This game is a gem, in its time it did not receive the attention it deserved and I still do not understand why the "critics" have given it low marks, its artistic section is great, Alice's design and her clothing are the best, it has good music and its story is quite gloomy and dark but quite good, if you like hack and slash and plat-formers you should play it.
For a game made in 2011, graphically this game holds up really well. The character designs both in London and Wonderland are imaginative, the level designs are weird in a good way and overall it’s a treat to look at.
The story is dark and interesting. The game surprised me multiple times, I won’t spoil anything so you can experience it for yourself. What makes the story great as well is that in the levels you can find memory fragments. At first these feel like fragmented memories, however that’s the point. These make the world feel more alive, which benefits this game greatly.
Fighting is intuitive but can becomes repetitive very quickly. It’s a shame Spicy Horse didn’t employ more enemy types in a battle, really keeping you on your toes. This probably has to do with that they wanted unique enemies per chapter and didn’t want to recycle old enemies. It’s a shame they went this route, because combat could’ve been much more varied then it currently is. The game teased me a couple times with awesome bosses, just to let the cutscenes kill them for me, which is lame.
What is inexcusable though, is the extremely shallow platforming. The problem is Alice jump is way too powerful. Even when the platform you have to jump to is on the outer side of it’s cycle, Alice can 90% of the time make that jump with a little effort. This is a problem obviously, because it trivializes more than 80% what you’re doing in the game. Because of this, even though what I was looking at is extremely interesting, I was bored out of my mind and levels felt longer than they actually were. Not only is Alice’s jump too powerful, Spicy Horse’s concept of challenge is to constantly throw invincible platforms your way. You can see them when you use Alice’s shrink ability. It wouldn’t be a problem if it was used for secrets or the occasional challenge. Especially in later stages these are so overused I rolled my eyes every time I saw one of them. Despite this, I did want to continue on.
I recommend this game to anyone that's seeking for a game that drips atmosphere and doesn't mind shallow platforming and doesn't think too much about combat.
Look, I can see why people praise this game. The imagery, aesthetics, atmosphere, puzzles, weapon variety and a creepy take on Alice's tale. Supposedly, it's all there but... it's definitely not for me.
I enjoyed the first level of this game and that's it. I didn't have fun at all with everything else. Combat is annoying, puzzles are tiresome, music feels superficial, platforming goes on forever and the story just isn't well told. I liked the ending, but the road towards it was the worst.
What absolutely killed this game was how tedious it is. Levels are unnecessarily HUGE, padded and bloated. Combat may have some cool weapons, but fighting is boring as hell. Not to mention the excessive use of the same puzzles, gimmicks, platforming tricks etc over and over again.
Alice Madness Returns, in my experience, is a game that takes forever and amounts to nothing. It's better than the first one, yes, but that doesn't mean much. A waste of time, after all.
What could've been a nostalgic nod to early platformers instead deliquesced into a heinously psychedelic video game with solid fighting mechanics going for it and nothing else. The first hour is worthy enough; I mean, jumping around from toadstool to toadstool is entertaining enough, I will give it that. But it slowly becomes an absurd chore and some of the creatures really are monstrous.