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NOTE: These are not final and may not apply to Alice: Asylum. This is only for reference.


Alice 2 combat is seen as a more tactical and slightly slower-paced experience. To support this, combat will mainly be performed through the use of a lock-on camera system. The game will also include an upgrade system for weapons. All the elements described below are only available in Wonderland.

Camera and Controls

When Player encounters an enemy, he can engage in combat in two ways:

Combat Without Lock-On:

  • In this instance, Player retains full control of the camera through the Left Stick. The controls are:
    • Left Stick - character movement
    • Right Stick - camera movement
    • Left Trigger - hold to turn on lock-on, release to turn off lock-on
    • X - Vorpal Blade – performs a 1-hit forward dashing slash
    • Y - Hobby Horse – performs a 1-hit attack
    • Right Trigger - Pepper Grinder – equips pepper grinder and fires a shot.
    • IRight Button -Teapot Cannon (Grenade) – equips Teapot Cannon and fires a shot.
    • A - jump

When Player presses either of the melee weapons (Vorpal Blade or Hobby Horse) multiple times, he will perform a combo. The number of hits that he can string is dependent on the level of the weapon he is carrying. This is described in more detail in the Weapon page.

If the player fires a weapon (Pepper Grinder or Teapot Cannon) while not locked, the currently equipped weapon will appear onscreen, along with a count of how much ammunition is remaining. This will fade out once the player stops firing.

When standing on the ground, Player is allowed to do the following actions related to combat:

  • Press any of the attack buttons (X, Y, Right Trigger, Right Button) to attack (melee or range) towards the

direction Alice is facing.

  • Jump and move Alice in any direction
  • Initiate lock-on

While in the air Alice will not be able to perform ranged or melee attacks.

When using a platforming volume, Player is allowed to do the following actions related to combat:

  • Move Alice in the allowable directions of the volume
  • Use any of the available weapons.

Combat With Lock-On:

Before engaging an enemy in combat, the player can first lock-on. Only enemies within weapon range can be locked-on to. The controls are:

  • LS - strafe
  • RS - switch lock target
  • LT (tap or hold) - lock
  • A (tap or hold) + LS - dodge
  • B (tap or hold) - block
  • X (tap) - 5 hit light melee combo
  • X (hold) - Alice Clone spawned
  • Y (tap) - 4 hit heavy melee combo
  • Y (hold) - charges heavy melee hit in combo.
    • Charged hit enlarges horse's head which produce more damage.
  • RT (tap) - fires 3 homing pepper projectiles sequentially.
  • RT (hold) - fires 1 charged homing pepper projectile.
    • The longer Player holds RT, the higher the projectile's level.
  • RB (tap) - fires cannon projectile in an arc
  • RB (hold) - fires cannon projectile with a larger splash.
    • The longer Player holds RT, the higher the projectile's level/splash area.

To lock-on, the player must orient the camera to face the desired target enemy, and then hold the Left-Trigger.

The nearest enemy to the centre of camera and to the player will be the subject of the lock-on command. When an enemy is off camera or not visible it cannot be targeted for lock-on.

As long as the trigger is pressed and the player/enemy maintains weapon lock-on range, the lock-on will continue.

Switching Lock-On Mode Target

The player can switch between available lock on targets by flicking the Right Analog stick in the direction of the desired target. If the targeted enemy is defeated, lock-on will switch to next available target within range.

If the targeted enemy is defeated, lock-on will switch to next available target within range.

Lock-On Mode Camera Behavior

During lock-on, the targeted enemy will become the camera focal point. The camera will move closer to the player, and settings such as XYZ offset, field of view, eye height etc will be altered.

As much as possible, the camera should always maintain a clear view of the enemy and the space between enemy and the player.

A depth of field effect should be applied so that the area beyond the combat becomes blurred. The aim of this is to simulate the camera focusing upon the combat “zone”. Our current dynamic depth of field functionality should be used to achieve this if possible.

The camera should have a variable amount of horizontal and vertical movement “noise” built in, to simulate a more dynamic “hand-held” camera style. It would appear as if the camera is “floating”, never remaining perfectly still.

All camera movements should be subject to variable delay/lag, similar to the recently implemented director camera functionality.

Lock-On Mode Player Controls/Actions

Available actions, movement speed and related animations will differ when Lock-On mode is active. While in Lock-On Mode, the following applies:

  • Lateral movement will result circle-strafe movement around the targeted enemy. That is, the player will

move to the side whilst still facing the target. The arc of movement during circle strafe should allow the player to intersect the edge of lock on range.

  • The player is free to move nearer (forward) or away from (backward) the targeted enemy.
  • The player cannot move outside of weapon Lock-On range. If they reach the boundary of Lock-On range

they will be not be able to move back any further. They can still circle strafe the targeted enemy when at maximum range. This allows the player to easily engage the enemy whilst maintaining maximum range.

  • Jump commands combined with movement on the Left Stick become a dodge roll movement.

Some consideration must exist for the function of special volumes during combat, such as ledge grab and climbing. The player cannot interact with these volumes in the same way when Lock-On is engaged. We should be certain that special volumes do not cause problems with combat/Lock-On.

Lock-On with No Enemy Present

When no enemies are present or within Lock-On range the player can still trigger lock-on mode by pressing the left trigger. Camera settings for this "No Enemy Lock-On" should be different than regular combat Lock-On. Camera distance and other settings will be the same as when locked on to an enemy, except that there should be no depth of field effect. Rather than focusing on an enemy Alice will be facing in the direction the camera was pointing when lock-on was triggered.

Controls will be the same as combat, except for circle strafe. As there is no target to strafe around, the player will strafe only laterally in direction of movement.


When locked - regardless of whether there is a target or not - the currently equipped weapon will appear onscreen, along with a count of how much ammunition is remaining. This will disappear once player releases the lock.

Combat With or Without Lock-On

Knockback - An ability on Alice or her weapon to move a NPC from its original position through an (damaging or non-damaging) attack. The NPC may or may not play a knockback animation while doing so (e.g. Shielded NPCs will get knocked back but still be in the shielded stance when hit). This also applies on Alice.

Open Up - Knocking back an NPC and making it play its knocked back animation which "opens" it from its shielded stance. There are various situations where an enemy can open up:

  • Enemy lowers his shield by himself
  • Alice uses a heavy weapon (Hammer and Cannon) on enemy
  • Alice rolls into an enemy
  • Alice sprints or sprint dashes into an enemy
  • Alice uses an upgraded Vorpal Blade

Gating Combat

Combat within Alice II will occur within gated sections of the area. Gating combat will force the user to engage in combat instead of running away from hostile NPCs. When Alice enters a particular combat area gates will appear at all entrance and exit points.


When Alice enters the combat area gates will appear at all entrance and exit points. Arrival to the combat area, as well as when the gate is removed a quick cinematic will play.

A quick camera cut to the gate appearing, and disappearing; where sound, art, and particle treatments that relate to her emotions will be required.

Gates will have distinct looks depending on what kind of barrier and what is earned from the barrier.

If Alice runs into the gate, or hits it with her melee weapon she will play a bounce back animation and she will play a sound.

Gates will be themed per area.