Beautiful artworks, mostly unused in the game—it's great to see the diverse ideas that went into their creation and the different directions the game's creators explored. There are also artist commentaries, notes and descriptions (about the art, ideas and development process), making the whole thing both beautiful and informative. After reading it, you'll have a general idea of the plot, world, and characters, which is rare for artbooks, so I appreciate it all the more for that.
It's also rather creepy - there were some wild and unhinged ideas early on in development, but I love the style and ambience, it's truly unique. "I gave Sun GuoLiang a bunch of English terms to Google in order to find reference for this task. I didn’t have the stomach to check the references myself." and "Our artists are all nice, pleasant people, so we really had to push them to explore their dark sides for this game. This image [Alice killing a princess who gives birth to monster babies, yeah] is the result of me telling Sonny to go darker, darker, darker. Maybe we went too far." - looking at some of Sun GuoLiang artworks - yeah, they might've gone too far, hahaha. But his art sure is incredible.
I especially loved the concept arts of the gray and austere Victorian London, the weapon posters (I'm quite sad the Hysteria glass weapons didn't make it into the game), the colorful Oriental Domain (the Wasp Warriors are awesome), the fleshy Queensland (it's easy to tell they were inspired by Zdzisław Beksiński), and finally, the sterile Asylum.
The Dollhouse was creepy af - "The insane kids live in the dollhouse, as they did in the first Alice. We wanted them to be crazier this time, so I took references from some cerebral-surgery books", bruh. The Meatbaby is stuck in my head now.
The farher you read, the more graphic it becomes.
I wonder what this game would look like today (or the sequel, Alice: Asylum, which unfortunately will never be made and ended in the concept phase due to EA and their clinging to the franchise license and unwillingness to collaborate on creating a new game... well, shit happens, but I'm still salty about it), without the technical limitations that once prevented them from implementing many of their ideas in the game and forced them to abandon them. It's a solid artbook, one of the best.