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.
THE VERDICT - Alice: Madness Returns
Reviewed by Nick Chester
7 /10
Good: A solid game that definitely has an audience. Might lack replay value, could be too short or there are some hard-to-ignore faults, but the experience is fun. Check out more reviews or the Destructoid score guide.
@Nick: Is this a 7 with the first game attached, or did you rate it JUST on Madness Returns? I'm liking what I'm hearing, but still cautious about it. Just wondering how the first game holds up.
Ok, I got a question or two. Should I play through the original first? Is playing madness returns gonna ruin the first one for me (dated graphics, wonky controls, or just game mechanics in general?)
I'm almost halfway through the download.
Should I wait?
I'm playing on PC now. Is one of the finest Unreal 3 looking game. Isn't a simple case of graphics, the invisible wall at 3:22 don't exist in the PC version, for example. EA should guarantee a better porting fort consoles. The PCs are more powerful excuse is inappropriate since there's better looking U3 games on consoles too.
About the gameplay, until now I don't notice this harmful repetition, probably is a matter of affinity with the subject (plataforming and hack & slash). If you like action adventures, like God of War, Ratchet and Clank, Castlevania: Lords of Shadow you should definitely try this game.
Psh. Whatever to the review's actual content. I'll likely buy the game for the dresses (and then download some more to go in the virtual closet along with the rest of those). That the game is good with non-crippling flaws is just more ribbons and buttons on said dresses.
I'm liking this a lot purely from a gameplay perspective, but something about the atmosphere seems lacking to me after coming straight out of the first game. Of course it's prettier but the environments themselves, the music, and the enemies just don't seem like they stack up. I'm only on the second chapter though, so maybe it'll get better.
Nick, thank you for an even-handed review of a well-made but admittedly imperfect game. I'm playing the PS3 version now and I think your criticisms are fair.
Although I would've given it a 7.5 or 8, I greatly appreciate the fact that you didn't slam this game simply because it doesn't fit so-called 'core' trends. Y'know, that mold of "muscle-y ass-kicking with little enemy resistance and no thinking." I'm so tired of sites like IGN and GameSpot and their BS, pandering reviews.
Anyway, keep it up! Your review caused me to register.
Lol, I've already ordered this for my 360. I did it yesterday. I'm big fan of the first game and both McGee's and Lewis Caroll's works. I'm pretty sure I won't be disappoint even in spite of its flaws.
@Xzyliac: Very well, I can understand that, but it doesn't mean it cannot become a "flaw" when it's used merely to stretch the game's longevity and it stops being enjoyable. Games of course rely on repetition (we do a few commands over and over again) but when it comes to a point when a person thinks "it's just way too repetitive, it feels like a chore and you're running in circles in the same level for too long then yes I think it's important to inform those kind of things in a review. Some people might be bothered by it, some not.
In the end, as I said, it's not just "whatever"; and my comment didn't imply that you didn't like the game or the review by the way, just that they aren't stupid when it comes to making a personal decision about the game. While the final word on buying the game belongs to oneself, I think it's important to read a few reviews at least to see those "technical flaws" (because many games have them regardless) and be at least aware of them. Helps the gamer on a budget a little bit too.
Of course nothing beats trying to game yourself; it's always the best route to come to a solid conclusion.
I really haven't played such a good platformer for a long time and it somehow just hit the spot right on with the setting and the art style. Am enjoying the shit out of it.
I hope someone who is unsure of buying still reads the comment section.
Alice MR is one of those games that just get better and better. For me only chapter3 has it's downtimes and I can pretty much relate to what Nick writes in his review. Still, combat and platforming is spot on in this chapter it's just a little too long and not that interesting compared to the other chapters. But when you have arrived in chapter4 it gets really crazy. I just couldn't stop till I saw the final conclusion.
One of the best platformers that has come out in recent time and is not Mario and stays true to the previous installment.
If you liked Alice1 but thought that the combat is poor you'll love Alice2. I'm still baffled that it gets quite low ratings because this is definitely a title that deserves a 8.5+ rating.
But when ratings are working against us there's still sales where we can voice our opinion that we want title like these! So, BUY IT! ;)
Just playing it now. I'm later on in the 5th chapter and got about 10h behind me. This game has got planty of great ideas but it can get very monotonus. The repetetive design unfortunetely was the problem of the original too ( which I've played 10 years ago when it came out and just recently before release of the sequel). Art style is great, characters look slick, but as it has been said in the review very often you'll see low res textures and some weird stuff ( and I'm on gtx 560 ). Combat is fast paced but unfortunetelly suffers from DMC2 syndroms. Regardles it is still a great and really insane game.
I think you are too generous,I only give it a 5 but for different reasons. I played the PC version on a very powerful system so nothing lagged, and I first it was like playing a work of art, but by the time I reached the colossal ruin the game became too hard (on fucking easy mode) it was like playing a movie until that time, and then it became too hard and I tried and tried again and could not defeat it. There was so much content they did not have to do this. I wanted to smash my keyboard, which says to me this game is no longer any fun and does not make me happy, but makes me miserable. Too bad this game had so content that they did not have to stall you on bosses. I wanted to smash the CD and case, but instead I uninstalled it, gave it to a friend and told them when they reach the colossal ruin, consider the fun part, and story over uninstall it and pass it along to the next person. When did games stop being about having fun? Maybe they never were about fun. Anyway, I am done with Spicy Horse. This game had a 9 in my eyes until it started to suck. My guess is that management decided that the boss battles needed to be harder to prolong the game. I don't need a sense of accomplishment. I get that from life. When I play a game I want to have fun and unwind. If that is what you are looking for too, don't buy this game.
I think you are too generous,I only give it a 5 but for different reasons. I played the PC version on a very powerful system so nothing lagged, and I first it was like playing a work of art, but by the time I reached the colossal ruin the game became too hard (on fucking easy mode) it was like playing a movie until that time, and then it became too hard and I tried and tried again and could not defeat it. There was so much content they did not have to do this. I wanted to smash my keyboard, which says to me this game is no longer any fun and does not make me happy, but makes me miserable. Too bad this game had so content that they did not have to stall you on bosses. I wanted to smash the CD and case, but instead I uninstalled it, gave it to a friend and told them when they reach the colossal ruin, consider the fun part, and story over uninstall it and pass it along to the next person. When did games stop being about having fun? Maybe they never were about fun. Anyway, I am done with Spicy Horse. This game had a 9 in my eyes until it started to suck. My guess is that management decided that the boss battles needed to be harder to prolong the game. I don't need a sense of accomplishment. I get that from life. When I play a game I want to have fun and unwind. If that is what you are looking for too, don't buy this game.
The developer of the creepy Alice games, American McGee, posted on his Facebook asking people if they had an interested in there being an Alice 3.
1) If we could get the rights from EA, would you play Alice 3?2) If you'd pla...
Electronic Arts tossed over a look at the launch-day downloadable content for Alice: Madness Returns. As is becoming increasingly commonplace, the content consists of alternate costumes for Alice to muck about Wonderland in. ...
So I'm finally back from Los Angeles, recovering from E3, and working my way through American McGee's Alice Madness Returns. It's out today, and while I figured I'd be done with it by now, this is a game that features some of...
Another Alice: Madness Returns trailer has been released, showing off the assorted mini-games sprinkled throughout Wonderland. There's a ghost ship shoot-em-up, 2D platforming stages in paintings, crushing armies of car...
I swear to God, that wasn't a euphemism when I wrote it.
Behold the launch trailer for Alice: Madness Returns, arriving in a scant two weeks to all gaming devices capable of containing its magnificence. I have to say, I wasn...
Electronic Arts tossed over a look at the launch-day downloadable content for Alice: Madness Returns. As is becoming increasingly commonplace, the content consists of alternate costumes for Alice to muck about Wonderland in. ...more
Electronic Arts tossed over a look at the launch-day downloadable content for Alice: Madness Returns. As is becoming increasingly commonplace, the content consists of alternate costumes for Alice to muck about Wonderland in. ...more
So I'm finally back from Los Angeles, recovering from E3, and working my way through American McGee's Alice Madness Returns. It's out today, and while I figured I'd be done with it by now, this is a game that features some of...more
Another Alice: Madness Returns trailer has been released, showing off the assorted mini-games sprinkled throughout Wonderland. There's a ghost ship shoot-em-up, 2D platforming stages in paintings, crushing armies of car...more
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