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The Alters brings Kojima-esque weirdness to a tale of sci-fi survival

The Alters brings Kojima-esque weirdness to a tale of sci-fi survival

The Verge2 days ago

Rolling across rugged alien wilds, your circular base in The Alters offers a twinkling haven from the whipping winds and nauseating radiation. At least, that's how it feels for the first few hours. Gradually, as the in-game days stack up, my view of the vessel changes: protagonist Jan Dolski seems to be stuck on what is essentially a very expensive, very large hamster wheel, eking out an existence within modular rooms that look a lot like shipping containers. For the corporation funding this venture, Ally Corp (pah!), Jan and his crewmates are just like the resources they're seeking to extract: commodities.
The hamster wheel stylings of your ship evoke the visual storytelling of filmmaker Bong Joon-ho: the speeding train in Snowpiercer, or the repetitive clone deaths of Mickey 17, each distilling class and the flow of capital into raw images. This should tell you something about how ambitious and frequently weird this sci-fi game is. In part, The Alters is a base-building survival experience of the kind that developer 11 Bit Studios received plaudits for with the Frostpunk series.
But there's a wrinkle: in The Alters, you're directing Jan about the ship, getting him to interact with menus rather than seeing everything from the omniscient top-down perspective. Beyond your base walls, the game snaps into a third-person action-exploration mode as you comb the ravishing extraterrestrial planet for resources, and maybe even the key to life itself.
Twenty minutes in, the game evokes another modern great, Hideo Kojima, when you build the most important — and weirdest — room in the whole game: the Womb. Using a shimmering, highly volatile substance called Rapidium, Jan, the sole surviving member of the original crew, is able to replicate himself thanks to a scientific breakthrough involving the multiple universes theory. It sounds heady but is straightforward enough in practice: Jan punches the 'alter' that he wants to create into a quantum computer and out pops an all-new, yet strangely familiar, assembly of flesh and bones. There is Jan Botanist, Jan Miner, Jan Doctor, and more. Each represents a fork in the space-time continuum of the original Jan's life. Conveniently, each is also suited to a particular task on the massive rotating mining vessel.
The game quickly settles into the min-maxing groove typical of survival games. Such are the demands of the economy on default difficulty, it feels as if you need to optimize every single second of the game's 24-hour day-and-night cycle. Jan Botanist gets to work making veggies in the garden, then rustles up nourishing meals in the kitchen. Jan Refiner processes the raw materials; Jan Scientist researches new technologies in his lab. The day's labor consumes your attention with its pleasing machinic rhythm. Outside, 11 Bit flexes its art chops with considerable verve. Gnarled, tree-like rock formations curl across the arid terrain; matter swirls within shimmering physics-defying anomalies; a vast cosmic sea churns menacingly.
Everything is running smoothly until — oh no! — it's not. The crew are peeved, overworked, and understandably terrified. So you build a gym, social room, and, in true corpo-hell style, a contemplation room. Get the exercise endorphins flowing, kick back and watch a movie (which are live-action shorts by comedy sketch duo Chris & Jack), or play a few rounds of beer pong. Your crew's anxiety fades; their designs on rebellion dissipate.
Fittingly, for a game that can be read as an exploration of dissociative identity disorder, The Alters has its own split personality: the actual work of maintaining your base and the interactions that emerge between your crew. The former can become rote; the latter provide moments of spontaneous drama. One touching early-game scene involves the death of a sheep, the initial test subject for the Womb. Your crew are gutted; they decide to hold a wake honoring the doe-eyed Molly. She was a friend, after all. Despite the psychedelic strangeness of their creation, this oddball assortment of Jans are still human, possessing an innate desire for ritual.
Elsewhere, the script doesn't quite sparkle. Original Jan asks his alters the same set of control questions each time they emerge from the Womb, moving through clockwork beats of dismay and outrage as the new arrivals grapple with the baffling nature of their existence. Indeed, as the hours accrue, the conversations naturally take on a kind of eerie, echoey feel, such is the way that Jan is, in essence, talking to himself. The result is a kind of maddeningly claustrophobic nightmare — and perhaps not wholly in the way 11 Bit necessarily intended.
There are exciting, sometimes downright devious decisions to make, like choosing between the unscrupulous company you work for or an unhinged scientist to solve a deadly health issue (goodness knows how long I umm ed and ahh ed on that one). Beyond such big, plot-altering choices, you'll spend most of your time agonizing over actions befitting your role as the ship's de facto boss. Are you getting in extra gym equipment solely because it will brighten Refiner Jan's day or because it will make him fitter, happier, and more productive?
11 Bit has long explored questions of labor, notably in its Frostpunk games, but the zoomed-in, up-close-and-personal perspective of The Alters successfully reframes them — and in timely fashion. Recent years have shown starkly how most real-world corporations (including those that make and publish video games) feel about their workers: i.e., as an inherently disposable resource, especially when firing them presents an opportunity to swell profits.
In outer space, this disposability becomes existential. Original Jan, and all the other Jans, feel the supercharged, life-and-death stakes of their precarious predicament. Not all of them will make it, spending their final moments toiling under the yoke of corporate labor. They are reduced and then, in turn, extinguished — their bodies considered little more than grist for the cosmic mill.

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The Alters brings Kojima-esque weirdness to a tale of sci-fi survival
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The Alters brings Kojima-esque weirdness to a tale of sci-fi survival

Rolling across rugged alien wilds, your circular base in The Alters offers a twinkling haven from the whipping winds and nauseating radiation. At least, that's how it feels for the first few hours. Gradually, as the in-game days stack up, my view of the vessel changes: protagonist Jan Dolski seems to be stuck on what is essentially a very expensive, very large hamster wheel, eking out an existence within modular rooms that look a lot like shipping containers. For the corporation funding this venture, Ally Corp (pah!), Jan and his crewmates are just like the resources they're seeking to extract: commodities. The hamster wheel stylings of your ship evoke the visual storytelling of filmmaker Bong Joon-ho: the speeding train in Snowpiercer, or the repetitive clone deaths of Mickey 17, each distilling class and the flow of capital into raw images. This should tell you something about how ambitious and frequently weird this sci-fi game is. In part, The Alters is a base-building survival experience of the kind that developer 11 Bit Studios received plaudits for with the Frostpunk series. But there's a wrinkle: in The Alters, you're directing Jan about the ship, getting him to interact with menus rather than seeing everything from the omniscient top-down perspective. Beyond your base walls, the game snaps into a third-person action-exploration mode as you comb the ravishing extraterrestrial planet for resources, and maybe even the key to life itself. Twenty minutes in, the game evokes another modern great, Hideo Kojima, when you build the most important — and weirdest — room in the whole game: the Womb. Using a shimmering, highly volatile substance called Rapidium, Jan, the sole surviving member of the original crew, is able to replicate himself thanks to a scientific breakthrough involving the multiple universes theory. 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Outside, 11 Bit flexes its art chops with considerable verve. Gnarled, tree-like rock formations curl across the arid terrain; matter swirls within shimmering physics-defying anomalies; a vast cosmic sea churns menacingly. Everything is running smoothly until — oh no! — it's not. The crew are peeved, overworked, and understandably terrified. So you build a gym, social room, and, in true corpo-hell style, a contemplation room. Get the exercise endorphins flowing, kick back and watch a movie (which are live-action shorts by comedy sketch duo Chris & Jack), or play a few rounds of beer pong. Your crew's anxiety fades; their designs on rebellion dissipate. Fittingly, for a game that can be read as an exploration of dissociative identity disorder, The Alters has its own split personality: the actual work of maintaining your base and the interactions that emerge between your crew. The former can become rote; the latter provide moments of spontaneous drama. One touching early-game scene involves the death of a sheep, the initial test subject for the Womb. Your crew are gutted; they decide to hold a wake honoring the doe-eyed Molly. She was a friend, after all. Despite the psychedelic strangeness of their creation, this oddball assortment of Jans are still human, possessing an innate desire for ritual. Elsewhere, the script doesn't quite sparkle. Original Jan asks his alters the same set of control questions each time they emerge from the Womb, moving through clockwork beats of dismay and outrage as the new arrivals grapple with the baffling nature of their existence. Indeed, as the hours accrue, the conversations naturally take on a kind of eerie, echoey feel, such is the way that Jan is, in essence, talking to himself. The result is a kind of maddeningly claustrophobic nightmare — and perhaps not wholly in the way 11 Bit necessarily intended. 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In outer space, this disposability becomes existential. Original Jan, and all the other Jans, feel the supercharged, life-and-death stakes of their precarious predicament. Not all of them will make it, spending their final moments toiling under the yoke of corporate labor. They are reduced and then, in turn, extinguished — their bodies considered little more than grist for the cosmic mill.

The Alters review: philosophical sci-fi carries this fascinating survival game
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With no way to survive on his own, and his corporate overlords not wanting to pass up the opportunity to extract this valuable resource, he uses it to create Alters: clones with memories from alternate life paths the original Jan didn't take. The Aters isn't afraid to do more than scratch the surface … Jan's entire life can be viewed on the ship's quantum computer to see all the key moments in his life where there would be potential branches. The first Alter, Jan Technician, is the result of a life in which he didn't go to college and stayed home to care for his mother. As soon as an Alter is created, that branch is fleshed out with a full timeline of their lives leading up to them joining the Dolly Project. That detail isn't just background flavor, either. Despite the utilitarian names for each Alter based on their profession, each Jan has a nuanced personality that you can see hints of in the original Jan that make it all the more believable that he could have been them in another reality. Bonding with each clone is where The Alters shines brightest. Each Jan will respond differently to events and how you speak to them, as well as clash with the others in natural ways. Each handles the stress and world in believable ways for the unbelievable situation they find themselves in. A Jan Alter who never got divorced will struggle with the fact that his wife never really existed, and feels jealous that he has to share some of his memories with her. Another who lost his arm grapples with a kind of reverse phantom pain when he suddenly has a new one. What's most interesting is seeing what aspects of each Jan, either shared or branching, bring them closer or create friction. It felt incredibly heartfelt seeing the moments this crew of ragtag clones found common ground, but equally compelling to see how one could hate who another became based on a single divergent choice. The Aters isn't afraid to do more than scratch the surface with all the ripe philosophical questions such a premise can elicit. Whenever an Alter wanted to speak, I would drop whatever I was working on to see what they had to say because I knew it would explore a new angle on the concept that would give me something to chew on hours after I stopped playing. There are a few other non-Jan characters you speak to over the radio that provide some interesting long-term narrative hooks, but the main attraction is seeing how one key choice in a person's life can lead to a completely different outlook. Then, taking those outlooks, putting them in a box in a perilous situation, and seeing whether or not they can survive. I have to give special praise to Alex Jordan, who rides the perfect line of giving each Jan a distinct voice while clearly being the same person. There's even a musical number that is easily the highlight of the game thanks to his performance. Race the sun As a survival game, The Alters has all the familiar trappings of the genre. You need to collect resources, build infrastructure, craft tools and equipment, and upgrade your base. A twist I appreciate here is that The Alters is broken up into acts that change up the location every few hours. Because the sun is so intensely radioactive, you can only spend so long in a given location before needing to move your base to stay out of its rays. This means I wasn't building up a settlement for long-term sustainability, but more of a makeshift situation. That removed a lot of the stress I normally feel to perfectly optimize things in survival crafting games. Instead, the goal is to find the things I need, collect them as quickly as I can, and get out. What it couldn't do was hide the fact that each location had a 'solution,' since resources only appear in set spots, and you can only place your mining platform in one determined spot within that zone. Of course, each zone presents a macro issue that needs to be overcome on top of the spinning plates of your Alter's needs, spending resources on the base, and time management. The further into the game I got, the more plates I had to let fall as time and resources became more limited and the demands only got steeper. At first, you will simply need to keep up with food production, but each new stage of the game adds another weight, like radiation storms, base malfunctions, and injuries. Every task can either be done yourself or assigned to one of your Alters. Some Alters are naturally more skilled at some jobs, such as the Miner being more efficient at mining, but no clone is precluded from doing any task, with the exception of research being exclusive to the scientist. Despite a few handy features like setting minimum amounts of things you want in storage, such as food, radiation filters, and repair kits, there's a lot of micromanagement to be done — and intentionally so. I had to start thinking like a manager over my crew of Jans for what I wanted to delegate and what tasks I would handle. By the third area, the formula does wear a bit thin. The major stressor is the base itself. Built within a giant wheel, adding, moving, and removing compartments from your base is a regular occurrence. It is reminiscent of how Resident Evil 4 and its attaché case works, but with a few more restrictions. It feels intentionally designed to force hard choices on the player, especially when you suddenly have to add a bulky room in order to progress and have to decide between ditching storage space or your crew's social room. This all may sound overwhelming, but The Alters doles out each new wrinkle at just the right pace where I felt like I had almost gotten a grip on everything, only for something new to come in and keep me off balance. It kept me in lockstep with Jan feeling right on the verge of disaster from every angle and just barely managing to hold things together. By the third area, the formula does wear a bit thin. Besides getting more efficient ways to collect resources, you will essentially be doing the same routine of exploring a small zone, uncovering deposits to build mining platforms on, and working to overcome whatever roadblock you've hit while keeping your crew as happy and healthy as possible. It serves its purpose of contributing to the pressure-cooker of a situation where I never had enough time, resources, or space to satisfy everyone, but did start to feel like a chore by the end to keep starting from scratch. There were times I wished The Alters was a pure adventure game without any of the survival elements, but that friction is what makes it work. While the interpersonal relationships and conflicts between the Jans are the heart of the experience for me, and what I can wholeheartedly recommend, I came to appreciate the basic survival loop as a way to add more agency to all the choices I made. Like all the best sci-fi stories, The Alters will leave you with plenty of philosophical questions to chew on. The Alters was tested on PS5.

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