative and art style totally carry the game, but I am really loving it so far. I wholeheartedly agree with your review.
After I'm done with Madness Returns, I can't wait play through the original. 2 games for $45 is a pretty good deal(thanks Amazon!).
Currently playing this on PC - good, old-school fun thus far. I'd reccomend that everyone playing on PC removes the framerate cap though (30fps by default) - find the Alice folder in your 'My Documents' folder, then find the AliceEngine.ini file. Finally, locate the two instances of the phrase 'FrameRate' in said file and change them from 30 to 60 (or whatever you like, really). Makes it a much smoother experience.
What have we learned this week, everyone? If you're going to bring back a decade+ old game, you have to at least make it look and play like it's not a fucking decade+ old. This game, enhanced with some of the finer modern gameplay elements and graphics, could have been so much more amazing than it is. Same goes for Duke Nukem Forever. Way to fuck things up, you memory-killing cunts.
I am playing on the PC and feel that this is pretty much what it promised, a sequel to the Original Alice game. It has better graphics and some cool weapons and moments, but is more of a slight step forward than a quantum leap. Certainly nothing like the difference between Red Dead Revolver and Redemption.
@Epic
Eh. Like I've said before reviews are stupid and critics in general are kind of useless (and I write reviews). Nick's totally entitled to his opinion. I love the fuck out of it and that's all I care about. If Nick saw glaring flaws that's whatever. Like I said in my review it definitely has faults. It isn't perfect. But I felt the good outweighed the bad and in my opinion it was a solid 8 or 9 by Dtoid's scale.
Nonetheless a 7 isn't at all a bad score. In my book a 7 is still a purchase. 7's are usually my sweet spot. Games that get 7's I usually fall in love with and are solid enough to be fun and don't try so hard that they break themselves. Games with 8's can go either way and 9's or above and I become very cynical and skeptical but not so much that I can't enjoy the game.
Err actually, that's not "whatever". While reviews are inherently tied to the reviewer's opinion and I understand that liking a game depends on each person, technical flaws like gameplay, repetitive combat and so forth are there whether you have an opinion or not. It's a good thing that reviews inform potential buyers of these things, that way they can decide if it might bother them or not.
I for one wouldn't be as long as it wasn't a long boring task and I was rewarded with an excellent story and characters (and art style in Alice's case).
In my opinion you have to explain basic concepts in reviews, in addition to what you personally enjoyed.
While I could write 3000 words on why I think Devil May Cry 3 is the best game ever, it's important to look outside the box, and my comfort zone, to explain what others may take issue with. Reviews are a consumer tool - in the case of a Metacritic published review, hundreds of people are relying on you to make a $60 purchasing decision, so you should do your best to look for flaws, if they are there.
Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?
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I have the PC version and I'd give it an 8/10. Only thing holding it back are some glaring graphical glitches and some needlessly clumsy programming (key bind issues, lack of advanced video controls, and clipping).
I'm going to want to try out the PC version, if I can. I really did enjoy the game, but found it hard to look past some of its faults. Great world to play through, though. Love the theme song, too!
After I'm done with my Fable III rental (spoiler: I fucking love it), I will fo sho move this ish to my queue.
It definitely won't appeal to some modern gamers. It uses a lot of elements from N64-era games. That's why I like it though.
Did you notice that a lot of elements (scenery, enemies, etc) from Alice's walks in the real world get incorporated in Wonderland?
Anyone has any idea what EA's crap download service has in terms of dicount policy? I'd buy it instantly if it's for sale with a nice discount. I've been burning my pockets too far with gaming so far this year.
Alice definitely deserves a play through by anyone who enjoys old school platformers.
Back in Alice1 I thought the sky in the school level was soooo cool. Pentagrams instead of stars and a grin of the cat as moon. Yeah, you could say it's artsy but I love it. ^^
There were already some great scenes but nothing are as cool as the moon and sun in chapter 2. That's some freaky design! :D
I haven't read the review that to avoid spoilers. Gameplay wise it's certainly not the most advanced although I find the combat pretty cool. Alice owns the shit out of the enemies and it quickly swaps between hack&slay and tactical approaches to the enemies were you really need to watch what their next attack is. Didn't expect that to be honest.
HUB BUB! Why a 7's only a 1 with a sore back!..or something like that. Very decent score and I have never played an Alice game before so I might have to give this a rent.
Definitely worth checking out though.
FINALLY!! Someone else who loved Fable III.
I generally don't proof my own work because it never works out. Hah. Someone else on staff did. Can you be specific?
After I'm done with Madness Returns, I can't wait play through the original. 2 games for $45 is a pretty good deal(thanks Amazon!).
And a 6 is just a 9 doing a handstand! And vice versa!
Eh. Like I've said before reviews are stupid and critics in general are kind of useless (and I write reviews). Nick's totally entitled to his opinion. I love the fuck out of it and that's all I care about. If Nick saw glaring flaws that's whatever. Like I said in my review it definitely has faults. It isn't perfect. But I felt the good outweighed the bad and in my opinion it was a solid 8 or 9 by Dtoid's scale.
Nonetheless a 7 isn't at all a bad score. In my book a 7 is still a purchase. 7's are usually my sweet spot. Games that get 7's I usually fall in love with and are solid enough to be fun and don't try so hard that they break themselves. Games with 8's can go either way and 9's or above and I become very cynical and skeptical but not so much that I can't enjoy the game.
Anyway, game's fucking awesome. Check it out.
I find some of my favorite games receive 7/10s. I feel like they take more risks than 9/10 games do.
If you're buying the game for the art direction, prepare to constantly trip balls. I've probably already taken a hundred screen caps.
"If Nick saw glaring flaws that's whatever."
Err actually, that's not "whatever". While reviews are inherently tied to the reviewer's opinion and I understand that liking a game depends on each person, technical flaws like gameplay, repetitive combat and so forth are there whether you have an opinion or not. It's a good thing that reviews inform potential buyers of these things, that way they can decide if it might bother them or not.
I for one wouldn't be as long as it wasn't a long boring task and I was rewarded with an excellent story and characters (and art style in Alice's case).
I agree.
In my opinion you have to explain basic concepts in reviews, in addition to what you personally enjoyed.
While I could write 3000 words on why I think Devil May Cry 3 is the best game ever, it's important to look outside the box, and my comfort zone, to explain what others may take issue with. Reviews are a consumer tool - in the case of a Metacritic published review, hundreds of people are relying on you to make a $60 purchasing decision, so you should do your best to look for flaws, if they are there.
I bet it gets a six.