http://tvtropes.org/pmwiki/pmwiki.php/NightmareFuel/AliceMadnessReturns
Alice: Madness Returns. While traveling through Tundraful, Alice found the frozen solid carcasses of the Owl, Lory, Mouse, Duck, and Pelican, all of whom took part in the Caucus Race held by the Dodo. When she arrived in the center of Tundraful, she saw a giant ship in a bottle with the Mock Turtle in it. The visual difference between Reality Alice and Wonderland Alice may initially be of how she chooses to perceive herself as, but in the case of her hair, once you've gone through the Madness Returns storybook prequel it reveals what happened to her hair anyway.; The reason the Big Bad manifests itself as a train; it's actually a train of thought, specifically the one Dr. Bumby's implanting in. Alice: Madness Returns. The Shipwreck Sharks were circling around the end of Tundraful where Mock Turtle and the HMS Gryphon were located. After Turtle quickly told Alice to get inside the bottle, the Sharks wasted no time and rammed it, forcing the ship to dive underwater before the bottle completely shattered. With Turtle unable to do anything.
This is based on opinion. Please don't list it on a work's trope example list.
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- Where exactly to begin? Let's start with the 'where' indeed?
- First we have lovely pastoral Wonderland...that slowly devolves into a hellish, dead world with black ichor dripping everywhere and a blood red sky.
- And how. Going around the happy Wonderland, butterfly jumping, nice music, family memories. Down the slide- wheee! Oh, look! I just landed in a puddle of blood!
- Right in front of the pile of bones that used to be the Jabberwock, no less.
- Then there is Hatter's newly renovated realm, a steampunk's nightmare of gears, grinders, and a Dodo 'misery-ium'.
- Oh God, the dodos. Forced to run on giant hamster-wheels to be killed if they stop is bad enough, then there's the fact that they have been mechanically mutilated like the March Hare and Doormouse who now run the place, THEN there's the delightful bit that they are attached to the aforementioned hamster-wheels by the axle going through their eyes!
- Next up is Tunderful and the Deluded Depths. Not too bad, at first. Little dark humor with the Carpenter & Walrus...and then you have to enter into the pitch black tombs of dead sailors, following a glowing seahorse through the gloom lest the seething darkness itself sap your life away.
- After this, you find your way back to the Theatre...specifically, you find a back door and enter via the basement. Long story short, here's hoping that you weren't in the mood for sushi. Why? Because the basement is is brutally decorated with bloody piles of fish people that have been torn open and gored.
- Especially when you notice that the mayor is still alive and crucified, and he's groaning insane gibberish.
- After the above, you find your way back into the Theatre proper, and things look as normal as ever. But even as you walk past the production staff, all gathered for the big performance, the music is subtly off, reflecting how you now understand something's terribly, terribly wrong.
- Wrapping things up in the Deluded Depths? Why, only the Walrus' rampage against the oysters and the audience, starting with him literally crashing the play, telling a gruesome rhyme about death in all its forms (complete with visuals), then straight up devouring all the aquatic citizens!
- The Mysterious East isn't too bad...until you enter the paper wasp tombs that are slowly filling with the black ooze of ruin, and the walls whisper to you.
- The seemingly innocent female statues later in the level that, upon further inspection, have the heads of wasps. And even the ones with normal human heads are crying blood and half-naked with their kimonos pulled open, which one can probably assume is a manifestation of Alice's guilt over Lizzie's rape.
- What about the mutilated Origami ants, or those imprisoned in cages suspended on a huge abyss? And the fact that the Wasps will fill them with eggs, just like Real Life wasps?
- The wasp samurai themselves, for anyone with a fear of hornets. The buzz they make as they attack is entirely too realistic.
- Queensland. Hey remember how great that entire living womb of a castle was? Well now you get to play through a dead and rotting womb... until the end, and then you get the place in high-def!
- Speaking of Queensland, it would be foolish not to mention the Queen's Executioner, who is three times taller than the normal cards, cannot die, and has maggots in both his eye sockets.
- It's worse than that. That's not maggots; that's a tentacle going in and out of his eye sockets.
- What you have to do to the King. Poor bastard's trapped and is blocking Alice's way into the castle. So, what does she have to do? Smash him. All that's left of him is his right eye, still trapped on the wall staring into nothing.
- And who can forget the zombie cardmen? Their claw rush is tricky to dodge, they like to attack in packs, and they can get back up after being struck down. The only way to kill them is to [[swing the Hobby Horse down on their prone bodies, or blow them up twice with the Teapot Cannon.]]
- How about the Queen herself? She might be more unsettling than downright terrifying at first, but that changes quite a bit towards the end of her scene: after giving Alice a lecture on ignorance, she picks her up with her tentacles, opens her mouth far too much for comfort and apparently eats her alive. All of which is seen in glorious first-person. Oh, and there's an image of it on the game's wiki, which you really don't want to accidentally stumble across.
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- First we have lovely pastoral Wonderland...that slowly devolves into a hellish, dead world with black ichor dripping everywhere and a blood red sky.
- Did you know that the innocent, implicative, something's-definitely-off kinda horror; creepy, desolate, eerie horror; pervasive unease, mind-screwingly reminiscent, sorta-familiar horror and oppressive, bloodcurdling, soul distorting horror are supposed to be, at least to the extent that they don't ALL come into play at the same time, mutually exclusive, and for a good reason? Yeah, American McGee didn't know that, so he created the Dollhouse world. Wasn't that sweet of him?
- To put it into perspective, when you get up there and start exploring, you can quickly go from longing to the point where things will get worse and the world will transform into an Eldritch Location just so you can get away from all the deformed, broken, creepy dolls, to longing back to the deformed, broken, creepy dolls when things GETWORSE without even easing up on the creepy factor...
- At this point, a more in-depth description of the Dollhouse level might be in place: it looks like a giant city of dollhouses, only that the houses are ripped apart and disembodied doll parts are everywhere, as well as Dollgirls waiting to kill you with scissors and fire. Gets Worse as the game progresses, everything gets darker and darker and it feels like you're traveling through some sort of abandoned orphanage/basement/asylum, with even more disembodied doll parts, taxidermied things, skeletons in glass displays, dolls with parts cut and ripped out, hell, even the levers are with a bloodied eye or a doll head with it's brain exposed floating in liquid, watching you as you pull the lever.
- The Broken Doll enemies. Yeah, it's a giant broken doll attacking you with fire breath and broken scissors. Imposing, but by this time we've been through the Queen's level. We've seen worse. Then, while you're attacking it, you shred its clothes. The doll then shrieks, wraps her hands around her body, and shakes her head. You follow this by blowing her arms off, rending her (almost) helpless and then ripping open her chest and attacking her heart.
- Not to mention the music in that chapter. A really slow, out of tune, hurdy-gurdy track. Sweet dreams.
- Never mind the music...try not to think too hard about the Unfortunate Implications of what fighting the Broken Doll is meant to resemble in Alice's fractured mind.
- When you replay the game. Did anyone see it? Yes, run around and look for collectibles you missed... then the Insane Child appears. Watching you. Waiting for you. And running away when you go after it. So does that mean that every time you've been in Wonderland there is a insane, horribly mutilated, unnatural young child that will never be innocent again waiting and following and watching your every move? Paranoia Fuel much?
- Oh, and, guess what, it appears again! As Alice runs around in her subconscious in that place only lit by streetlamps, the horribly mutilated child shows up once again. It's following her, like it always has, but now it has lost half its body, trailing and dripping blood behind it and CRAWLING BACK to Alice while trying to talk to her and saying 'We need your help!' There is just something innately horrifying to a young child that has been reduced to such a state. Despite everything that has happened to the child it is following you, what could have happened to it that made it crawl back to Alice and beg for help? What attacked it? What could be looming ahead? It makes for powerful Foreshadowing. Then, even though it is the stuff of nightmares, the Insane Child is still on Alice's side, and it is trying to help her regain her sanity.
- Body Horror: The opening sequence of the game. Alice is sailing 'with a friend' the White Rabbit, but then his head explodes in a shower of blood, the river turns into black slime infested with doll heads and doll parts, then the dolls crawl up Alice and rip her face off!
- Doctor Angus Bumby. And not just his monstrous, Wonderland form (The Dollmaker), but also of his role in real life. And also the fact that he was going to be a Karma Houdini if it weren't for Alice.
- The asylum sequence. Not the usual brand of creepy that Alice dishes out. It was the subtle atmosphere, seeing the other patients wandering around, trying to get a good look at their faces — only to see that they had no faces, and then being cornered by the Tweedle Brothers and the faceless nurse, strapped to a bed, and nearly trepanned.
- The patients do have faces. Horrible, grimacing dark faces equipped with clamps and stretchers straight from A Clockwork Orange.
- Poor Alice. She's been shaved of all her hair, her brain is fried and is just a hollow shell of herself doing nothing but walking around the asylum with nothing but a vacant stare and a straitjacket binding her.
- Which is not to say that the Asylum is devoid of less subtle imagery. After the cutscene in the Trepanning room, giant bloody screws are sticking through the ceiling and walls. And the Bloodletting room drips endlessly. But not with blood: it's leeches. The ceiling is teeming with them, or possibly is made of them. (Thankfully, the Ward has a pretty amusing conversation.)
- And that nurse? You remember her: it's Pris Witless.
- In the deleted Shock Therapy room, the Tweedles mention that they hope the shocks make her forget the time they touched her inappropriately.
- The rape subtext on the Dollhouse. Near the end you find a giant doll, with a gaping hole between its legs, lying on the floor, legs wide open. You have to go through that hole and through that doll to the other side.
- There are two giant dolls: the one referred to above, each with a hole to go through.
- Alice getting turned into a doll with a giant freaky head near the end.
- The hopelessness of the London segments. Almost every named character is looking to take advantage of Alice in some way or another - and most of them are bigger than her. It's a setting where innocence is prey, trust fatal and virginity a myth. The banality of it all is shocking. After the first few throaty offers to take Alice to bed, paranoia sets in. The poor thing is scarred enough as it is; but even without the schemes of Dr. Bumby, an encounter with the wrong gentleman could so easily undo all her slow recovery and destroy her for good.
- In the first game, the insane children represent the others at the asylum. In the sequel, they're the orphans at Houndsditch. Everyone knows that, right? Well, now make the connection. Not only are those kids being pimped out, but they're all mentally damaged to that extent. And then Bumby's 'therapy' corrupts their memories and destroys whatever's even still left of them until they're just blank slates, toys for others to abuse. That's pretty horrific. Just...no.
- Hey, you know those framed cross-stitch things that typically say 'HOME SWEET HOME'? Well, Houndsditch has a couple like it that you might just blow by if all you're trying to do is get on with the game part of the game. The first says 'HOME SAFE HOME'; given the above, it's rather ironic. The second you'll encounter says 'EARN YOUR KEEP'; normally good advice, except for how Bumby expects them to do so...
- Near the beginning of the game, before your first Wonderland section, in fact, you can encounter some children playing hopscotch, if you go to the right place. Nearby, facing the wall, is a little girl. If you go near her, she numbly recites a poem. The way she says it might lead you to wonder what happened to her. A possible clue? Near the end of the game, The Dollmaker recites it when turning Alice into a doll.
- It's a minor thing but there are a few implications that Alice's lawyer, Radcliffe had spent quite an amount of Alice's inheritence on luxury items (the Eastern vases and other objects seen in his house): who knows how much money is left now? What if Alice finally gets well enough to take her money, only to discover it's all gone? Who knows how she will end up taking care of herself with no money...Pris: On the street, selling 'er backside!
- This particular fear doesn't eventuate (we learn from Alice: Otherlands that she found a job shelving books in an opera house), but that doesn't make its likelihood any less worrying.
- The Colossal Ruin. The character profile says that it just gets worse if you fight it.
- The line 'And that noise wasn't Lizzie talking in her sleep.' was pretty damn creepy, largely because of what it implies.
- If you look around in the Dollhouse level you will see a lot of implications of child prostitution, like dolls in corners with a price tag on them, which becomes especially devastating when later, on the Infernal Train, you see a cutscene of Bumby selling off children wearing price tags to 'wanting customers'. Or what about the beds soaking with blood, implying horrible things may have happened to the dolls of the dollhouse.
- Once you realize that all those dolls were created by the Dollmaker, and the Dollmaker makes those dolls out of real children, you start to grasp how many lives have been destroyed for the sake of child prostitution.
- Alice finding out who caused the fire. We're treated to a lovely cutscene of Dr. Bumby breaking into Alice's house and closing in on her sister while alone in her room. He gives her a horrificDeath Glare and locks the door...
- There is a loading screen tip that reads: 'The Hobby Horse is the most direct route to a Dollgirl's heart.' If you fight a Dollgirl, you slowly but surely undress her until you break open her chest and destroy her heart. A Hobby Horse is a toy. Basically, when you are fighting a Dollgirl you are, symbolically, earning the girl's trust by playing with her and her toys, and you slowly continue until she is fully undressed, at which point you can pretty much imagine what is being done to her next. It makes killing those Dollgirls just that much harder.
- Well hey, if you don't like that suggestion, you can always reach her heart with several spots of tea... oh right, tea parties.
- The way the Fleshmaiden dress looks almost seamless on Alice's skin, it might not be a dress at all...
- The way how each piece of Wonderland is at least partially inspired by the Victorian London segment before that is abit sad in how Wonderland seems to show how things really are beneath the surface...
- Let's start with the Vale of Tears and Mad Hatter's Domain. The Vale of Tears is an original part of Wonderland with seemingly no counterpart in London. But as we keep going onwards, we find the land distorting with black sludge and the corpse of the Jabberwock, until we eventually get to the Mad Hatter's Domain. The Domain itself seems like a steampunk fantasy inspired by Victorian London...until you see all the Dodos working themselves exhausted or to death by their overbearing bosses, the March Hare and Dormmouse. This somewhat reflects the era of the Industrial Revolution, where worker abuse was commonplace with little to no regard for the workers getting hurt or even killed.
- Next is Tundraful. The Victorian segment before this involved Alice being fished out of a river by two brutes who were talking about bedding her, going through a freezer and seeing Jack Splatter making his way through the Mangled Mermaid, a whorehouse, and setting the place on fire. Tundraful starts off nicely enough as glaciers, a few sharks here and there and you make your way to the Deluded Depths where a nice town of fish people live, and the Walrus and the Carpenter are putting together a play. But then things get terrible when it's revealed it's a ruse by the Carpenter to keep pieces of Wonderland alive and trying to sate the Walrus's appetite with the audience they play to, lulling them into a false sense of security before devouring them whole. Such is the monstrosity of pimping, devouring everyone else to sate your desire for more money and sex.
- Next is the Vale of Doom and Oriental Grove. We start with Alice leaving with Nan Sharpe to go to Radcliffe's place, and his shelves are adorned with oriental imagery. Then Alice has another psychotic episode making her go to the Vale of Doom, her Vale of Tears ran through by the train. She finds one miniscule place of safety, but even that has its own issues. The Grove is taken over by warlike wasps hurting the peaceful ants who pray for help only to recieve none. The Vale of Tears becoming the Vale of Doom can be seen as synonymous to Alice losing the last peaceful place in Wonderland she had with Nan Sharpe being one of the only people supporting her. The Oriental Grove can be seen as synonymous to British Colonialism in the Far East with the Wasps being the English, or, more relevant to the actual story, the parasitic abuse and destruction of the weak and helpless by those in power.
- At Chapter 4, we have Cardbridge and Queensland. The Victorian Section starts with Alice waking up in a jail cell, being taken there for a psychotic episode, during which she had called out a man who used others for their own gain. Then we get treated to the cells becoming like the dungeons in Queensland and Alice appears in Cardbridge. Now Cardbridge isn't that bad...until we get towards Queensland. Here, the Castle of Hearts is ruined, the Queen's tentacles still there but rotted and useless. So many White Chess pieces scattered about and dead, with the White King needed to be smashed through to enter! Then you need to run through the corridors as the Executioner chases you and terrorizes you. All the while, you have to make your way to the Queen and the closer you get, the more 'alive' things get. When you finally get to the Queen, she calls out Alice on ignoring the abuse around her and wants her to realize the true threat causing it all, and the fire, is right next to her...
- And finally, we have the Dollhouses. As said above, the Dollhouses don't have a victorian segment, and are made up of supposedly colorful bits with Doll Girls, where fighting them is synonymous to rape, and many bits implying the act of rape. The lower bits show the true horror, littered with devices of torment and body parts scattered about. Out of all the areas that this place can take after, it takes after the Houndsditch Home For Wayward Youth and the truth of what Bumby has been doing there. He makes it look like a respectable place on the surface, but in reality it's a horrible place where kids are taken apart mentally until they're mindless enough to be used for other's pleasure. The kids are no different to the pieces of dolls scattered about in the Dollhouse, or the body parts kept in vats, conscious enough to be alive but unable to do anything about their situations.
Index
http://tvtropes.org/pmwiki/pmwiki.php/Fridge/AliceMadnessReturns
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Alice Madness Returns Tundraful 2016
- You'll probably scratch your head in bewilderment the first time you try to jump over a column of fire and get scorched to high hell. However, Alice was in a house fire and got burned badly. She'd know how Convection Schmonvection works and Wonderland reflects that.
- You might wonder why the Hatter is so mad as to force a tea party when his realm is falling to pieces around him. Then you might rememeber Jabberwock's accusations against Alice in the first game, and it makes more sense.
- Then there's the fact that the game dodges giving you a proper boss fight until the end. When you realize the game's arc words are 'What have you done?' and the answer is 'Nothing at all against the man that raped your sister, killed your family and pimps your bedmates' it begins to make sense. Alice finally gets a boss fight against the Dollmaker around the same time she actually physically stands up to and defeats its counterpart (Bumby). While all of the first game and most of the second take place in her mind as she battles demons of her own devising, this represents the first time we see Alice's determination and confidence from Wonderland bleed over into London. And bleed over it does, into Londonland. It's actually a fairly optimistic ending.
- It may take a playthrough or two, but sharp-eyed players may notice that landscapes in the Victorian 'real world' seem to inspire the landscapes of Wonderland, some subtley, others blatantly: the horizon of smog-belching factory chimneys (as seen from the top of Nurse Witless' house) inspires the Mad Hatter's Domain; the ice-cold warehouse inspires Tundraful; the docks are a pretty obvious influence on the Deluded Depths, with the Mangled Mermaid's prostitutes becoming the dancers at the Carpenter's Theatre; Radcliffe's oriental themed house is downright blatant in shaping the Mysterious East; the police station almost automatically gives way to the dungeons of the Red Queen's palace. Of course, the last few levels surprise the player by reversing the whole equation; after being transformed into a doll in the Dollmaker's lair, Alice awakens to find herself right outside Dr Bumby's house, which inspired the Dollhouse. But, an interesting thing to notice is that Vale of Tears has no real equivalent in the real world; it's part of the original Wonderland, mostly uncorrupted by the Ruin and Dr Bumby's brainwashing, at least until it becomes the Vale of Doom... and fittingly, when Alice finally destroys the Dollmaker and kills Bumby, the landscape of the Vale of Tears dominates the merged Wonderland and London.
- The visual difference between Reality Alice and Wonderland Alice may initially be of how she chooses to perceive herself as, but in the case of her hair, once you've gone through the Madness Returns storybook prequel it reveals what happened to her hair anyway.
- The reason the Big Bad manifests itself as a train; it's actually a train of thought, specifically the one Dr. Bumby's implanting in Alice's head to Mind Wipe her and turn her into his corrupt whore.
- Why the Jabberwock isn't back for this game unlike the Queen? Because the Train made his presence useless, just like in the Queen's case.
- The reason why the Queen is back despite The Dollmaker taking her role is because she doesn't represent Alice's madness but her repressed memories about Lizzie's rape and murder, which explains why Alice calls her '[her] Lizzie'. It would explain why she hates The Dollmaker: he's the man that killed the original Lizzie.
- Also, the Train is trying to destroy Alice's memories of the fire. As it represents her guilt about the fire, the Jabberwock might have been killed by the Train before the game began.
- On this point, the Jabberwock is dead before the train is 'built' in the Hatter's Domain, but the train's influence is felt before that, and the Mock Turtle went to sea before the game begins, but after the train replaced his. This may lead to another point of Fridge Brilliance: that the train was not spawned by something in Alice's mind.
- In one of the first three trailers, Alice is talking to Dr. Bumby, and he says 'Alice, tell me of your Wonderland.' and then she opens her mouth and blood and teeth fall out. In dream interpretation, your teeth falling out indicate that the words you're saying should have stayed in your mouth.
- The black sludge of the Ruined enemies and the Dollmaker could actually be coal tar: it can burn Alice, hardens in a brittle substance when the enemies are killed and it's related to trains... and the story does take place in Industrial Revolution London.
- It is hinted to be at least partially inspired by the flammable chemicals used in her father's photography, but it is more likely something a train would spew.
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- The reason why the Queen is back despite The Dollmaker taking her role is because she doesn't represent Alice's madness but her repressed memories about Lizzie's rape and murder, which explains why Alice calls her '[her] Lizzie'. It would explain why she hates The Dollmaker: he's the man that killed the original Lizzie.
- May also double as something of a Shout-Out. The Hattress outfit, one of the DLC dresses, is the only outfit where Alice has short hair. Why? Because in the original book, the first thing the Mad Hatter says to Alice is 'Your hair wants cutting.'
- In Queensland, Alice's memories about Lizzie start to focus more and more about an squicky suitor. The Queen holds those memories now and wants Alice to realize the truth about her therapist.
- Queensland in the first game was a sprawling nightmare, covered in the fleshy growths of the Queen. In this game, Queensland has become a decaying wasteland full of dead Card soldiers, and the only part close to its old self is in a relatively small area where the Queen herself is residing. It reflects how close Bumby had gotten to making Alice forget about her past, with her memories of noticing Bumby visiting her sister being pushed further down into her mind. That's why the Queen is so insistent about Alice waking up and to actually look at what's around her, as both Alice and the Queen are far too close to being mentally dominated for good.
- Everything happening in Alice's head is a physical interpretation of all the mental instability occurring in the real world. For instance, the Dollmaker aka Wonderland Bumby kidnaps children and perverts them into dolls, things to be played with. In the real world, Bumby brainwashed children into prostitutes - things to be played with.
- May be reading too much into things, but the Geisha statues in Chapter 3 begin as beautiful topless women in sultry poses and crying. That they're crying blood (just like the previous Alice statues) does a damn good job of keeping the player from seeing them as sexy. Fast forward into a later part of the chapter and the statues now sport ant heads. They may still be weeping for all we know, but there's no way to tell and there's no way for them to express their own desperation. Which is exactly what Dr. Bumbly wants in his children. Exposed nubile nymphs who can't go screaming to the police about what he's doing. This is also the chapter where the Caterpillar very pointedly tells Alice that no she doesn't know what's real and 'You let others tell you what isn't!'
- Radcliffe's narration during the Scroll of Destiny segments in Chapter 3 makes it clear that the wasps' cruel treatment of the ants is supposed to be a metaphor for British Colonialism. One term for British people, or people of British ancestry, is White Anglo-Saxon Protestant, or WASP.
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- It may take a moment to realise, but the children in Dr Bumby's Home For Wayward Children seem to be wearing bibs or aprons in the first London scene. Then you learn what they are. And then you never look at the level the same way. It's so obvious, in hindsight.
- And while they might seem to be identification plaques so an uncaring guardian doesn't need to learn names, pay attention. There are several with the same number. Even close together, like they wanted you to notice.
- In a similar vein, you know those plaques that people hang on their walls to bring comfort? The typical message on those is 'Home Sweet Home' or a similar sentiment. There are two at Houndsditch, but one says 'Home Safe Home' (which may be true, if only relative to the outside world) and, more disturbingly given what we learn, 'EARN YOUR KEEP'. Brrr.
- A bunch of kids in a sidestreet actually discuss their 'work' quite directly and chat about Alice's place in it, yet manage to make it not too obvious for those that don't yet know the twist:
Child A: She ever work?Child A: Too good for company? She don't get close.Child A: Who likes it then?- There is also the pimp in the first London that is trying to encourage her to join his group of whores, hinting on what the local people think she's meant to become.
Jack Splatter: You could make someone happy. Save the world... 10 minutes a time. - The shrinking violets have hands that seem to grope Alice when she gets in them.
- Granted, they also heal Alice while she's in them. A positive thing, so perhaps the violets represent positive physical contact, something Alice would have had little to none of. Even from family, given the time period. Humans are wired to be touched, and Alice is almost certainly touch starved. These violets might be an outlet for those feelings. After all, corrupted and rotten as it is, Wonderland was her dream world once.
- In the final chapter, it's increasingly difficult to tell just how much of it is happening in reality and how much is just in Alice's head, right up to the end where Alice seems to transform into her Wonderland self, pushes Bumby in front of an oncoming train, and steps out of the railway station to find London merged with a happier, cheerier Wonderland. For all we know, the entire final act may just be a fantasy, as Alice has finally lost all grip on reality, unable to ever leave Wonderland..
- In the earlier parts of the game Alice demonstrates a noted apathy towards the suffering of others in Wonderland, making her a bit of a jerkass hero. Much as she blocked out the suffering of her sister and did nothing to stop the suffering of the brainwashed children around her. As with all of Wonderland, her attitudes have a definite Reality Subtext.
- 'Lost? Shrink to reveal hidden paths.' Shrink. As in, therapy. Get it now?
- Notice how every time Alice goes down a slide, things seem to take a turn for the worst? Insanity is a Slippery Slope, as they say.
- The Dollmaker, in its entirety. Its hands constantly make lewd, innuenduous gestures; its attacks include slapping and pinching Alice and in order to defeat the Dollmaker properly, Alice has to hurt its tongue... its long tongue made out of black, slimy, oozing ruin. Linger on that last one for as long as you think you can without feeling physically sick by the possible implications...