Nearly eleven years prior the famed id Games designer, famous for his level design on games like Doom 2 and Quake, set off on his own and built a wondrous game based on Lewis Carroll’s Alice’s Adventures in Wonderland and was made famous by pithy developers solemnly annoyed at the title (American McGee’s Alice) and by the widespread acclaim at the wonderfully dark portrayal of what most of us only know as a Disney film.
While McGee may have learned to tone down his egotism in this latest installment (though he failed to do so with American McGee’s Grimm), this sequel seems to take no note of the last 11 years of videogame development and improvement, instead relying on the simplest and most rudimentary foundations of gaming principles. Combat focuses so much on button mashing that there are achievements for performing certain mind-numbing combinations. Puzzle solving focuses on what four year olds are expected to solve after a few minutes of struggle. Finding hidden items is a matter of platforming, timing, and pressing one button to show the way. Vastly different from each other and with variations on their traits, the current concoction is repetitive, to the point of madness. How fitting.
While McGee may have learned to tone down his egotism in this latest installment (though he failed to do so with American McGee’s Grimm), this sequel seems to take no note of the last 11 years of videogame development and improvement, instead relying on the simplest and most rudimentary foundations of gaming principles. Combat focuses so much on button mashing that there are achievements for performing certain mind-numbing combinations. Puzzle solving focuses on what four year olds are expected to solve after a few minutes of struggle. Finding hidden items is a matter of platforming, timing, and pressing one button to show the way. Vastly different from each other and with variations on their traits, the current concoction is repetitive, to the point of madness. How fitting.
| Color is a big part of Alice: Madness Returns, and it’s refreshing to see the full color spectrum |
What’s clear is that this bath is not meant to be enjoyed continuously. Story-driven sections of the game – not partaking in story, simply platforming from one area to the next or fighting off savage black-ooze demons or the like – are fun, exciting, and above all else entertaining. The rest clogs the drains and faucet, and is more of a burden to get through than to experience and enjoy. This occurs and reoccurs…and continues on and on, for two main reasons.
| This may be how you feel after playing Madness Returns after a few hours |
Dawdling, however, is a big catch for players. Exploration in the giant, looming world is a treat, but the game rarely treats it like one. Bottles and “memories”, among other collectables, flood the five massive levels but provide minimal benefit to players whatsoever. There are no rewards except for achievements for finding these items, and there are so many that it prolongs gameplay so tremendously that it becomes tiresome. Story-driven games with so much platforming and item-driven gameplay wash the story out…and frankly, finding and attaining all these items is an absolute bore.
| The Asian-themed level, among many a thing, really has no place in the Lewis-Carroll remake |
The utter simplicity in gameplay design shows the complete immaturity of the development team, not because they don’t know what they’re doing – far from it, they do what they do quite well – but because their strategies for gameplay stem from the 90’s era of gameplay. Combat is one-dimensional, to the point where Alice has no aerial attacks, nor can she do anything besides one main combination per weapon. Platforming is just the same: see a path, follow a path. There is no thinking required, no puzzle an infant couldn’t solve, no real soul to getting from the beginning to the end of the game.
That’s why, no matter how entertaining the language and characters and level design may be, Alice: Madness Returns feels like a true successor to the original American McGee’s Alice…except that it is 10 years too late. Like Duke Nukem Forever, this title missed a generation and should not have come back so empty-handed. Likewise, it’s time for designer American McGee to rid himself of the silly notion that level design and strong characters are all that’s needed to make a great game. Otherwise, he’ll never leave Wonderland and join us in the real world…where then something truly great can happen.

0 comments:
Post a Comment