Game-Plateaus
Predating and founding the ground upon which all subsequent material such as this is produced, is the nature of the text as shown in the novels by Carroll. Alice travels through Wonderland, making the text chronologically by going to sovereign plateaus of Wonderland, wherein she encounters the games which form the text of the two novels. Each chapter of the text is Alice encountering a new character, where she observes this character’s scene, where Alice’s presence acts as a camera, producing a scene and thus the text, from an observation of the character acting out. The character acting out in this limited time allows for a presentation in temporal space of the atemporal root of the text, the game-logic which each scene operates on. Each chapter of the novel is a portrayal of a game and its rules, with the novel only having order by Alice’s random and unimportant order of movement between the various plateaus of games. It is with this influence that Alice marks one of the first in a textual structure (or rather, reading structure of any text if sufficiently warped points of view are taken for more rigidly structured works) which can be seen textually in A Thousand Plateaus and now, in nearly every video game. On each level of a game is “world building” to create the narrative text - a non-linear or semi-linear collection of information encoded in the surrounding level, details, music, art, etc, and the player then moves through this text with an order of their own free will, restricted only by time itself (through the way time is constructed through the rules of transmission, the game’s mechanics) determining the order in which the rulesets are encountered/read. It is therefore important to mention that Madness Returns is rooted in Alice not only because it has direct reference to the Alice canon, but because as a video game, it traces its structural genealogy back to the Alice novels.
Hatter’s Domain
The Hatter, from his brick fortress, seen floating in ruins outside the tea factory, is obsessed with customs and rules of an old, antiquated way of power. His concern is with the aristocratic manners and etiquettes and upholding these traditional powers. He is drowned in the end when he attempts to save those which have destroyed him - the inhuman machines of industry, turning tea from a complex game of manners and ritual into a brutal machinery where the very body parts which once made up the old order are now acting as mere components of the machines. These machines however did not come from nothing, but as an evolution. The clockwork existed in minimal form already, the train tracks were laid before by the Mock Turtle’s Looking Glass Line, to allow for the Infernal Train to run rampant and the tea factory to grow monstrous. In the end, when Alice allows all to drown, she completes the arc she made by sinking into this world through the skyline of industrial London, washing up in the underside of the city, the water and the wharf. Here, she moves through the progress of industry and its destroying power, seeing Wonderland give way to the tea factory through the level. By the end of the level, she has been reinitiated into not only Wonderland and its ways and methods of travel, but has witnessed firsthand the destruction that may come to it by the inhuman forces threatening it. In her travels through the city (from top to bottom) she has as well fully grasped the direness of her political situation and when she emerges from the water, is fully committed at least in recognition of the evil posed by the order surrounding her, embodied in Dr. Bumby.
Deluded Depths
Preserved in death, there is a museum of ice which is fought through before Alice enters the theater, where two movements take place as one, in the artistic and the carnival. In the artistic, the theater is the resistance of Eros against Entropy, movement against stagnation. All things under the ocean are slowly moving towards the same fate as those imprisoned in the arctic ice above, though deep under the ocean it occurs through rust and barnacles and rot as opposed to cold and freezing. Alice awakens the artistic in all these things and rescues them from immobility, entropy and decay - the octopus wrested from his impulses to drink to nothing, the sleeping clams awoken, the pipes freed from their corruption blocking their musical ability. It is only through the impulse of creation can there be any resistance to the entropy so hastened by the deep ocean conditions. In the movement of the carnival however are the figures of the Carpenter and the Walrus, where Death comes not as Entropy but as Thanatos in the Totentanz (Dance of Death). The Walrus proclaims “sword and crown are worthless here” as he ushers in the carnival (as in Bakhtin) of equalization, at least as it appears after the carnival’s purpose and context has long gone. Civilization, having lapsed into an eternal carnival since the French Revolution or its various child-movements to spread the eternal state of carnival that revolutionary spirit ushers in. The carnival’s function is as support and reassurance of the current hierarchy, just as before, but now its power is not as a pressure valve but as continual refreshment of the revolutionary ideology. Natural ideologies must be continually beaten down, equalized and re-equalized in the Totentanz, with the celebration of death reducing all to mere resource - food - stripping away the counter-revolutionary spirit they had in pursuing the artistic.
Oriental Grove
Alice descends first through the ruined home of the lawyer, known for his collection of foreign artifacts, then from the ruins of the Vale of Tears. She finds in this world a foreign yet familiar mimicry of the Vale, a lush world obsessed with tea, and filled with miscellaneous objects and things scattered about. It is in here that she constructs a narrative for herself, to reclaim her own self-assurance. This copy of the Vale, in its oriental difference from her familiar, is a space where she constructs for herself a myth of saving the grasshoppers from the wasp tyranny, in tandem with her own ascent up the mountain to caterpillar. It is only through creating this imaginary mini-world and then descending into it, going through a miniature, self-contained myth cycle, can she reclaim herself. The nature of myth is that of a cycle, a process, which can be entered and created again and again should it be needed. A myth emerges as the theogenesis for a posthuman entity such as a nation or peoples or land, creation and establishment, laying out not only the constitution of the entity, but the outer bounds, rules, ends, limits, etc, of it. Alice, in ascending the mountain, has deliberately made herself go through a myth-arc, making for herself a struggle which reforges her into something capable of reclaiming Wonderland and thus herself, as evidenced by this world’s memories focusing intently on violence and the fire, as she removes the veils she once had and descends directly into confronting the memories of that night, preparing her to find the final knowledge and then ascend to the final defeat of Bumby and the train.
Queensland
When Alice defeated the Queen in the previous game it was, as is said again in this game, not a true destruction as that would mean destruction of her own self. The Red Queen is for Alice, a manifestation of her Madness as Madness means to Alice, not to those around her, who classify Madness as the entirety of Wonderland. The Queen is a part of Wonderland and thus Alice herself, and only through Alice is this specifically identified as “Madness” while recognizing Alice and Wonderland as being worthy of a continued existence. The Red Queen as a flowing out of organs and gore, anatomical horror spreading across Wonderland and colonizing it, a wave of blood tellingly ushered in by the event of Alice attacking another inmate and herself immediately preceding the events of the first game. Just the same, when the Infernal Train tears through Wonderland, its symptoms show up through it (red versions of the usual enemies) but the Red Queen herself is as much a victim of its destruction as Alice. The Red Queen is not a cause herself, but a representation of symptoms, of pain and violence abstracted to a cancerous outgrowing of the physical body, an “other” enemy which causes pain in the abstract sense, hence the Queen’s association with both one side of a chessboard and the playing cards - the other player in the games. When Alice is threatened with slipping into madness, what she is threatened with is a removal of Alice herself. The Red Queen herself states that she will remain when Alice and Wonderland are destroyed, because of the nature of madness, as it is presented to Alice. In the policing eyes of psychiatry, all production is madness, energy not plugged into economic machines while in Alice’s eyes, madness is not a positive but negative end, of the self being annihilated until all that’s left is an unconscious existence of random chaotic pain, such as that of a comatose individual. In the figure of the Red Queen, Alice subverts the equations of her captors and asserts her own freedom in choosing the directions of her libidinal energies, into the creation and movement through of Wonderland, as opposed to either being totally reformed or reduced into a practically dead prisoner.
The Dollhouse & Infernal Train
While Bumby’s evil was sexual, it was never a sexuality of his own which was predatory. In the final fight, Bumby/Dollmaker’s appearance is through sexual violence, the long serpentine tongue, the oversized teasing hands, the corrupting ooze, but never violence which is committed for his own pleasure. Bumby’s evil is an evil beyond the traditional definition of “evil” as simply a person committing actions of immoral character, a quality he does possess, but which is only given further definition by forces beyond the character of any individual free will. Bumby’s traditional crime was that of murdering Lizzie, and it was through the path of pursuing traditional evil that Alice is able to annihilate him, but his truest crime was in simply existing. Bumby’s action, brainwashing and then prostituting children, was not an act of malice or sadism, but of economic production, as he puts it, “fulfilling appetites”. When Alice fought Bumby, though she fought him with the tools and narratives of the malicious evil of his murder of her sister, she did something far larger than herself, excising a cancerous growth beyond common control. Bumby’s actions were taken in no name, for no reason, simply a product of the market, which would have been fulfilled by anyone. His evil was irredeemable, for the reason that it was beyond evil, it was an evil which is committed out of amorality, not immorality. It was only through reclaiming herself, her own productive power to determine morality, by submitting his amoral and rational actions under an anti-rational moral discourse that she constructed slowly as she rescued her Wonderland from psychiatry’s annihilating instincts, that she was able to be free from his corrupting power and to reassert herself as independent, fully constituted and safe.
Victims and Revolution
Surrounding Alice on all sides are fellow victims, perpetuating and suffering through the same machinations which Alice fights against. Alice’s uniqueness amongst them, the only one to attain any true freedom at all, is to achieve her freedom through her isolation and supposed-madness. Alice’s reconstruction of herself and resulting alienation of herself to an entirely internal existence is an act of rebellion against a system of oppression which has subsumed any traces of face and simply become omnipresent, an inhuman monstrosity as impersonal as the natural world. Alice strikes against it by making it into a narrative of her own and by making her own self productive and generative. It is this call to revolution, against the Enlightenment’s abominations, a call to arms for delusion and imagination, that Alice strikes up when she exits the train station to Wonderland.