Alice : Madness Returns (aka American McGee's Alice 2)

nel e nel wrote:

Midway through chapter 2, I've come to the conclusion that this is the flippin' WORST part of this game so far. You would think that a game that uses a timed, precision aiming mechanic would have a MORE PRECISE CONTROL SCHEME! It takes Alice a good 2 count to enter into aiming mode, and that is after losing 3-5 seconds of time being forced to watch the cut scene of the button appearing from a camera angle that prevents you from seeing where you need to jump to to get into position to shoot the button.

So aggravating already.

That was I thought at first--and then I figured out the right way to do things. Stand on the button with Alice. Wait for the cut scene to occur. *Then* drop your bomb, and Alice will *set it down* in stead of flipping it through the air in front of her. This makes all of those timed things a heck of a lot easier. They could definitely have done something to make this technique a little more obvious.

Thanks for the tip Hy, I tried it out on the next timed button sequence (although it wasn't a high risk one) and it's muuuuuch better than what I was doing. I suppose I could have read the manual, but who wants to quit out to the main menu to do that?

Bahahaha!

Did anyone else find

Spoiler:

the Raz (from Psychonauts) skeleton in Queensland yet?

LINKAGE TO SPOILERY IMAGE, CLICK AT YOUR OWN RISK

Arise, Alice! Your work, it is not yet done!

I've been doing a console gaming night once a week with my girlfriend and we're having a lot of fun playing through this game. We just finished Chapter One.

A couple of questions:

Characters. In the completion menu, I noticed that there's a large number of characters that are still unlocked from Chapter One. I believe we've opened perhaps ten or so, and it looks like there's about 25 or so still locked. Do you have to play on the harder modes (we're on normal/average) to unlock these? Is it some cruelty where you have to play through the game a second time to open these up?

Concept Art. Based on the manual it appears that collecting bottles unlocks the concept art. We found all but two bottles in Chapter One, but no concept art has been unlocked. Do you have to collect every bottle in a Chapter to unlock any art?

Thanks!

Deadmonkeys wrote:

The tweak guide on the Steam forums is a must for the PC version. Why is the default max frame rate 31 fps? The world may never know.

What? Can You link? I just bought this.

PandaEskimo wrote:
Deadmonkeys wrote:

The tweak guide on the Steam forums is a must for the PC version. Why is the default max frame rate 31 fps? The world may never know.

What? Can You link? I just bought this.

Woohoo! Double post put to good use! The guide is here.

Love this game so far, but I wish I'd known Alice had a triple quadruple jump much earlier. I'd been making some very skin-of-the-teeth double jumps for my first two hours.

The tweak guide on the Steam forums is a must for the PC version. Why is the default max frame rate 31 fps? The world may never know.

I specifically wondered if the game was worth $7.50 and the time it took to play through it when I saw it was on sale (sounds snide but really just that I've payed enough $ for games I don't pay). I'm curious, as you continue to play, to hear if you'd recommend it be picked up next time it's on the $7.50 bargain bin.

demonbox wrote:

I specifically wondered if the game was worth $7.50 and the time it took to play through it when I saw it was on sale (sounds snide but really just that I've payed enough $ for games I don't pay). I'm curious, as you continue to play, to hear if you'd recommend it be picked up next time it's on the $7.50 bargain bin.

Eight hours in, I've just started the third chapter (out of six?). Love the game, but it's kinda my cup of tea: Incredible atmosphere, fantastic visual design (Alice's costumes change from chapter-to-chapter, according to the environment she's in), great music, forgiving platforming, and the combat system is almost puzzle-like in the way it forces you to prioritize enemy types.

Dunno 'bout you folks, but I can typically tell if I will enjoy a game by watching some gameplay.

Here's Giantbomb's Quick Look and Ask Me Anything.

This game is definitely worth $7.50

I'm only about 2 hours into Alice, but the fact that this game has grabbed my attention out of everything I've picked up in the last 2 weeks says something for it.

Even if I wasn't enjoying the gameplay, the art alone is worth $7.50. You could remove all the puzzles and monsters and just leave me wandering through this beautiful interpretation of Wonderland and I'd feel like I was getting good value.

15 hours total, and I finally finished. I think the word that sums the game up is mediocre. There's nothing terribly bad, but it's incredibly repetitive and way too long. I was ready for the game to be wrapping up about 5 hours in. You just keep doing the same gameplay stuff over and over again. The only reason I kept with it was that I was feeling a bit O.C.D. and I wanted to see the ending.

tuffalobuffalo wrote:

You just keep doing the same gameplay stuff over and over again.

Isn't that kinda what you do in 95% of all games? Not trying to be knitpicky, but very few games manage to vary their mechanics or manage to introduce new ones at the right pace throughout the game. Even some of the hailed GOTYs of 2011 like Bastion fail at this.

Based on the feedback in this thread, with Alice it seems like you either love it for the world or hate it for the gameplay.

tuffalobuffalo wrote:

15 hours total, and I finally finished. I think the word that sums the game up is mediocre. There's nothing terribly bad, but it's incredibly repetitive and way too long. I was ready for the game to be wrapping up about 5 hours in.

The game is definitely drawn out. A 25-35% cut would do wonders.

Luggage wrote:
tuffalobuffalo wrote:

You just keep doing the same gameplay stuff over and over again.

Isn't that kinda what you do in 95% of all games? Not trying to be knitpicky, but very few games manage to vary their mechanics or manage to introduce new ones at the right pace throughout the game. Even some of the hailed GOTYs of 2011 like Bastion fail at this.

Based on the feedback in this thread, with Alice it seems like you either love it for the world or hate it for the gameplay.

Sure, most games are like that, but the good ones hide it well and mix it up a bit more. I didn't really love or hate the gameplay. I think the bit which I really found repetitive was the actual platforming. It seemed like they just reskinned their first level design and threw in a touch of randomness for each new area. Even Bastion managed to throw in lots of different weapons. Alice only has four. Of course, if Bastion had been a 15 hour game, I wouldn't have liked it nearly as much.

tuffalobuffalo wrote:
Luggage wrote:
tuffalobuffalo wrote:

You just keep doing the same gameplay stuff over and over again.

Isn't that kinda what you do in 95% of all games? Not trying to be knitpicky, but very few games manage to vary their mechanics or manage to introduce new ones at the right pace throughout the game. Even some of the hailed GOTYs of 2011 like Bastion fail at this.

Based on the feedback in this thread, with Alice it seems like you either love it for the world or hate it for the gameplay.

Sure, most games are like that, but the good ones hide it well and mix it up a bit more. I didn't really love or hate the gameplay. I think the bit which I really found repetitive was the actual platforming. It seemed like they just reskinned their first level design and threw in a touch of randomness for each new area. Even Bastion managed to throw in lots of different weapons. Alice only has four. Of course, if Bastion had been a 15 hour game, I wouldn't have liked it nearly as much. ;)

I agree with Tuffalo here, while not a bad game, Alice would have been elevated from merely good to great if they had trimmed the fat. The novelty of the design of each new area would wear off long before those areas were completed.

I liked the different levels well enough, but I have to admit that most of them felt like they were 20%-30% too long. I'd rather have had another different area and less of each area that was there. (And yeah, I do understand that creating a whole new art style for a different level is more time consuming.)

To keep things more positive:

Spoiler:

The part where you become a giant was effin awesome. Stomping that scythe guy that had been chasing you was hilarious. Also, stomping tiny card dudes was really satisfying after all the platforming. I thought that was going to be really close to the ending, but it dragged out for a couple hours after that.

My four year old 360 red-ringed a few times, but it kept sputtering along long enough for us to finish the game. We had a lot of fun with it, and the combat was pretty enjoyable. I wish there had been a bit more variety in enemy weaknesses, as we just ended up using the fully-upgraded teapot most of the time in combat.

Great art design; we spent a lot of time just panning around the levels, admiring the scenery.

Compared to the first game, I was disappointed with the Cheshire Cat; he seemed wittier in the first game, and here he had a greater tendency to spout ad oculos observations, and he was less droll and more dreary than in the first game.

Overall, though, Oozing with style and a worthy game. Quite a nasty twist 2/3rds of the way through, and we had fun the entire time.

Well, now it has happened. This is the first game I've paid money for in... roughly two years. (No illegal downloads either.)

Back when the original game came out, I freaked myself out playing it in the dark with headphones on. Perhaps I'll replicate that experience.