The Alters Review (PS5) – A Cult Of Personalities

Much like the branching paths our choices create in life, The Alters’ similar dilemma also yields an array of branching influences that comprise its DNA. Drawing from the basis of improvisational survival in Andy Weir’s The Martian, Interstellar’s plausible theoretical physics visualised for the big screen, and Mickey 7’s ethically challenging design of replicating a person, you get The Alters.

The spectrum of media The Alters pulls from isn’t just sci-fi-based, as the hodgepodge of familiar gameplay elements is also inspired. But despite so many touchstones I could recognise in my 18 hours of playtime, it’s like no other. In the game, to alter is to replicate protagonist Jan Dolski’s genetic material, but with an alternate timeline, creating a Jan with different memories and, more functionally, a different job role.

It creates friction amongst the crew of Jan’s, some wish they were never “born”, others thrive on the opportunity for a mission greater than themself, and you can be the leader you choose to be. The game is a narrative-driven survival meets management sim, with a focus on your choices leading to greater consequences.

There wasn’t a single moment I didn’t think I was going to end up like Arnie in Total Recall, space helmet compromised, eyes bulging from my face as I suffocate. So if that exact amount of pressure is your style, then prepare to have many versions of you trying not to crack under it.

Taking The Mickey (7)

After a space expedition crash-lands on a planet, sole survivor Jan Dolski is driven to get back to Earth. The planet is the home of Rapidium, an unexplored resource that has the potential to change the world. Despite its fruitful resources, it’s also extremely hostile. With the sun having the ability to scorch its surface, anomalies altering dimensions, alongside harmful levels of radiation and magnetic storms that will fry any and all equipment.

It’s a lot for Jan to take on alone, to say the least. Which is why he creates Alters using a Quantum Computer that can create a new life from his memories. Birthing an alternate Jan, who’s theoretically lived a completely different life, has different relationships back on Earth, different outlooks and morals. The only common ground besides being a mirror image is that they all end up on this mission in their own lives.

Here lies the tension and drama that 11 Bit Studios writes so perfectly, like in their previous games (This War of Mine, Frostpunk series). Feelings, ideologies, morals, they’re all in a neat spectrum of Jan’s Alters that only intensify the tension surrounding your mission. Also adding to the chaos are figures back home that want to sway you one way or another. Whether that’s how you lead your gaggle of Alters, or the politics and treatment of Rapidium.

11 Bit Studios has conjured a fascinating narrative that feels organic to your choices. There was never a moment when it felt algorithmic, steering me in a certain direction outside of the main plot beats. You bring your own knowledge and emotions to the table and deal with the ramifications from there.

Alter Ego

I tried to play the people-pleasing role, where I would say yes to everyone. This would pit opposing Alters against me, creating restlessness and rebellion against me as a leader. Alters were less productive, took longer breaks between tasks or even outright refused to talk to me. All of it hindering my progress to get off the hellscape of a planet. But what progress are they hindering? You might be asking. Well, there is a lot to go through.

First and foremost, you have your base of operations, which is also your voyager across the planet. This part reminded me the most of something like Fallout Shelter, where I’d have a side-on overview of my rooms, and I could place them where they would fit. Luckily, the game doesn’t penalise you by editing their location on your ship, so you’re free to tinker with what’s best. All of the rooms pertain to different functions: a research lab, workshop, kitchen, social rooms and dorms. Each serves a purpose that at least one Alter can work in there the most efficiently, for example, the scientist can only work in the lab. Additionally, the room and its surroundings bolster their morale.

These, of course, cost resources, and to accrue more is to go out in the big bad planet to find them. There are shallow reserves of Organic, Metal and Rapidium that are finite, but fast to harvest. However, sustaining a good resource income requires creating mining outposts. This plays closer to your third-person adventure games, which sees you firing at anomalies, scaling terrain, all whilst creating your income of resources. You can start to see how the building blocks of managing your Alters, your base, your resources, all come together in a deluge of inhospitable spinning plates.

A Butterfly Effect

To add another plate, The Alters is also dictated by a day and night cycle. Jan will get tired, making him less efficient. There’s also a self-inflicted curfew when going outside is impossible because the radiation is far worse at night. So I’m using my Persona-coded efficiency brain to envision a step-by-step plan for my next few days ahead. Which I think overall helped, as the game is very challenging in terms of its time-keeping and management sim elements.

As you progress, your cost of living increases, the outside becomes more formidable, and the drama of your crew heightens. I never felt settled in; whenever I found my footing, something came along to mess everything up. I thrived in it, though, and I think it’s the special element that The Alters brings to the table. You’ve played a version of what The Alters does in terms of gameplay, but its overlapping mechanics build a stressful framework that had me wanting to defy the odds.

It also helps that in spite of, and because of, the different types of gameplay, each of them plays seamlessly together. Switching between them is effortless, and they handle flawlessly. Not to mention the art direction is inspired, the music is very forlorn and synth-heavy like one of my favourite soundtracks, Citizen Sleeper and the many versions of Jan Dolski, played by Alex Jordan, are genuinely captivating.

The many subtle and not-so-subtle differences in Jordan’s performance as each Alter does so much for the game’s believability. It even boils down to how far back an Alter’s history is different; the younger a branching path was created, the more stark a contrast there’ll be.

Altered State

Overall, The Alters is a refreshing, challenging and thought-provoking survival game. When I wasn’t scrambling to build outposts before a nuclear storm, or staying up late to fix my Alters’ dormitory, so they won’t get hurt, I was faced with real questions of life’s choices. Dwelling in regret, wishing we took another path, who would we be if we did something else? The Alters explores that, not necessarily answering those questions, but at the very least contextualising how we should feel.

11 Bit Studios has once again created a deep, addictive gameplay loop that’s substantive of the game’s broader narrative in a way few releases can do. It also begs to be played multiple times through, with a daily save system that lets you make perma-saves on days you choose, as well as previously chosen text options being highlighted next time around. I don’t know how far the rabbit hole of alternate versions go, but I can’t wait to take that branching path.


The Alters is out now for PlayStation 5 (review platform), Xbox and PC via Steam.

Developers: 11 bit studios

Publisher: 11 bit studios

Disclaimer: In order to complete this review, we were provided with a promotional copy of the game. For our full review policy, please go here.

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9 10 0 1
Taking design cues from a whole spectrum of sci-fi games, The Alters has crafted a wholly unique and engaging survival management adventure. With a thought provoking narrative and an addictive gameplay loop, I couldn't help but be lost in space, just like Jan.
Taking design cues from a whole spectrum of sci-fi games, The Alters has crafted a wholly unique and engaging survival management adventure. With a thought provoking narrative and an addictive gameplay loop, I couldn't help but be lost in space, just like Jan.
9/10
Total Score

Joshua Thompson

Probably talking about survival horrors or playing something indie. News, Reviews and Features for Finger Guns and a contributing writer for Debug Magazine.

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