Alice: Madness Returns similar games & best alternatives

Alice: Madness Returns

PC (Microsoft Windows), PlayStation 3, Xbox 360 • 2011

Should you play it?

Alice: Madness Returns is a third-person, single-player, action adventure platformer. Visit the grim reality of Victorian London and travel to the beautiful yet ghastly Wonderland to uncover the root of Alice's madness.

What works
  • Unique and creative art style
  • Engaging dark fantasy story
  • Varied and atmospheric levels
  • Weapon upgrades and combat variety
  • Strong soundtrack and voice acting
Things to keep in mind
  • Technical bugs and crashes
  • Poor camera and lock-on system
  • Repetitive platforming and puzzles
  • Linear level design with invisible walls
  • Lack of achievements and dlc integration on steam

What to play next

Similar games, hidden gems, and fresh directions from this game.

Top picks

Games that feel the closest overall

  • The Darkest Tales

  • Shadow Warrior

  • Tomb Raider II (1997)

  • Prince of Persia: Warrior Within™

  • killer7

  • Giana Sisters: Twisted Dreams

  • Psychonauts

  • Gori: Cuddly Carnage

  • Freedom Planet

Hidden Gems

Less popular games with surprisingly high similarity

  • The Darkest Tales

  • Haimrik

  • Legacy of Kain: Defiance Remastered

If you liked…

Recommendations by what you enjoyed most

  • Creativity

    Zeno Clash 2

  • Escapism

    A Space for the Unbound

  • Fantasy

    It Takes Two

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • Scroll or double-click the chart to zoom out and see more games.

Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers (hidden on purpose).

Alice: Madness Returns: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Fellowship, Violence, Survival, Cooperation. Here, the score leans higher than usual among comparable games on Expression. It leans lower than usual among comparable games on Experimenting, Leadership.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

    Game with the same Autonomy vibe

    3

    "Players have control over combat style and weapon upgrades, but the game is linear with fixed story progression."

    Capsule for Dark Sector Dark Sector

    "Players have control over combat style, weapon upgrades, and exploration, but the game is largely linear with fixed level progression."

  • Competence

    Game with the same Competence vibe

    2

    "The game offers puzzle solving and platforming challenges that require skill, but combat is generally simple and repetitive."

    Capsule for Greak: Memories of Azur Greak: Memories of Azur

    "Combat requires some skill and strategy with different enemy weaknesses, but platforming and puzzles are relatively straightforward and repetitive."

  • Competition

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    "No competitive or multiplayer elements; focus is on single player experience without comparison to others."

    Capsule for Brink of Consciousness: Dorian Gray Syndrome Collector's Edition Brink of Consciousness: Dorian Gray Syndrome Collector's Edition

    "No competitive or multiplayer elements; focus is on single-player experience without comparison to others."

  • Continuation

    Game with the same Continuation vibe

    2

    "Players report engaging gameplay with some frustration; game length is moderate (4-8 hours), encouraging completion but not habitual long sessions."

    Capsule for UberSoldier II UberSoldier II

    "Long game with about 14-20 hours of playtime and many collectibles, but some players report boredom or frustration during extended sessions."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Entirely single-player with no cooperative gameplay or multiplayer features."

    Capsule for BioShock™ Remastered BioShock™ Remastered

    "Entirely single-player with no cooperative gameplay or multiplayer features."

  • Creativity

    Game with the same Creativity vibe

    5

    "Highly creative world design, characters, weapons, and combat mechanics; surreal and unique artistic style praised."

    Capsule for Zeno Clash 2 Zeno Clash 2

    "Highly creative art design, unique dark fantasy world, weapon designs, and level themes with strong artistic direction."

  • Domination

    Game with the same Domination vibe

    -5

    "No evidence of dominance or power over others; purely solo experience."

    Capsule for Dead End Road Dead End Road

    "No evidence of dominance or power over others; solo experience focused on personal story."

  • Escapism

    Game with the same Escapism vibe

    5

    "Strong escapism through emotional story, nostalgic setting, and immersive fantasy elements addressing trauma and mental health."

    Capsule for A Space for the Unbound A Space for the Unbound

    "Strong escapism through immersion in a dark, surreal fantasy world reflecting psychological trauma."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of interest and nostalgia; no obligation or external pressure noted."

    Capsule for Gorky 17 Gorky 17

    "Players engage voluntarily out of interest and nostalgia; no obligation or external pressure noted."

  • Experimenting

    Game with the same Experimenting vibe

    1

    "Some experimentation with weapon upgrades and strategies, but mostly repetitive gameplay."

    Capsule for Get Off My Lawn! Get Off My Lawn!

    "Some experimentation with weapon upgrades and exploration, but gameplay becomes repetitive with established routines."

  • Exploration

    Game with the same Exploration vibe

    3

    "Levels include hidden collectibles and secrets encouraging discovery and curiosity-driven play."

    Capsule for New Super Lucky's Tale New Super Lucky's Tale

    "Exploration of varied, imaginative levels with hidden collectibles and secrets, though limited by invisible walls and linear design."

  • Expression

    Game with the same Expression vibe

    4

    "Character customization with many outfits and cosmetic options supports player expression."

    Capsule for Dead Rising 3 Apocalypse Edition Dead Rising 3 Apocalypse Edition

    "Character customization through different dresses per chapter and weapon upgrades allows player expression."

  • Fantasy

    Game with the same Fantasy vibe

    5

    "Strong fantasy elements with imaginative settings, magical transformations, and surreal scenarios."

    Capsule for It Takes Two It Takes Two

    "Strong fantasy elements with a dark, twisted Wonderland and surreal, imaginative settings."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features; purely individual experience."

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    "No social or community features; purely individual experience."

  • Growth

    Game with the same Growth vibe

    2

    "Players learn enemy patterns and weapon usage, but limited complexity and short length reduce deep personal development."

    Capsule for KINGDOM of the DEAD KINGDOM of the DEAD

    "Players learn enemy patterns and upgrade weapons, but limited complexity and some repetitive gameplay reduce growth opportunities."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay with no physical activity involved."

    Capsule for World of Tanks Blitz World of Tanks Blitz

    "Sedentary gameplay with no physical activity involved."

  • Idle

    Game with the same Idle vibe

    -3

    "Requires focused attention during play; no background or idle gameplay."

    Capsule for Nocturnals Nocturnals

    "Requires focused attention; some players report frustration with bugs and camera but generally not idle or background play."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No close social interactions or relationship building; solitary gameplay."

    Capsule for Swordbreaker The Game Swordbreaker The Game

    "No close social interactions or relationship building; solitary gameplay."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements."

    Capsule for High On Life High On Life

    "No leadership or group management elements."

  • Progression

    Game with the same Progression vibe

    3

    "Unlocking costumes, collectibles, and upgrading weapons provide a sense of progression."

    Capsule for Disney Universe Disney Universe

    "Progression through weapon upgrades, collectibles, and unlocking new abilities and dresses."

  • Relaxation

    Game with the same Relaxation vibe

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    "Music and some gameplay moments provide relaxation, but challenge and frustration also present."

    Capsule for Defy Gravity Extended Defy Gravity Extended

    "Art and music provide atmospheric relaxation, but repetitive gameplay and technical issues can cause frustration."

  • Sensation

    Game with the same Sensation vibe

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    "Strong sensory stimulation through unique visuals, music, and atmospheric sound design."

    Capsule for Zelle Zelle

    "Strong sensory stimulation from unique visuals, music, and atmospheric design."

  • Status

    Game with the same Status vibe

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    "No social recognition or status systems present."

    Capsule for Resident Evil 7 Biohazard Resident Evil 7 Biohazard

    "No social recognition or status systems present."

  • Story

    Game with the same Story vibe

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    "Engaging narrative with character development and darker themes uncommon for its time."

    Capsule for FINAL FANTASY II FINAL FANTASY II

    "Engaging dark narrative with psychological themes and character development, though some find it less strong than original."

  • Strategy

    Game with the same Strategy vibe

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    "Combat and puzzle-solving require some planning and tactical thinking, though platforming is straightforward."

    Capsule for The Last Tinker™: City of Colors The Last Tinker™: City of Colors

    "Combat requires tactical use of weapons and enemy weaknesses, but platforming and puzzles are simple and repetitive."

  • Thrill

    Game with the same Thrill vibe

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    "Some suspense and tension in story and battles, but overall gameplay is controlled and predictable."

    Capsule for Reverse: 1999 Reverse: 1999

    "Some suspense and challenge in combat and story, but overall gameplay is predictable and can become monotonous."

  • Value

    Game with the same Value vibe

    3

    "Generally considered good value especially on sale, with substantial content and replayability."

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    "Generally considered good value especially on sale, with substantial content and replayability."

  • Violence

    Game with the same Violence vibe

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    "Combat involves intense melee and ranged attacks with blood and gore."

    Capsule for Nioh 2 – The Complete Edition Nioh 2 – The Complete Edition

    "Combat involves melee and ranged attacks with blood and gore consistent with dark themes."

  • Survival

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    "Combat requires avoiding damage and managing health, but no complex survival mechanics."

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    "Combat requires avoiding damage and managing health, but no complex survival mechanics."

Last update: 01/06/2026