In
The Alters you play as Jan Dolski, the sole survivor of a deep space
mining mission that’s gone disastrously wrong. Stranded on a
hostile planet full of dangerous anomalies and the unrelenting
approach of a sunrise that will incinerate everything in its path,
Jan must find a way to survive and escape – but he won’t be able
to do it alone.
Jan is going to need help and that’s where his ‘alters’ come in. Using
the quantum computing technology of a mobile mining base combined
with the special properties of the element ‘rapidium’, Jan can
create clones of himself – but not just clones. These ‘alters’
are tailored by the quantum computer (QC) to fulfil specific roles
that Jan cannot – a technician, a doctor or a scientist for
example.
By
analysing Jan’s life, the QC can create ‘branch’ life paths for
the clones, giving them the necessary skills. The alters are created
to be used like tools – not people. But they are people, and
they’re all Jan. Or rather, they’re like an alternative version
of Jan who made different choices in their life.
The
Alters is one of the most unique games I’ve played in a long time.
There’s a third person exploration aspect as you take Jan out onto
the planet’s surface to locate and harvest the various resources
you need, but also to investigate and overcome obstacles in your
path. The game is split into three main acts, each of which takes
place in a new location on the planet.
Each
location is visually distinct and more expansive (and challenging to
navigate) as you progress. Each also features new anomaly types to
contend with. You’ll have to research and develop new tools in
order to advance and escape the approaching sun. But everything you
do costs resources, so you’ll also need to locate resource nodes
and set up mining installations across each location and assign
either Jan or his alters to operate them.
But
when you return to your mobile base, the game switches tack to a base
building and people management sim. You’re given a 2D side
perspective of the base. This is where Jan and his alters live and
work. It’s their home and their refuge from the radiation and
anomalies on the surface and it’s also their only chance of escape.
As
you progress through the game you’ll be able to expand the base,
constructing new modules to gain access to new base functions –
some required to produce the tools or resources you need to survive
such as a workshop or a greenhouse – but others to improve the
lives and moods of your alters such as personal accommodation or
social spaces.
The alters are Jan, but they’re also not Jan and they don’t all
necessarily get along with each other or with Jan himself. They’ve
all ‘lived’ different lives and have different perspectives on
life and on how to approach the situation they all find themselves
in. And those are perspectives that Jan can learn from. Through his
alters he can see all the different ways his life could have gone –
for better or worse.
Expanding
the base takes resources. A bigger base requires more resources to
maintain. More alters require more food. The base management aspect
of The Alters is a balancing act of various priorities – figuring
out how to maximise your available resources, deciding what to
research, what to build or where to assign your alters. Because if
you can’t keep your base stable and operational and if you can’t
keep your alters happy then they will turn against you.
I
really love the story and character aspects of The Alters. It’s one
of those thought-provoking premises that – yes, it’s been done
before in other media – but it translates really well into a game
thanks to the ability to give the player a choice in not only what
kind of alters they want to create, but various choices throughout
the story as to how they all (or just Jan) can survive and escape.
I
don’t want to spoil any specific story aspects here because I think
it’s best going into The Alters without knowing too much about the
direction it takes but I can say I thoroughly enjoyed playing through
the story and I certainly want to do a second run with a different
selection of alters.
That
said, I can’t say that your choice of alters in terms of gameplay
progression really makes that much of a difference – you can build
an infirmary without a doctor, for example, but even if you have a
doctor alter, you’ll probably never need to ‘assign’ them to
the infirmary because there’s never any real need to do so.
I
do feel like they could have pushed the replay value more by making
each alter choice more impactful upon how you progress and expand
your base. The alters are all different in terms of personality and
they each have their own ‘story’ to work through – but
ultimately, you can assign them all to the same key roles
(maintenance, mining and crafting) regardless of their
specialisation.
I
also have to mention a bug I hit during Act 1 that made me ‘fail’
the game despite completing the goals of an assigned task. I had to
restart from scratch, losing 8 hours of play. That wasn’t super
fun, but I did race back to where I was in much better shape in half
the time. Once you understand all the systems of The Alters and how
they connect and interact, it becomes a lot easier to manage.
Overall,
The Alters is a very unique and original game that successfully
combines an engaging premise with a strong narrative, great
characters and a cool mix of third person exploration and base
management. It’s one of those games where you can honestly say
there’s nothing else quite like it and if you’re a fan of
thought-provoking sci-fi then I definitely recommend checking it out.
8/10