Alice Madness Returns (PS3) [part 2] - Vale of Tears | StoneMonkWisdom
This is Alice Madness Returns for Playstation 3 (PS3). Also on PC, Steam, and Xbox 360.
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Alice: Madness Returns is a psychological horror platformer video game for Microsoft Windows, PlayStation 3, and Xbox 360 released on June 14, 2011, in North America, June 16, 2011, in Europe and June 17, 2011, in the United Kingdom. It is the sequel to the 2000 Windows and Mac video game American McGee's Alice. American McGee, who designed the original game, returned to design the sequel after EA partnered with McGee's Shanghai-based studio Spicy Horse. It is the first console game entirely designed and developed in China for export. On April 20, 2011, Electronic Arts confirmed reports that new copies of Alice: Madness Returns on Xbox 360 and PlayStation 3 will contain a one-time-use download code for a copy of the original American McGee's Alice, originally released on PC in 2000, playable on their console if purchased through EA.
Alice: Madness Returns is a psychological horror video game from a third-person perspective. The player controls Alice for the entirety of the game for running, jumping, dodging and attacking.
In combat, Alice gains a small number of weapons that can be utilized in several ways. Her primary (and trademark) weapon is the vorpal blade, a decorated kitchen knife. The remainder of her arsenal is somewhat akin to the benign and mundane items that take on a deadly quality in Alice's tainted Wonderland in the first game. The Pepper Grinder becomes a crank operated gatling gun, used to attack at a distance and pepper pig snouts. The Hobby Horse is used as a sledgehammer to inflict heavy damage and break barriers and defenses. The Teapot Cannon fires tea sieves that explode to cause heavy damage and, like the Hobby Horse, break barriers. By collecting teeth that are dropped by foes or found scattered about the levels, the player can upgrade these items to more powerful versions. Two other weapons cannot be upgraded, primarily because they are more defensive than directly offensive: the Parasol acts as a shield that can be used to deflect and reflect most incoming projectiles; The Clockwork Bomb is a time-delayed/remote-controlled rabbit alarm clock that does a minimal amount of damage to enemies, but its usefulness is better illustrated as a decoy, as well as a weight to keep switches temporarily depressed.
Alice's health is tracked by a number of rose petals. Should Alice's health fall to zero during game play, the player is forced to start at the most recent checkpoint. Falling off platforms into bottomless pits or dangerous liquids do not damage Alice but restart her at a nearby platform. The game also introduces Hysteria, which can be used when Alice's health is very low, and it can only be used for a limited amount of time.
While working each level, the player can discover various secrets. A primary mechanic is to use Alice's shrinking potion to reduce in size, allowing her to walk through small spaces like keyholes, but also reveals invisible platforms and surfaces; after returning to normal size, these platforms slowly fade back to invisibility, requiring the player to remember their location. Pig's snouts, which make noise when the player is close, can be struck with the pepper grinder to reveal new paths. Radula rooms provide a short challenge to the player, which on completion grants a jar of paint; obtaining four jars earns the player another rose for Alice's health. Memories can be picked up that provide voiceovers revealing parts of the game's backstory.
Upon completion, the player can start a new game plus, letting them play through the game again but keeping all their weapons and upgrades from the previous attempt. From the menu, the player can also review the memories that they have found within the game.
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