Showing posts with label platform. Show all posts
Showing posts with label platform. Show all posts

Monday, August 15, 2011

Alice: Madness Returns


Reviewed Platform: Xbox 360
Other Platforms: PS3, PC

On the cult success of American McGee’s Alice it isn’t surprising that a sequel was spawned, but no one seemed to be asking for it. Most who I have talked to wanted the original to be updated on consoles, where the controls were far smoother and allowed the game to be played... well, just played rather than endured. And so we get Alice: Madness Returns.

The title doesn’t help the game in selling. The name of American McGee is tucked into the bottom of the case so anyone who played the original game might not be able to see it very well and twig that this is a sequel. In fact, the game never seemed to get that much coverage.

But this is all nit-picky. How does the game itself hold up as a sequel?

Well, in playing the game you might be surprised that it is, in fact, a sequel, as all the characters that died in the first game are alive again and have shifted allegiance, such as the Duchess, who now shows you how to acquire one of the many collectibles in the game (but that’s a story for another paragraph). Not only this, but there is little to no mention of the events of the first game.

The story involves Alice now living in an orphanage where a doctor is attempting to assist her in overcoming her troubles after her family died in a house fire, which we assumed Alice had overcome by the ending of the first game. It then transpires that the horrors of industrial England bring her back into her Wonderland, which now has an Infernal Train riding through it, destroying everything in its wake to leave perfect platforms for jumping from one end of Wonderland to the other. Through her travels through Wonderland Alice discovers what truly happened at her house the night of the fire and, yet again, grows as a person.

As the game continues the story seems to devolve into a mess of ambiguity and plot points seem extremely rushed or impossible to get a hold of. By the end of the game things start to make a bit more sense, but this ending makes the rest of the game feel pointless as very little of the plot throughout the game has any bearing on the ending.

The story is shown through simple cutscenes that show cut-outs of the characters moving in a basic animation style that perfectly suits the world and the story, though may seem lazy to some. There are some cutscenes shown through the in-game engine, but these are not as eye catching as the cut-out cutscenes.

The actual gameplay is similar in a way to the first game. It involves platforming sections as well as some places requiring fighting. The fighting mechanics in this sequel are far superior to the fighting in the first game, but this just makes the game feel overly easy. All enemies attack in the same patterns that are quickly picked up on and so they can be dispersed in seconds.

Platforming in this game feels fun at first, but as it progresses it feels more like a chore. Platforms are placed an exact distance from each other to easily do a triple jump and float to safety. This makes the game feel even less challenging and when you don’t reach the desired platform it feels less like there is a difficulty and skill to platforming and more that the game is badly designed. Not to say that the levels ARE badly designed. Levels are extremely complex looking (well, some of the levels such as the East Asian level) and involve some forward thinking and trial and error. Furthermore, a mechanic in the game revolving around invisible platforms requires a keen eye and skilful platforming.

However, these platforming sections are, overall, extremely linear and don’t have the feeling of being in a large area that the first game did. You often feel as if you are simply being guided to the end of the game rather than figuring the game out for yourself. Not only this but the levels seem overly long and, again, seem like a chore rather than fun.

Puzzles within these levels seem useless, as they mostly revolve around finding a specific clock to shoot or using pressure pads to open a door. The world of Wonderland should revolve around maths and word puzzles, like the first game, as this was what Lewis Carroll dabbled in.  They play a very major part of the game, but come across as an inconvenience as these are stopping you from advancing yet require no logic to solve.

This brings me onto something else that is useless, and that would be the collectibles. My word. How many types of collectibles do most games have? Usually it is either none or one. Sometimes two at a stretch. But this game has three different types of collectibles: bottles, which do nothing; pig snouts, which give teeth and other collectibles, and memories, which show a bit of back story (which usually amounts to nothing). I’m not even mentioning the teeth (used for upgrades) or rose paint (used for getting extra health), which I’m not quite sure class as collectibles. There might be more, but I probably didn’t find them.

There’s not much else to say about this game. At its core it should be a fun game, and at times it is, but there are too many problems with it to have complete fun. The game does look beautiful, the platforming can be entertaining and the story and characters can be intriguing at times, but the flaws hold it back from being as good as the original game. I personally feel the game is just above average, but not quite good enough.

Oh, and the game teases you with boss battles, but doesn't actually give you any (well, one... kinda). Just saying.

Final Verdict: 6/10

Wednesday, June 22, 2011

American McGee's Alice

Reviewed Platform: Xbox 360

Other Platforms: PS3, PC

American McGee’s Alice was originally a game from 2000 on the PC that was to be ported to the PS2, however, this never happened. Personally, I think this is a shame. I once found myself trying out a little bit of Alice on the PC and I found there to be problems with the controls, which seemed far too complex and not allowing for a perfect platforming experience. A port to a console would have been extremely useful, as the entire game had a style that would have better suited a console as opposed to a PC.

It would not be until 11 years later that we would be able to play Alice on consoles. With the release of Alice: Madness Returns, EA also distributed, as a download on consoles, the cult classic from 2000. As someone who has wanted their hands on this game for quite a while I found this extremely welcoming. So, how does American McGee’s Alice hold up as a console port?

The visuals in Alice definitely look dated compared to today’s standards. Yet somehow this does not matter. The world is very angular and the character models are not perfect, yet the player still feels as if they are connected to this world. The dark tones of Wonderland as opposed to the imagined Wonderland from Disney films definitely show the player that Wonderland has hit hard times.

The story of Alice is that of Alice after her second adventure (Through the Looking Glass) falling into madness after her house has burned to the ground, with all of her family dying inside. This initially sets the tone of the game as one of depression and dismay, especially as she is now living in an insane asylum.

Throughout the game Alice travels through her Wonderland, each area and character displaying some part of her broken psyche. The characters from the story, such as the Rabbit and the Mock Turtle appear, displaying different parts of her personality. Her guide is the Cheshire Cat, who appears to be another side of Alice’s ego. As the story continues some of these characters die, some survive, showing the player the extent to which Alice is breaking down, as well as curing herself.

The game’s goal is to find and kill the Queen of Hearts, the cause of all of Alice’s woes and troubles. The threat of the Queen of Hearts is built up throughout the game, as well as the threat of the Jabberwock. Both of these characters, as well as many others, appear in the game as bosses for Alice to defeat in order to advance. Some are easy to defeat, whilst some are extremely difficult.

As well as these bosses there are the normal enemies in the game. These sometimes vary depending on the area, such as red chess pieces appearing as enemies in Looking Glass Land or soldier ants in the Wonderland Woods. Some of these enemies are annoying to fight whilst some are too easy. Either way, this increases the challenge in the combat, which is somewhat slow and flawed but still engaging.

The actual platforming of this game is somewhat hard to get used to at first, but it is easy to get used to later on and is far superior to that on the PC. Not always is it necessary to have precise platforming as there are not as many jumps from one surface to another, as the main focus is exploration and puzzle solving, both of which are excellent. The exploration truly comes into its own during the endgame stages when attempting to navigate mazes. Puzzles are very much based on Lewis Carroll’, mostly being base on words and at times mathematics.

The game lasts for quite a long time, but not so long that one might get bored. All the way it is interesting, engaging and, most of all, fun. It is also surprisingly a bit too logical at times (for Wonderland) though not too logical as to not get a feel for the world.

I recommend buying Alice: Madness Returns almost purely for this game, but who knows, you might enjoy that game too. But that’s another review...

Final Verdict: 9/10