Reply 5180 of 6841, by Meatball
- Rank
- Oldbie
After 23 years, American McGee's Alice is beaten.
Story:
Alice is in an insane asylum having become wracked with guilt because of a fire, which killed her parents and she survived. Wonderland has become twisted and evil. What is at the 'heart' of it all?
Good, but not great as far as platformers go. One design I appreciate, is not putting enemies in cheap spots to knock you into an abyss when you least expect it. When you get knocked off a ledge, you'll know why and from where. You will run into enemies placed throughout the game hiding around corners, though. It's not excessive, but it's there. The game plays great with a keyboard & mouse. Moving is fluid but jumping and the associated lag as a result is sloppy. A landing marker/guide appears, but it's only useful when the action is at a minimum. Usually, there's some kind of enemy firing at you from a distance. It's a good thing they included a quick save function, because I would have given up pretty quickly having to start a level over from the beginning from either falling, or an enemy bomb or strike pushing me over the edge. Puzzles are intelligible and you won't ever find yourself wondering how to solve them. Even better, there's practically zero backtracking. I think the labyrinth garden near the end was the worst of it; but what do you expect; it's a maze...
Enemies can make short work of you even on medium difficulty; Alice is not a bullet sponge; in fact, her defense is pretty low, and there are no power-ups to increase your health and will-power bars. However, with the flawless and responsive mouse aiming (must be the Quake 3 roots), you can make short work of those same enemies, too. Health/Will-power items are well placed; you'll need them if you do not eliminate enemies quickly. There's also some special power-ups for increased strength or invisibility, but they are few and far between. All but in a few locations, they are useless because you'll probably have mopped up all the enemies by the time you reach one of them. As the game progresses, using the right weapon for the right situation helps keep the floors mopped. You'll get a feel for it as you progress. The "will power" you have is used to power those weapons, so you can't just run into the area 'guns a blazing' as it doesn't last long. If you don't take out the enemies effectively (which also provide the juice to refill your health and will), you'll run out of will very, very quickly; and the Vorpal Blade (stock weapon) is weak. You will find yourself becoming a sniper trying to pick off enemies from a distance and hiding behind environmental obstacles the more reckless you are expending your will power. The enemies have great aim, and their weapons and projectiles benefit from a very large hit radius (meaning, unless you're moving/strafing quickly, you are going to get hit). Enemies usually counterattack very quickly also, so if you're in close you need to constantly be moving. In fact, you need to constantly be moving for most of the game. Don't get the impression the AI for the game is amazing; they'll be plenty of situations for enemies to get stuck in the environment or too stupid to notice you if you're just out of reach of their programmed sight. You can take advantage of this, certainly.
Speaking of weapons, I've found all but the 'Demon Dice' useful. Most have a primary and alternate method of fire. Earlier weapons picked up in the game are more useful during the earlier parts of the game, and the later weapon pick-ups with the latter. The only useless weapon is the 'Demon dice.' It takes too long to do anything and there's a chance the demon will attack you, and it most definitely will attack you if there are no other enemies around! Be careful with the Jackbomb; it's great for setting an area ablaze, but it can hurt you significantly, too! Top 3 weapons: Icewand, Jacks, & Jackbomb. The Jabberwock Eye staff and Blunderbuss (secret... look for Humpty Dumpty!) are also great, but mostly reserved for boss fighting. The Jabberwock Eye staff alternate can practically clear a level of enemies, but it takes too long to charge, and it will likely hurt you (significantly), as well.
The artwork and graphics are a perfect reflection of the state-of-the-art graphics and design for 1999/2000 - lots of 'blocky-ness' with a feel that the edges are softening, and shapes are becoming more realistic (which I lament to some degree today - I love the technological limitations of the period), and they are brilliant, imaginative, bold, and colorful. The game should be played in 32-bit color. I had tried playing using 16-bit color on a Voodoo5, but flaws are evident with particle and smoke effects pixelating and banding at the top of the list of negatives. (As an aside, the game in 32-bit is too demanding even for a Voodoo5 overclocked on a 3.2GHz OC Pentium 4, which was very, very disappointing...I was even a bit surprised the experience was as bad as it was - framerates enter the teens and low twenties even with smoke effects and a couple NPCs.) In any case, when an area is clear of enemies, you should stop to take in an eyeful and appreciate all the work put into the artwork, graphics, and wacky structures. If you like exploding meat, there's plenty of that, also.
As good as the graphics are, the cinematics are lousy. There are only a few (developers, opening, and closing), but they look like terrible even for 2000. They are compressed to dust, low resolution, and it seems to me it would have been much better to just use the in-game graphics.
Audio - Fantastic. The music, eerie sound effects, and voice acting are all superb. I played with EAX2 (Creative ALchemy) and surround. If you're a headphones gamer, you'll really appreciate the sound positioning. The game supports A3D2, also.
Next time you're in a Halloween-type of mood, consider American McGee's Alice.
System used to play the game:
AMD 7800X3D
32GB RAM
AMD Radeon RX 7900 XTX
Settings used to play the game:
1600x1200, 91Hz (engine cap)
32-bit color w/all in-game settings at maximum
44KHz sound (8-bits disabled), EAX 2.0, Surround
Vsync enabled (externally forced)
AA adaptive multi-sampling 4x (externally forced)
AF 16x (externally forced)
Texture filtering high (externally forced)