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"Is it mad to pray for better hallucinations?"

Alice: Madness Returns is the sequel to the 2000 video game American McGee's Alice. Once again, you play Alice Liddell, attempting to save Wonderland from a rampaging train and her own subconscious.

One year after the conclusion of the original, Alice is still struggling to recover from the emotional trauma of losing her entire family in a fatal fire. After spending a decade institutionalized in an insane asylum, she is finally released to the care of a psychiatrist, Dr. Bumby, who tries to help her conquer the nightmarish hallucinations that still haunt her. Alice embarks on a mission to root out the true cause of her family's mysterious death by returning to Wonderland, which has only gotten worse. By teaming up with old friends (and foes) and journeying through a variety of expansive locales, Alice must work through her own mind to discover the truth about the accident that killed her family, even if it drives her over the edge into insanity once and for all.

The game was released in June 2011 (more than a decade after the original first came out) and was developed by the same creative team, including American McGee. The game received mixed reviews upon its release.

A successful Kickstarter to produce two animated shorts based on the idea of a third game was fully funded in August 2013. The animated shorts, entitled Alice: Otherlands, were completed in 2015.

On April 8th, 2023, after years of attempting to procure the funding and permissions from EA Games to proceed with the third game, entitled Alice: Asylum, American McGee announced that EA had officially declined to move forward with the project. In addition, McGee stated his intentions to retire from game development altogether in order to focus on his family and their online store, Mysterious.


This game contains examples of:

  • 100% Completion: From collecting bottles and memories to shooting snouts to completing mini-game rooms. That's in addition to the standard get-all-weapons and complete-all-chapters objectives.
  • Abominable Auditorium: The Carpenter and the Walrus have been running one of these in the Deluded Depths, and though it seems to be quite majestic outwardly, the Dreary Lane Theater quickly turns out to be of the non-functional variety: the script writer is drunk, the orchestra is out of tune, the performers are left in precarious conditions, and the whole place looks to have been made from driftwood. However, in the final stage, Alice discovers a mass grave of audience members buried under the stage, revealing that Dreary Lane is actually a villainous example; it turns out that Carpenter has been using the theatre as a means of feeding Walrus, and the performance of Totentanz ultimately devolves into the actors and audience being devoured alive.
  • Action Girl: Alice, but mainly in the Wonderland sequences.
  • Air-Aided Acrobatics: Thanks to the steam vents and the ability to use Alice's multi-jumps from it.
  • Alas, Poor Villain: After "defeating" the March Hare and the Dormouse, the Hatter mourns that all he wanted was a tea party and holds a mock one while ignoring both Alice and the falling debris.
  • Alliterative List: The Sesquipedalian Loquaciousness snark of the Octopus against the Carpenter:
    "For starters, the Carpenter is a pusillanimous, parsimonious, pettifogging moron."
  • And Your Reward Is Clothes: Alice's outfit keeps changing as she travels to different areas of Wonderland, and there's also some DLC outfits that have special effects to go with it.
  • Anti-Frustration Feature: You can choose to skip the Musical Fish's mini-game, the mini-game wherein you rearrange the blocks and the Chess mini-game.
  • Arc Words:
    • "What have you done?" Interestingly enough, the answer is nothing. According to the caterpillar, Alice turned a blind eye to abuse because of her willful ignorance. So, yes, she literally had done nothing to stop the abuse. Not that it's easy for anyone to stand up to that, and that just makes everything worse. No one's helping her.
    • Variations on the phrase 'centaurs in Oxford' are mentioned repeatedly in the collectible Memories. The Queen of Hearts alludes to its true meaning in the climax.
  • Arm Cannon: The Cannon Crabs have these, technically making it a Pincer Cannon.
  • Arson, Murder, and Jaywalking: The Mad Hatter's response to the March Hare's and Dormouse's taunts at the end of his level.
    Mad Hatter: The insolence, the arrogance, the execrable table manners!
  • Artificial Limbs: The DLC "Hattress" costume has Alice sporting a mechanical arm and hand. The March Hare, Dormouse and some of the Dodos have these too.
  • Artistic License – Medicine: Assuming this games takes place in the 1870's or so, the electroshock therapy that Alice goes through wouldn't be invented in real life for another few decades.
  • Art Shift:
    • Cutscenes are shown in a 2D comic-style way.
    • Few minigames are also played in a 2D -sidescroller style with distinctively different art from the main game.
    • The trailers were done by an outside company and so look somewhat different to the game.
  • Ascended Extra: The Insane Children didn't have a purpose (or dialogue) in the original game, but appear in the sequel as the fully-voiced inhabitants of the Dollhouse, who are being turned into mindless dolls by the Dollmaker reflecting Bumby brainwashing children into becoming prostitutes.
  • Attack Its Weak Point: Oh so many of the various enemies, boss or not. Several enemies can shrug off certain weapon attacks when not struck at the correct spot.
  • Attack of the 50-Foot Whatever: In Chapter 4, Alice gets the chance to rampage around the remains of the Queen of Hearts' garden as a giant. Of course, she does this in order to get rid of another "fifty-foot whatever", the Executioner.
  • Attack Reflector: Alice's parasol allows her to do the Umbrella Block. Sends all but the most weighty enemy projectiles back at them. A critical technique for eliminating a certain enemy's ability to block.
  • Back from the Dead: The Mad Hatter, Queen of Hearts, Cheshire Cat, and Duchess. AND the Card Guards. These latter have decayed somewhat in the meantime.
  • Background Boss: While the Dollmaker does remain in the safety of background to attack you with its appendages, after a while it will expose its weak point for you to hurt.
  • Barbie Doll Anatomy: The geisha statues in the Mysterious East are topless, but have no nipples.
  • Battle in the Center of the Mind: Most of the game involves Alice wandering the twisted remains of her own mind to unlock her true memories.
  • Be as Unhelpful as Possible: Instead of helping Alice (who is demanding that he help her board the train), The Mad Hatter spends his last moments trying to have a tea party with the Hare and the Dormouse. The irony is lost on her.
  • Beauty Equals Goodness: Alice is one of the only attractive characters in the game.
  • Beauty Is Never Tarnished: Justified in the Wonderland levels, but in the London segments, no so much. She's pulled out of a dirty river by two dock workers, rescued from a burning brothel, thrown in jail, and yet never once looks the worse for wear.
  • Berserk Button: The ending, where Alice pushes Bumby into the path of a train in a fit of Tranquil Fury when she realises that he will escape punishment for his crimes against her and the other children.
  • Big Bad: Dr. Bumby, who is trying to get Alice to forget about Wonderland and the house fire to cover his tracks and so he can use her as a prostitute.
  • Bilingual Bonus: One of the obstacles is a scroll full of kanji. You have to dodge ones that vent fire, and they're specifically the kanji for fire.
  • Bioluminescence Is Cool: Almost every living thing in the Deluded Depths. Heck, even Alice's dress has an angler lure and rows of glowy dots.
  • Bittersweet Ending:
    • Alice has defeated the Dollmaker, saving her mind, and finishes her real world confrontation with Dr. Bumby. At first, it looks like the doctor himself will get off scot-free, until, after turning away and walking a few steps, she turns around and flashes a calm and disturbing smile, walks back up to Bumby, and pushes him into the path of an oncoming train. Then, she walks out... to find that London and Wonderland have blended together, indicating that she has once again lost her mind. Still, Alice’s family is avenged and the Cheshire Cat himself comments that she and Wonderland are safe for the time being.
    • According to American McGee himself on the American.com forums: "Alice defeats Bumby by pushing him under the train. Then walks out into a new world full of hope and imagination. This leaves Alice in a position to use her "abilities" in new chapters of the story. Suffice to say she's in a better place. Not in the asylum and not otherwise in pain, troubled or tortured. The ending of the game means that Alice has mastered the physical world (the real-world threat from Bumby). And in the first game she mastered the psychological (using her mind to free herself from the asylum). Put those two things together and she's quite super-hero like. It's a common device in hero's journey type tales. Alice's story is a pretty classic hero's journey. Also, none of us can ever "go home". Life moves on, our decisions matter. Can you go back to the way things were 5 years ago? I can't. Alice certainly can't. But the point is that she's now a fully-realized and whole person. She's overcome the demons that inspired these two games. What's next? If not her own demons..." which would evidently add a lot more 'sweet', especially given that the animated short films of Alice:Otherlands is about Alice journeying into the minds of others to help them solve their own mental issues, the way Alice has solved hers.
  • Bizarrchitecture: The Game: Part Two. Even the "real world" isn't exempt from this.
  • Black Blood:
    • The initial 2D cutscene with the White Rabbit. First some gore, then his head pops like cork with black ooze gushing out.
    • Most of the Ruins are made of this.
  • Blob Monster: The various Ruin enemies. In Creepy Doll flavor no less.
  • Body Horror:
    • In the opening, Alice has a dream where the White Rabbit randomly explodes in a shower of blood, and then an army of doll hands appear and shred Alice's face off.
    • The clockwork cyborg dodos.
    • In Tundraful, several frozen creatures, mostly birds, can be found with part of their torsos missing. Not to mention what is found under the Dreary Lane Theatre.
    • Queensland is made of this.
    • The brains of the Insane Children are exposed when you first see them.
  • Bonus Feature Failure: Collecting bottles unlock concept art that's already available in other media.
  • Boring, but Practical:
    • The Teapot Cannon is easily the most boring weapon in the game. Once upgraded it does absurd amounts of damage with huge splash, even on the hardest difficulty. Bonus points for a New Game+ where it can allow you to safely break the defenses of enemies in the early game who would cause you massive problems otherwise.
    • A level 4 Vorpal Blade. There's an intrinsic quality to a large kitchen knife that attacks twice to thrice as fast as realistically possible while not requiring a noticeable break in between each strike.
  • Boss Corridor: The The Very Definitely Final Dungeon contains just a couple of empty corridors and cutscenes, with the room immediately preceding the Final Boss being a bit long glass bridge.
  • Boss Vulnerability:
    • One particular enemy can go into an ethereal state as well as utilize subterranean movement, which renders it invulnerable until it exposes its weakness.
    • The Dollmaker goes into Type 2 territory once you deal with a couple of its appendages, of which are Type 2 themselves from the start. From that point onward it looks like you finally have a chance to hurt the boss directly.
  • Breaking Speech: Most major NPCs end up giving you one. Or five.
  • Bribing Your Way to Victory: If you're willing to throw down a couple bucks, you can download a "Dress Pack" that includes alternate costumes and weapons. Some DLC weapons like the reskinned version of the Pepper Grinder, the Octo-Grinder, grant double-dakka before overheating, and some of the dresses have ancillary benefits. The most powerful is the "Fleshmaiden" dress, which lets you use Hysteria (normally a Super Mode attack that is only available when you're about to die) at any time. The option to buy the dresses is only available for console players, so PC players who didn't preorder the game are left in the dust... Unless they edit the game's .ini files to unlock the dresses manually (and for free).
  • Butterfly of Death and Rebirth:
    • Whenever Alice dodges, it's always with a slew of butterflies. When she floats, there are butterflies at her sides. And when she dies she explodes into a swarm of butterflies, and respawns with...yup, butterflies. While her butterflies are usually blue (or white while floating) she'll also be surrounded by red ones when she reaches her floating limit.
    • The Caterpillar becomes a butterfly as the Infernal Train stampedes through his sanctuary.
  • Button Mashing: A level 4 Vorpal Blade attacks so fast with very little delay in between full combos that it seems like you can chain attacks indefinitely.
  • Call-Back: The Cheshire Cat's ending monologue is composed almost entirely of stock lines that he said during the first game, as is most of his other dialogue (some of which were dummied out in the original).
  • Calling the Old Man Out: All the "help" that Alice received during her time in Houndsditch wasn't all that benevolent after all. You show 'em, girl!
  • Catch and Return: One enemy can block, collect, and return-fire your Pepper Grinder shots.
  • Cats Are Snarkers: Back for more it seems.
    Alice: Blasted Cat. Don't try to bully me. I'm very much on edge.
    Cheshire Cat: Purrrfect. When you're not on edge, you're taking up too much space.
  • Chekhov's Gun:
    • In the beginning of the game while walking around you can find a girl singing a song.
    Little Girl: "The train is coming with its shiny cars. With comfy seats and wheels of stars. So hush my little ones have no fear. The man in the moon is the engineer."
    • The Final Boss repeats it. Seeing what he's doing, it's no wonder why she was singing it.
    • The latter line is actually a possible remnant of an earlier build of the game; One of the final levels was to take place on the moon.
  • Cheshire Cat Grin: Take a wild guess who sports one of these.
  • Clam Trap: Giant, teethed clams are all over the Deluded Depths. These insidious creatures lure Alice into their shells using bottles, teeth or memories, and should she stay too long, they close up on her and kill her.
  • Cliffhanger: After murdering Dr. Bumby, Alice emerges from the train station to find that London and Wonderland have merged together. As she walks through the changed streets, the Cheshire Cat monologues a bit, ending with the cryptic statement that both Alice and Wonderland are "safe...for now."
  • Clock Punk: Almost everything about the Hatter's Domain. The March Hare-Dormouse Humongous Mecha is the obvious embodiment.
  • Cognizant Limbs: Subverted in that you can only actually hurt a certain boss' appendages one at a time, but later on both appendages will enter the playing field, which can be individually targeted.
  • Compact Infiltrator: After being exposed to the bottle of Drink Me in the Vale of Tears, Alice can shrink at will, a talent she most commonly uses to sneak through holes in the walls. For good measure, Alice can also see hidden graffiti and concealed entrances while shrunken.
  • Company Cameo: The logo of developer Spicy Horse can be found graffitied on the back of a statue outside the temple at the end of the Oriental Grove by using Alice's Shrink Sense.
  • Concept Art Gallery: Progressively unlocked in content as you collect more bottles.
  • Convection, Schmonvection: The various levels with identifiable hot liquids. Even platforms that regularly get submerged in them are safe to step on once they emerge. Justified in this case because it's all in Alice's mind anyway. Hallucinations rarely make sense.
  • Continuity Nod:
    • If you look at the background in some places of the Deluded Depths you can see fallen parts of what appear to be the Mad Hatter's factory.
    • Several of Alice's dialogue with characters from the original game.
      Alice to Hatter's head: "I recall leaving you in a decrepit condition, but not in pieces."
      Alice to Cheshire Cat about the Queen: "Didn't treat you too well either; lost your head as I recall."
    • Early in the Hatter's domain lies a broken down Clockwork Automaton from the first game.
  • Cooldown: The ranged weapons.
  • The Corruption: The Ruin, a tarlike substance which can spawn monsters and solidify to block your path.
  • Counter-Attack: The principle of the game's combat style, used both by Alice and the various monsters.
  • Crapsack World:
    • What Wonderland has become in the intervening years between the games.
    • The "Real World" as well. This game is not kind to 19th century London.
  • Crapsack World, Escapist Sanctuary: Victorian London is a polluted industrial metropolis rife with violence, crime, social inequality, greed, misogyny, rape, and despair. The mentally ill are "treated" through abuse and exploitation, children are prey to all kinds of horrors, and the few do-gooders still around are helpless. Unsurprisingly, Alice is strongly tempted to return to her Happy Place of Wonderland and despite her best efforts to live in the real world following the events of the previous game, more focus is given to fixing Wonderland than solving real-world problems - to the point that Alice doesn't notice that Dr Bumby has been brainwashing her fellow orphans and pimping them out to wealthy clients, and is secretly trying to erase Alice's memories so she won't remember that he was responsible for the fire that killed her family. In the end, after discovering that Dr Bumby can't be brought to justice for his crimes, Alice opts to just shove him in front of a train, then retreats into the rebuilt Wonderland rather than put up with another minute of the hell that is London.
  • Crashing Dreams: The end cutscene for each chapter is related to the start of the next in this fashion more or less.
  • Creepy Child: The Insane Children, and arguably the other children in London.
  • Creepy Doll:
    • The enemies in the Dollhouse level. Alice gets turned into one for a while, with a doll head on her head.
    • The Ruins contain bits of creepy dolls.
  • Crossover Cameo: It's possible to find Razputin Aquato's skeleton, complete with battered aviator's helmet, in the Queen's Castle, apparently having drawn a memory back out into the open. Apparently Alice's mind is just that rough.
  • Cryptic Conversation: The Cheshire Cat pops in at many points to give cryptic clues and comments to Alice.
  • Curb-Stomp Battle: See Attack of the 50-Foot Whatever. Unless you're horribly careless, that moment will be a cakewalk.
  • Curse Cut Short: The Cheshire Cat suffers a near slip in Deluded Depths, Chapter 2. Just as you're about to face the Cannon Crab in melee for the first time in person.
    "You're sufficiently fortified to kick some a-... Uh, to boot these creatures' nether regions."
  • Cut and Paste Environments: There are 16 Radula Rooms but only 2 environments to go between them. There are several exceptions where Alice plays a new level of one of the minigames, but she still returns to one of the same 2 environments to collect her reward.
  • Cutting Back to Reality: While observing Caterpillar emerging from his cocoon as a giant butterfly, Alice suddenly returns to the real world to find herself in a jail cell, staring at a real butterfly just outside the window.
  • Darker and Edgier: Some feel this way about Madness Returns compared to the original.
  • Death Is a Slap on the Wrist:
    • Falling causes you to rematerialize on a nearby platform with no penalty. This actually makes diving into the abyss a viable shortcut in some cases. Being killed by enemies bounces you back to the last checkpoint, which usually isn't that far off. Either way, it's a minor inconvenience.
    • Falling does kill you proper in some cases, most notably the beginning of Queensland.
  • Degraded Boss:
    • The Menacing Ruin. You first encounter it one-on-one, learning how to survive its offenses as well as making it more susceptible to your further counterattacks. Then they appear with slight regularity for the rest of the game as tougher mooks, though not that often.
    • The Colossal Ruin actually gets tougher in repeat appearances, since the first time it retreats before you kill it. However, you'll likely be stronger by the time it shows up again, making defeating it that much easier.
  • Derelict Graveyard: The later parts of Chapter 2, underwater.
  • Desperation Attack: "Hysteria", which activates when your health is down to one rose, and allows you to deal increased damage and be invincible for a limited amount of time, although enemies won't drop teeth.
  • Difficulty Levels: Easy, Normal, Hard, and Nightmare. The most obvious differences are that enemy attacks do more damage the higher the difficulty, and there are achievements associated with completing the first level and the last on Nightmare difficulty.
  • Eerie Pale-Skinned Brunette: If Alice isn't already this by default, certain scenes where the lighting can accentuate the effect will make her this. The Queen of Hearts has even more unnaturally-pale skin.
  • The Executioner: The Executioner is the Queen of Hearts executioner. A huge figure, made out of several card guards stitched together, immune to all damage and caries a long scythe. He is dispatched by the Queen to kill Alice, perusing her multiple times throughout the Queensland. He is finally destroyed when Alice uses a cake to grow gigantic and crushes beneath her foot.
  • Does This Remind You of Anything?:
    • In the Dollhouse level, there are two dolls you have to pass through. One passage, called "Frog's Way", begins between the legs of a doll that's sitting upright, and you come out it's rear. The second doll is lying on its belly. Again, the entry point is between its legs. You come out of its mouth.
    • Alice needs to tear the clothes off of the doll enemies in order to expose their weak points. The fact that this is the level where Alice comes to the realization that someone must have been in Lizzie's room the night of the fire can hardly be called a coincidence. The developers however said this is deliberate Foreshadowing; of Bumby's plans for the orphans of Houndsditch.
  • Double Jump: Exaggerated with a Quadruple Jump. And a glide feature for each individual jump on top of that. And the Dodge ability on top of that. Alice has an absurdly long jumping range that you will almost never take full advantage of.
  • The Dragon: Possibly what the Executioner is to the Queen Of Hearts.
  • Dreadful Dragonfly: The Bolterflies are big dragonflies made out of nuts and bolts. They latch onto Alice, immobilizing her and sucking out her health. Made even more annoying as they spawn endlessly from nests scattered around the battlefield, until all the nests are destroyed.
  • Dream People: Some of Wonderland's characters are reflections of the real-world characters in Alice's mind, so it's subverted?
  • Edge Gravity: Applies during targeting, aiming, and/or dodging.
  • Elaborate Equals Effective: As Alice's weapons evolve or upgrade, they become more detailed and elaborate. It even used to provide the page image for the trope.
  • Eldritch Abomination:
    • The Ruin are oily blobs made up of random doll limbs and train parts that are utterly foreign to even the most bizarre realms of Wonderland. They clue the player in that Alice's current problems stem from an outside source.
    • Their master, the Dollmaker, and the Infernal Train their mechanical parts come from. The latter looks like a motorized gothic cathedral that turns Wonderland into a Steampunk hell, and the former is a giant Dr. Bumby, with fountains of oil for eyes and puppets for hands.
    • The Red Queen makes a return despite being dead. Remember, that which is not dead that can eternal lie...
  • Electric Jellyfish: There are red jellyfish in the Deluded Depths that kill you on contact (equivalent to falling), but whether or not they are electric is up to debate.
  • Elegant Gothic Lolita: Alice in most of her getups, but especially in Chapter 1.
  • Embedded Precursor: Certain versions of Madness Returns include a copy of the original game, newly outfitted with achievements, and on PC, fixes compatibility issues the original had on modern operating systems, added widescreen support, improved character textures, and supports Xbox 360 or similar controllers. Unfortunately, the updated PC version is also missing the ability to use Cheshire's vision or summoning him for hints, and the developer console has been completely disabled as a way to prevent players from cheating by using console commands. The console versions later received the original game as a free DLC download.
  • Enemy Mine: The Queen of Hearts begrudgingly assists Alice on her quest to find the Infernal Train, not because she genuinely wants to help, but because she's angered that the Train has more or less made her irrelevant.
  • Escape Sequence: In Queensland from the Executioner. That is, until the Attack of the 50-Foot Whatever trope kicks in.
  • Eternal Engine: Hatter's Domain. Used to construct the Infernal Train under the management of a rogue March Hare and Dormouse.
  • Everything Fades: Corpses rapidly decay out of existence. Averted with Phys X on, where corpses, residue and damage shows and stays.
  • Everything's Deader with Zombies: The Card Guards. The Queen of Hearts Castle may count too, since it's a castle made out of rotting flesh.
  • Evil Counterpart: Alice's is the Infernal Train, which is her own subconscious.
  • Face–Heel Turn: The Dormouse and March Hare are now both evil.
  • Fake Memories: See the Retcon and Trauma-Induced Amnesia entries.
  • Fiery Cover-Up: The fire that destroyed Alice's home, killed her family, and caused all the trouble in both games was actually started by Alice's psychiatrist, Dr. Bumby, in order to hide the evidence that he raped and murdered Alice's older sister Lizzy.
  • Final Boss, New Dimension: The dimension being the Infernal Train that wrecks all others it passes through.
  • Fishing for Mooks: Drifting Ruin in some areas will be floating about not bothering you, but are within Pepper Grinder range. Though they can't be hurt when their doll face is hidden, they can be aggro'd individually.
  • Flash Step: Alice's dodge move is her exploding into butterflies that flash across the screen. During this, she can't be hurt.
  • Floating Platforms: The game is a platformer after all. Includes the almost invisible variety. The ultimate expression of this would be Cardbridge.
  • Floating Continent: Not a continent, but several glorified floating structures made out of cards in Cardbridge.
  • Foreshadowing: A lot, especially in the memories.
    • A subtle one. The Jabberwock is dead in the beginning. It symbolises the guilt of Alice over the death of her family and was strong in the prequel. Turns out that the fire was not really her fault.
  • Friendly Fireproof: Averted in several instances, such as the Hatter's Eyepots boiling gnomes or the Executioner accidentally one-hit-killing the lesser undead Card Guards when he misses with his scythe.
  • Gatling Good: The Pepper Grinder doesn't have multiple barrels, has no spinning aside from the crank, and its level 4 upgrade ups the rate of fire to about 500 to 600 rounds per minute? If anything it just looks and sounds like a Gatling weapon in action.
  • Ghibli Hills: Technically not the first environment you start controlling Alice from but once you enter Wonderland shortly after. And then you go down the slide....
  • Ghost Pirate:
    • One enemy type, except they aren't explicitly stated to be pirates. More like sailors.
    • The sharks look like skeletal pirate ships.
  • Giant Enemy Crab: The Cannon Crabs who are also Cigar Chompers that light the fuse of their Arm Cannons with said cigars.
  • Giant Hands of Doom: One boss uses this.
  • Giant Mook: The Ruin enemies have their larger variants with corresponding threat potentials, namely the Colossal Ruin. Also one particular Doll and Wasp enemy. See also Giant Enemy Crab entry.
  • Giant Poofy Sleeves: Somewhat for a few dresses. Look at the main page image above for an idea. One DLC dress features red and white chess-piece knights for epaulet-sleeves.
  • Giant Woman: Alice herself, during Chapter 4. And a very destructive one at that.
  • Girl with Psycho Weapon: As seen in the page picture. Bonus points for hysteria mode where Alice's color palette turns black & white, her arms get covered in blood and her eyes cry blood.
  • Go for the Eye: Guess which enemy is most easily dispatched in this manner.
  • Go Mad from the Revelation: Alice's tenuous grip on reality is shot right in the face when she realizes the circumstances behind her family's death.
  • Good Smoking, Evil Smoking:
    • Alluded to in one memory where Alice's older sister says how she smoked a cigarette and it was of no fun, then subsequently declaring interest for trying a pipe in future.
    • Meanwhile, the Hookah-smoking caterpillar is an obvious example of a Good Smoker in this game.
    • The Cannon Crabs smoke cigars.
  • Gotta Catch 'Em All: Bottles, memories and...pig snouts.
  • Guide Dang It!: Good luck finding all of those memories, bottles, pig snouts and radula rooms without a guide. Many are extremely well hidden, and the game goes out of its way to block you from doing much backtracking - just going a few steps too far will often cause a door to shut behind you, forcing you to restart from the last checkpoint.
  • Hair Flip: Usually due to the physics, rigorous movement like wildly mashing directional keys or the shrinking key produces some rather pleasant looking hairplay.
  • Hammerspace: Probably where Alice keeps her weapons, like the Teapot Cannon, the Hobby Horse and the Pepper Grinder. There isn't enough space to keep them all in her dress. They tend to disappear into thin air once she's finished using them. Wonderland being all in her mind justifies it though.
  • Happy Ending Override: The previous game ended with Alice checking herself out of Rutledge Asylum and Wonderland being restored to its former beauty as a result of her regaining her sanity. This game's subtitle alone says enough about how long that lasted.
  • Harder Than Hard: Nightmare Difficulty.
  • Harmless Freezing: The Ice Snark's freezing breath doesn't so much as nick a rose petal, but immobilizes Alice nonetheless. Costumes that depict her bare-legged especially apply.
  • Hartman Hips: It was agreed on by the studio not to give her big breasts. So another way to emphasize her... femininity was to make her hips very wide.
    • Although this could be due to her dress, the way she interacts with her hips shows that she in fact has wide hips.
    • The way she walks also emphasizes her hips and femininity.
  • Heel–Face Turn: Many of the antagonists from the first game help Alice, including The Duchess, The Mad Hatter and the Queen of Hearts (albeit to serve her own means).
  • Heroic Willpower: Near the end, Alice is forced into a doll body. As she tumbles down a chute, she regains control and bursts from the doll in her Wonderland outfit.
  • Hit-and-Run Tactics: Downplayed due to the general effectiveness of the ranged weapons, but as far as melee strategies go, is quite essential against the larger, more dangerous and resilient mooks.
  • Hoist by His Own Petard: The whole "fight" (if you can call it that) with the Executioner has a variation of this. While it is impervious to any of Alice's attacks and she can really do nothing except flee for her life from him until she finds the cake in the Majestic Maze, she can fool him into killing the other Mooks trying to attack her; they are just as vulnerable to his attacks as she is.
  • Hooker with a Heart of Gold: Nanny is definitely this, considering how troublesome of a child Alice has turned out to be.
  • Hopeless Boss Fight: The fight (if you can call it that) with the gigantic Executioner is like this. None of Alice's attacks can hurt him, and he can squash her quickly, so for most of it, Alice can do nothing but flee from him through the maze and avoid the other Mooks (maybe fool him into killing some of them to make it easier) until she finds the cake; at that point, she can win the "battle" by eating it, making herself bigger than he is, and just stepping on him.
  • Hornet Hole: In this case, Samurai Wasps. They invaded the domain of the Origami Ants and are infesting the honeycomb-like environment.
  • Huge Guy, Tiny Girl: This effect is shown when Alice teams up with the Mad Hatter. She even ends up riding on the back of this fifteen-foot clockwork giant.
  • Hypno Fool: One of the many trusted methods of Dr. Bumby, who wants to help Alice forget her memories of the fire. Because he's the one who caused it.
  • Idle Animation:
    • After not moving her for a while, Alice will either yawn and stretch or clasp her hands behind her back and rock back and forth on her feet.
    • Real-world Alice instead hugs herself then breaths into her palms and rubs them for warmth, or just leans forward towards the left or right to glance around.
  • Impossibly Cool Clothes: Alice's underwater clothing. It's bio-luminescent and has an angler for a "tail" of sorts. The DLC clothing is equally impossible, especially the flesh dress.
  • Improbable Weapon User: You get to kill enemies using a hobby horse, a teapot and a pepper grinder. Even the knife seems relatively improvised.
  • Inconveniently-Placed Conveyor Belt: An interesting variant of the Conveyor Belt of Doom where parts of the belt (scroll?), marked as a burning Chinese word for "fire", itself are highly damaging to Alice in the Mysterious East chapter. Running into two will kill her.
  • Inertial Dampening: The falling-into-Wonderland sequences. Alice magically "brakes" to a slow descent before her feet touches the ground.
  • Insane Equals Violent: Averted. In real life, Alice is disturbing but harmless. It takes extreme provocation to make her do anything beyond shouting.
  • Instant 180-Degree Turn: That, or near-instant, as Alice's hair can be seen flailing briefly.
  • Interface Screw: One of the battles with the ghost sailors has never-ending waves of Slithering Ruin spawn with him. Though basically harmless, it makes keeping a target lock on him (to destroy his bombs and stun him) nearly impossible. You either have to free-aim or get him to melee.
  • Invisible Wall: Visible ones, everywhere in the game. You can jump up to it, but you just cannot land on it.
  • Jerk with a Heart of Gold:
    • Pretty much everyone in Wonderland who isn't evil is this; with the Cheshire Cat, the Duchess, and Caterpillar being the most prominent examples. All of them are snippy and sarcastic folk who nevertheless assist Alice, the Cat and Caterpillar especially are completely invested in helping Alice recover from her insanity.
    • Nan Sharpe is often short with Alice and is frustrated with her rebelliousness, but she is sincerely concerned for her future and treats her as if she were her daughter. She is also one of the few people who didn't want to put Alice in the asylum, only conceding after Alice's mental stability got wore.
    • Radcliffe sees Alice's desire to find out what happened on the night of the fire to be futile, but he still supports her.
    • The bobbies who take Alice in are incredibly gruff, but are also some of the only people in London to treat Alice with nothing but respect and are truly sympathetic towards her. In fact the only reason they threw her in jail in the first place was to protect her due to her having a psychotic episode, happily letting her out when she feels better.
  • Jumping Off the Slippery Slope: A literal and kind of meta example: Pay close attention and you'll notice that Alice's Sanity Slippage gets noticeable deranged spikes after each slide you go down.
  • Lampshading: After being given a fetch quest, Alice comments, "Everyone here has an excuse for doing nothing".
  • Last Lousy Point: Subverted/Inverted. If you are missing just one collectible of any type after completing the game, the summary page on the main screen will oddly enough show 100%. Presumably it rounds up instead of down.
  • Little Miss Badass: Sure she's 19 already but still, the kinds of foes you have to overcome in the game...
  • Loading Screen: This one gives you tips and hints. It also offers relevant quotes.
  • Locomotive Level: Not much of one anyway. You take Alice to trigger one set of cutscenes to another before your first real boss fight.
  • Logo Joke:
    • From EA to a Cheshire Cat Grin.
    • A sign hanging outside a pub in London looks exactly like Spicy Horse's logo.
    • Just before saying hello to the Caterpillar, shrink down to see Spicy Horse's logo on one of the nearby pillars!
  • Luckily, My Shield Will Protect Me:
    • The parasol will block many kinds of attacks from ever reaching Alice's rose petals. See also Attack Reflector entry.
    • The shield-bearingnote  Madcap.
  • Lurid Tales of Doom: The newspapers in the Houndsditch Home.
  • MacGuffin: The bottles you collect. Really, they don't do anything. They're just there to make 100% Completion harder to clear.
  • The Man in the Moon: Tundraful, the icy first location of chapter 2, features a white and blue crescent moon that has a peaceful looking face and smokes a cigarette through a long-holder. The produced smoke forms the bright green auroras that illuminate the sky.
  • Manipulative Bastard:
    • The Carpenter forces Alice to run his errands so he can finally finish organizing a play, which turns out to be a front for The Walrus to eat both the entertainment and the audience.
    • More importantly, Dr. Bumby. His apparent "therapy" is a front to brainwash his child charges into mindless prostitutes that he can rent to wealthy clients, and his "treatment" of Alice is just a convenient way of disposing of any remaining evidence connecting him to the death of the Liddell family.
  • Maybe Magic, Maybe Mundane: The game plays with the idea Wonderland is actually real and there are some hints that Alice’s adventures are not just in her head. At the end did Bumby react to Alice’s Death Glare, or was he shocked at her magically changed clothes?
    • As both the developer's word and sequel shorts reveal, turns out Wonderland is not only real but everyone has a mind dimension of their own.
  • The Maze: A small one, just before you find the cake. Hard to get lost though. (The same Maze appeared in the first game, where it was far more complicated; likely this is a result of the Queen's domain falling into disrepair.)
  • Mental World: Wonderland
  • Mind Screw: The London/Wonderland transitions make sense only on the first two or three occasions, given that some explanation is given as to how Alice ended up where she awoke. About halfway through, though, logic starts to collapse: first, Radcliffe disappears halfway through a conversation with Alice and his townhouse is reduced to a condemned hovel; then Alice emerges from the Mysterious East level in jail, having been found in the street, screaming about trains, with no way of telling just how much she saw was real or imagined. Then the Rutledge asylum level crops up, and suddenly Alice's so-called real world appears to have lost what little sanity it possessed. And then there's the final levels and the epilogue.
    • It's also extremely vague on the time span that the game occurs in, as the first few chapters seem immediate, but the finale shows the completed subway station that was under construction in the first London segment. This is, of course, ignoring the question about whether the introduction to chapter 5 actually happened.
  • Mini-Boss: The largest Ruin and Doll enemies.
  • Mini-Game: Most of the levels have at least one of these. Some skippable, some not.
  • Money for Nothing: Once you have full power weapons, the only use for the currency, teeth, is to use in-place of health, with the Hattress dress.
  • Money Grinding: It's possible to just complete the first chapter over and over to max out your weapons, giving you full power long before you'd normally have it (sometime in chapter 5, usually).
  • Money Multiplier: The Steam dress increases breakables teeth drops. The Silk Maiden dress increases enemy teeth drops.
  • Money Spider: Almost every enemy (save Zerg Rush types like the Boltflies) drops teeth, which are the game's currency for purchasing weapon upgrades.
  • Monster Compendium: As well as other characters, accessible from the menu. Subverted in that the "detailed information" is just basically Alice's opinion for each entry. Some of the monsters don't even appear in the game, possibly due to budget/deadlines.
  • Mook Maker: To generate the Bolterflies and Ink Wasps.
  • More Dakka: The purpose of upgrading the Pepper Grinder.
  • Mythology Gag: The Vorpal Blade is found upon the remains of the Jabberwock.
  • Narrative Filigree: Some memories qualify. The London segments also, with all their details that serve no purpose other than to establish locations and act as background props.
  • Native Guide: While navigating the Davy Jones-esque lockers to free the souls of the Drowned Sailors, Alice is guided by a brightly shining seahorse who lights her way through the darkness. If she strays too far from its light her health will chip away until she returns to it.
  • New Game Plus: Mainly to run through the story again with upgraded weapons and dresses. Also so you can break the couple of shells (for a few measly drops) on top of the slide that leads to the remains of the Jabberwock and the Vorpal Blade.
  • Nigh-Invulnerability: The Executioner.
  • Nightmarish Factory: The Mad Hatter's domain, which is used to build the Infernal Train.
  • Nintendo Hard: The Royal Flush outfit is an optional version, reducing you to a maximum of four roses. Then there's Nightmare difficulty, where Alice's weapons only deal 75% of the default damage while she will receive three times the damage from everything else. You can also purposely refrain from upgrading your weapons. Now put them together.
  • Non-Human Undead: The Card Guards, from the first game, are now this.
  • No OSHA Compliance: Just look at the working environment of the Automatons in Hatter's Domain with the new establishment.
  • Non Sequitur Environment: Alice normally keeps the real world and Wonderland fairly distinct, despite her rather tentative grip on sanity. However, during a conversation with her solicitor in his palatial townhouse, she blacks out and awakens to find the building abandoned; proceeding outside, she finds that puddles of the Ruin and giant mushrooms from the Vale of Tears beginning to appear in the streets of London, until the earth cracks open and the Vale of Doom appears around the corner.
  • No Sidepaths, No Exploration, No Freedom:
    • The London levels, with no enemies, platforming, or collectibles, may as well be straight corridors. The rest of the game is riddled with hidden things off to the sides of the main path, though.
    • Chapter 6 is a straight run to the end, same as the London sequences. This makes a bit of sense, since Alice keeps popping back to London every time you change areas.
  • Nostalgia Level: The Vale of Tears, the Hatter's Domain, and even Queensland. But In Name Only. Wonderland was warped again since the previous game, leading to those levels becoming Remixed Levels.
  • Obstacle Ski Course: Burning sludge patches litter the slide sections of the game.
  • Of Corsets Sexy: The Steam dress is made of one which only binds the mid-torso region.
  • Offscreen Start Bonus: The first time you play as 2D Alice in Chapter 3. Head left immediately for your first peach.
  • Oh, Crap!:
    • Played HILARIOUSLY when the Executioner corners Alice, only for her to eat a cake to make her grow giant. He drops his scythe (and his jaw, and probably his lunch, too) and then gets up close and personal with Alice's foot.
    • Done more seriously at the end, when Bumby sees Alice's Slasher Smile and realizes he's messed with the wrong girl.
  • The Oldest Profession: It's one of the main themes of the game, and it is not romanticized. At all. Alice herself was nearly forced into this in the struggle to survive on the impoverished streets of London, before Pris Witless intervened and got her a job as a maid at Bumby's. Ironically, though, Bumby's ultimate goal was to turn Alice into a mindless prostitute anyway. At the beginning of the game, she briefly encounters Jack Splatter, who offers her a job "saving the world, ten minutes at a time".
  • Ominous Fog: The Hyde Park sequence.
  • One to Million to One: Alice's Butterly Dodge has her briefly vaporizing into a swarm of beautiful butterflies. It also happens when she falls down a Bottomless Pit.
  • Only a Flesh Wound: The Queen Of Hearts actually uses this phrase after Alice maims the first of the various heart organs protected underneath cannon towers.
  • O.O.C. Is Serious Business: Much like in the first game the Cheshire Cat gives Alice a serious warning without any sort of snark near the end, this time in the basement of the Dollhouse. This helps further emphasize how twisted and dangerous the area you are in is, even when compared to the rest of Wonderland. Happens again in the ending where the Cat tells that Alice can't go back to how she was, his voice full of concern and sympathy.
  • Palette Swap:
    • The Insidious Ruins in Queensland have a reddish hue instead, indicating that the Queen, even now, still holds some power over her domain.
    • The various Card Guard suits are essentially this, as opposed to the first game where their suit denoted their power.
  • Parachute Petticoat: How Alice rides air vents. Also how she slows her descent in the air.
  • Police Brutality: Before the first Wonderland segment, a policeman delivers a brutal beatdown to a man while a second policeman keeps a small crowd of onlookers away.
  • Pressure Plate: Once in the original game, many in this.
  • Psychological Torment Zone: Wonderland gets corrupted and manipulated by the Wonderland manifestation of the Big Bad in Alice's mind.
  • Pun: The leaflets for the weapons acquired:
    • Teapot Cannon: "Throw an instant tea party. It will be a blast!" Considering that the weapon is essentially a grenade launcher...
    • Hobby Horse: "Stampede through the opposition! A SMASHING HIT!!!" Your sledgehammer in Wonderland.
    • The Knightmare from the DLC, referencing (but not limited to) a female horse, nightmare (duh), and a Visual Pun.
    • One of the loading screen tips tells you to "season enemies at range" with the pepper grinder.
    • The Eye-pot enemies.
  • Puzzle Pan: Especially in the later chapters as the landscape gets seemingly more non-linear, but isn't.
  • Raven Hair, Ivory Skin: Wonderland Alice. For the white part, it could be due to the lighting or even the graphic rendering. Reality Alice is even more dual-toned than Wonderland Alice, minus the bonus costumes. Her hair is flat black, without the wonderland reddish tint, and she's sickly pale.
  • Real-Time Weapon Change: Finisher combos are quite damaging in this fashion. Also results in an achievement for using the Hobby Horse, switching to the Vorpal Blade, then back to the Horse in a single combo.
  • Red Filter of Doom: Mainly in the 2D cutscenes whenever they show.
  • Red Sky, Take Warning: Not necessarily of an incoming threat, but just as you leave Radcliffe's disused premises and move along the streets, the sky seems to be burning in the horizon until the full picture comes into view.
  • Remixed Level: The Vale Of Tears, Hatter's Domain, and Queensland.
  • Respawning Enemies: In addition to the situations involving Mook Makers, this is used in several situations to screw up your auto-targeting:
    • One part in Chapter 3 has ever-replenishing blob monsters harassing you as you try to make dangerous jumps across lethal muck.
    • A battle against a Drowned Sailor has Slithering Ruin constantly respawning in groups of four. Since sailors vanish frequently, it's impossible to maintain a target lock.
    • There are a few instances of Slithering Ruin doing this with Menacing Ruin, as well, but it's not nearly as bad as with the sailor.
    • Also the Colossal Ruin in the Dollhouse.
  • Retcon: The opening of the original shows that the fire that killed Alice's parents was caused by her cat knocking over a carelessly lit lantern. Madness Returns implies that this is actually a fabricated memory brought on by Alice's mental trauma, and the point of the game is to find out what actually happened that night before her repressed memories drive her insane again. Not to mention the fact that there is no mention of a sister in the first game, although there was an older sister in the original book.
  • Rewarding Vandalism: The breakables, which basically nets the equivalent of cash and medkits. They also spit out a Slithering Ruin on occasion, but it's no real threat.
  • Runaway Train: The Infernal Train, which is a literal train of thought plowing its way through Wonderland.
  • Rustproof Blood: The blood stains on Alice's classic dress will always be there, red as ever.
  • Sanity Slippage: You can see this in the game, especially at certain points like the asylum "level" with Tweedledee and Tweedledum. Even in Wonderland itself, whenever blood and destruction start appearing. Those make it quite obvious that Alice's mental health is taking a turn for the worse. The instances where Alice goes back to Wonderland from Victorian London count as well.
  • Scenery Porn: The artwork of the whole game is beautiful. Even the levels of the "ruined" Wonderland.
  • Sequel Gap: Both in-universe and in real life. Madness Returns was made 11 years after the original game, and revolves around Alice having spent a decade in therapy and an asylum. Except that she had already spent a decade in therapy in the first game, where she was 18 years old, while in Madness Returns she is 19.. American McGee didn't want to make controversy with an underaged heroine in a bloody game.
  • Sequel Hook: Or is it? Bumby is dead and Alice has found out how her family died. But as she exits the train station, the "real world" of London has merged with the fantasy world of Wonderland - the soundtrack refers to this track as "Into Londerland" - and she is wearing a dress that previously existed only in her mind. The Cheshire Cat also has a little monologue at the end that hints at another sequel.
  • Sesquipedalian Loquaciousness:
    • How the Octopus snarks about the Carpenter.
      "For starters, the Carpenter is a pusillanimous, parsimonious, pettifogging moron."
    • Even goes into a bit of Sophisticated as Hell territory when he drops the very next line after Alice responds:
      Alice: ...I need-
      Octopus: Your needs are shite!
    • Alice herself gets in on this — the art section in the extras menu has biographies on the various characters and enemies in the game written from Alice's point of view. She has quite the impressive vocabulary. Considering how well-spoken most of the characters in Wonderland are, it makes sense that she'd have good command of language since they're all in her head.
  • Shoot the Bullet: One way of stunning an ethereal enemy once it starts chucking explosives at Alice.
  • Shout-Out: You'll find one hidden staircase in the Queen's Castle that leads down to a tiny throne. In it sits a small skeleton sporting goggles and a Pstandard Psychic Pstance...
    • Speaking of which, the collapse of her tower, complete with eye on top, recalls the demise of a certain ethereal tyrant.
    • And also, some of the platforms in chapter 4 bear an uncanny resemblance to a certain cubic companion.
    • Take a wild guess as to who Jack Splatter is a homage to. Interestingly, though, the game is actually set in the 1870's, a full decade before the whole Ripper business occurred in real life.
  • Shows Damage:
    • The Giant Enemy Crab enemy in the game loses its Arm Cannon in a Type 3B fashion. Yet the most flamboyant one has got to be the Doll Girl. Alice can first strip its clothes off, remove its arms, crack open its torso, and finally waste the huge abomination by destroying the heart.
    • The Samurai Wasps' masks can be broken, although sometimes it's possible to kill them without breaking their attire.
    • The Madcaps lose their cup helmets and saucer shields. The Menacing Ruin loses its doll arms and faces. Even the Bolterfly nest has a "damaged" model.
    • An interface one where the closer you are to qualifying for Hysteria, the more cracked the borders of the main window become.
  • Shrinking Violet: Literally. There are violet flowers that indicate invisible stuff nearby. Alice can see it if she shrinks. They also restore her health.
  • Smashing Hallway Traps of Doom: A few interior levels of the game.
  • Snow Means Death: A motif of Hysteria, where Alice and her view turns monochrome, save for a few explicitly red objects like blood and roses, just to accentuate the moment.
  • Speak Ill of the Dead: A loading screen quote asks us, "If the living can be spoken ill of, why not the dead?"
  • Spikes of Doom: The Dollhouse level interiors. Which are basically nails sticking out from wooden surfaces.
  • Spin Attack: Chaining Vorpal slashes or switching to it from the Hobby Horse results in this.
  • Splash Damage: Most notably the Teapot Cannon. Which leads to...
  • Splash Damage Abuse: Just before your first encounter with the Ink Wasps, you can use the Teapot Cannon's splash radius to destroy even the furthest Ink Wasp Stone, allowing you to rid the area of enemies (save one actual Samurai Wasp) before triggering the cutscene that introduces the Ink Wasp.
  • Spring Jump: The red and blue spring mushrooms. Red propels Alice to somewhere higher in the map, blue sends Alice to the next map, often the top of a slide.
  • Start Screen: But no Attract Mode, at least for the PC version. The video file is still there in the game's folders, but won't play for whatever reason.
  • Stalked by the Bell: In the tombs in Chapter 2, you have to follow the light over the platforms. Staying too far behind and letting the darkness touch you results in alarmingly fast health loss.
  • Strapped to an Operating Table: Not to mention after being shaved. In a straightjacket. In an asylum.
  • Stripperiffic: Averted mostly. Only the two costumes, one chapter based and one DLC, reveal Alice's bare legs, and only one of that two actually shows some cleavage. A couple other DLC costumes also go as far as showing her shoulders and a bit of cleavage, but even these are less form-fitting than usual.
  • Super Drowning Skills: Played straight and then inverted in Chapter 2. In the tundra, if you touch the water, that's it for Alice. Once past a certain submersion sequence, the game resumes normally. Underwater. With no breathing apparatus whatsoever. Plus there's perfectly clear and audible dialogue underwater as it would be in air. Justified considering it's all in her mind.
  • There Are No Therapists: Averted, of course, since Alice sees Dr Bumby regularly. And then double subverted, since it turns out that Bumby's trying to hypnotize Alice into forgetting all her memories so she can become a prostitute.
  • Third-Person Seductress: The author intended that London Alice looks like she is dying of starvation, and while she is slim, she is surprisingly shapely. On the other hand, the Wonderland Alice is quite curvy and attractive, when it's not horribly creepy.
  • Through the Eyes of Madness: The entirety Wonderland, of course. Some of the memories you retrieve are also suspect. For one, one Memory has Alice's mother pleading with her to stay with them during the fire. This totally contradicts a different (and much more likely to be accurate) memory, where she instead urges Alice to save herself. It is also unclear how much of what Alice sees in the "real life" London levels is actually real, and how much is just more of her hallucinations.
  • Time Bomb: The clockwork bomb. Its only real use is as a temporary paperweight to hold down switches. What little use it has in combat is overshadowed by Alice's other weapons, especially the Teapot cannon later on.
  • Toy Time: The Dollhouse level. The slides which bring you to the next section of the game could count as well.
  • Trauma-Induced Amnesia: Okay, so the fire killed the Liddell household except young Alice. The time in Rutledge suggests Alice remembering things differently if the collected "Alice" memories are anything to go by. See also the Retcon entry.
  • Under the Sea: The Deluded Depths in Chapter 2.
  • Unexpected Gameplay Change: Doll head side-scroller level. Games of chess. Two shoot-em-up levels featuring a boat (one is optional). It's all here.
  • The Unfought: The March Hare and Dormouse try to confront Alice in a Humongous Mecha after apparently disposing of Hatter, only to be thwarted by Hatter himself before they can even throw a punch. In fact, every single boss battle excepting the final boss is one of these, as the potential battle is usually interfered with by the Infernal Train. Justified, since they're not the problem that Alice needs to get rid of.
  • Vent Physics: Staple of the game's platforming.
  • Victorian London: Where Alice's "real life" segments occur between levels.
  • Video Game Dashing: The Dodge move. Also has the handy property of making you invincible until you reform.
  • Villain with Good Publicity: Dr. Bumby, which he points out to Alice when she finally confronts him and threatens to expose him. After all, who are people going to believe: the respected and upstanding member of society, or the raving lunatic who spent ten years locked up at Rutledge?
  • Walk, Don't Swim: The Deluded Depths. Also, snarks.
  • Warmup Boss: The Menacing Ruin introduces you to the concept of deflecting enemy projectiles as well as an opponent that hurts you and eats punishment a lot more than most other enemies encountered up till that point.
  • Water Is Air: Ballistics and airborne movement in the second half of Chapter 2 are not affected by the environment. Takes a turn for the weird when you realize that the Siren costume has its own physics. That means any other costume used underwater will behave like Alice was in air. Conversely, using the Siren costume in non-underwater areas makes it look like only Alice is underwater while her immediate surroundings are in air. Originally this was meant to be averted by Alice morphing into a mermaid during this level, but implementing it was apparently too complicated, and the idea was scrapped.
  • We Want Our Jerk Back!: The Duchess may have made a Heel–Face Turn and become an ally, but has become so cynical and predictable in the process that Alice claims she liked her better when she was evil. (Considering that the Duchess was trying to eat Alice when they fought each other in the first game, that's really saying a lot.)
  • Well-Intentioned Extremist: The Carpenter sunk ships to build the theatre town and sacrificed some of its residents to the Walrus to protect the citizens from the Infernal Train. Doesn't work.
  • Wham Line: "That sound you heard was not Lizzy talking in her sleep..."
  • What Happened to the Mouse?: A few characters, both in Wonderland and reality.
    • Is the Mock Turtle still brooding over his loss? How about Witless and Radcliffe?
    • It was originally planned that Alice, frightened of Witless' apparent transformation, would have pushed her off the roof.
    • Then there's the question of Alice's mysterious benefactor: right at the start of the game you can enter her room, and find a portrait of her family. She mentions that it was sent to her by some stranger. This plotline is never followed up on later in the story.
  • Wheel of Pain: There's a flock of dodos that have been enslaved to run on a wheel to power the factory's machines.
  • Where I Was Born and Razed: Subverted. It wasn't Alice who caused the fire, and seems like it also wasn't who or what she initially thought was either.
  • White Mask of Doom: Found on the various Ruins. Static and creepy-looking.
  • Wintry Auroral Sky: The moon in the skies above the glacial Tundraful smokes a cigarette in a long-holder, and the resulting smoke results in green auroras lacing through the night sky.
  • Womb Level: The interior of the Queensland castle remains more or less as per the first game, though is now even more decrepit and much of the flesh is noticeably rotting.
  • Wreaking Havok: The PC version of the game touts expansive use of PhysX effects, where the Pepper Grinder spews clouds of dynamically shifting pepper into the air, rocks smash into tiny shards, and the Ruins break down into piles of procedurally animated goo.
  • You Monster!: Alice calls her psychiatrist Bumby this.
    Alice: You... MONSTROUS CREATURE!
  • Your Head Asplode: In the opening cutscene we have Alice and the White Rabbit happily drinking tea whilst drifting down a river... then the Rabbit starts twitching and oozing goo before his head pops off like a cork in a shower of Black Blood.


 
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Alice: Madness Returns

The intro includes several surreal and disturbing images (such as Alice's head inside Hatter's head inside the Queen's head, and a centaur rolling a baby carriage with a doll in it, which then lights on fire) with the voiceover of Dr. Bumby giving therapy to Alice. Then the scene goes to the rabbit and her on a boat, drinking tea. The rabbit's head starts to bleed and then completely bursts into black goo. The boat sinks, and hands reach out from the water and pull her underwater while ripping her face off.

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5 (3 votes)

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