Review

8

Alice: Madness Returns review

Fantastical visuals and satisfying combat fail to mask a generic journey.

Regularly promoted alongside Shadows Of The Damned, there are few finer stablemates for Suda’s descent into hell than American McGee’s Alice: Madness Returns. Both herald from digital auteurs encroaching on familiar territory – hell and Lewis Carroll – and both lack ideas to match their visual invention. This is a Burton-esque Wonderland; in fact, it’s more Burton-esque than the director’s own attempt. The Unreal engine lives up to its name: not since Mario Galaxy has a game pumped out such a babble of visual styles. If the spirit of Carroll exists at all in Madness Returns, it is in the constant hunger for the next oddity.

But this is normalcy reskinned as nonsense. Platforming repeats the same networks of floating squares and upward gusts from level to level, hoping to disguise this by changing what is jumped on. A floating platform is a floating platform whether it’s a mah-jong tile, playing card or iceberg. And so it is with so much of Madness Returns: mushrooms, pig snouts and potions repurposed as springs, switches and unlockable concept art. One thudding inevitability after the next.

There is bite to the combat, however. With a familiar lock-on camera and an emphasis on matching weapons to abomination, it feels a lot like Zelda. Link can’t dematerialise into butterflies like Alice, but he would surely appreciate the need to peel enemies down to their fleshy cores with the right combination of pepper-grinder guns and hobby-horse thwacks. Finally, the feel catches up with the look: scalding tea barrages thump through shields (with a delightful glass shattering sound) as the Vorpal Sword stings with a true snicker-snack. Enemy designers keep new forms (and attack strategies) coming, mixing various breeds to concoct fresh battle rhythms.

Only in combat does Alice truly find her footing. Unlike Garcia Hotspur’s bellowing rampage through perdition, Alice is an unsure presence. Her mind is faltering, cutting from Victorian London – largely non-interactive film sets – to Wonderland. It has the air of a narrative device, but to what end? If there are parallels to be drawn – does Wonderland reflect real-world predicaments? – they are hard to see. McGee’s fiction is Cheshire Cat cryptic, decipherable only by those well versed in his universe. To others, the story unfolds as a series of fetch missions given by ugly versions of iconic fantasy figures.

The game’s visual and combative energy spark the urge to see where it goes next. If only there was something to do when you get there. [5]

Xbox 360 version tested.

Comments

8
Diluted Dante's picture

I think that makes my mind up then. Child of Eden now, Alice at an unspecified point in the future.

dashi's picture

I'm really disappointed with this game. Why do i want to waste my time trying to pull off some specific jumping move? i want to play the freaking game, not show off my technical button skills.
so i have barely started the game and i'm stuck jumping over some stupid dominos ... what is the fun in that? nothing but QUIT the game and do something else.
Is the game so lame, or so short that the crux of the whole experience is to do a certain technical jump? if so, i'm out.

dashi's picture

And i was totally onboard, i really wanted to love this game after the first one ten years ago. bored and sad

dashi's picture

A twentieth century game.

dashi's picture

i want my $50 back

Skerret's picture

Dashi's got your number, McGee.

TheAzureDream's picture

There have been a lot of mixed reviews about this one. To be fair to McGee he did make it clear that he was making a straightforward platformer from the get go. In this respect it's pretty much like the original, albeit with far better graphics and great atmos. I've played through the first chapter and I'm enjoying it so far, not really understanding where the hate is coming from...

Jem's picture

Yeah, I'm about 75% of the way through this and I have to say, reading all the reviews I'm a bit unsure whose dog American McGee fucked and at what prestigious ceremony, to so appal and lay offside every single games reviewer out there. Sure, the platforming is a little on the repetitive side but the world is incredible and there are some really wonderful levels - the dollhouse folding and refolding around you is a particular delight. It's a damn sight better done than, say, Enslaved, which didn't have any skill requirements for platforming or combat across its 4 hour playtime and got reviewers frothing at the bit.