Like I said before, American McGee's Alice isn't meant for everyone. Alice can wield Vorpal Blades, explosive Jackbombs, and even the freezingly cold Icewand. Some interesting animation sequences include Alice slicing guards in half, with blood spurting all over the place; Using the Icewand to freeze them in place; And simply blowing them away with explosive Jackbombs. One unique weapon I would like to point out is the Demon Dice. Every time you collect more Demon Dices, the demons within will evolve, transforming into even more and more horrifying and deadly playmates for your enemies. Simply roll the dice to create a portal into hell for your hellish friends to crawl out of. However, all weapons in the game share the same ammo, which is powered by will, regenerated by meta-essence, the life-force of Wonderland. Meta-essence also acts as health packs for Alice, otherwise known as Alice's Sanity. Sanity packs are found after slaughtering your enemies, so use these resources wisely, for the baddies can be pretty tough and powerful.
Also, along the way you'll need to perform many sub-quests to continue down on your path of vengeance. On one occasion, Alice has to retrieve the Turtle-cow's shell from the Duchess, who is now coincidently a flesh-eater. She also uses explosive pepper to do battle. After you "force" the Duchess to give up the shell, the turtle-cow will lead you to caterpillar, now an anonymous and cowardly hermit. Something new to the genre now is an enemy's ability to take a bite out of Alice, and then toss her away. I learnt this the hard way when an enemy ant soldier bit me and threw me off a cliff. Rough day, eh?
My favorite chapter in Alice is the Pale Realm, in Looking Glass Land. The gameplay there is unique, since it's staged in the White King's castle. To get to him, you'll have to fight in both the conventional style, as well as acting as a chess piece to get through various obstacles. The gameplay for Alice isn't that far off from being perfect. However, it is held back by one flaw, which is the inclusion of one-too-many of the ubiquitous jumping puzzles. If I wanted jumping puzzles, I would have broken out the old Super Nintendo and played Mario.