The Alters takes video game imagination to a new level by seamlessly blending creative ideas and game mechanics. Developed by the creators of Frostpunk and This War of Mine, this game highlights life-changing moments as players navigate their Alters (characters from another universe) who are stranded on a distant planet after a crash landing. With the objective of surviving, players must skillfully manage their alters' personalities, explore the planet's surface, and reach safety within ten days before the sun destroys everything.
Recently, Game Rant had the privilege of attending a preview of The Alters, led by designers Rafal Wlosek and Marcin Lazowski. This sneak peek provided insight into the game's core features, including base-building mechanics, social interactions with alters, and exploration. The demonstration revealed the intricate interconnection between each mechanic, creating a truly immersive experience.
In The Alters, players assume the role of Jan Dolski, a survivor of a crash landing on an alien planet. Jan's objective was to locate and retrieve Rapidium, a scarce resource that expedites the growth of various commodities like food. To endure the impending sunrise, Jan devises different versions of himself, known as alters, to aid in resource management and transportation of the spaceship, among other tasks. Throughout the game, Jan is compelled to confront and interact with these alternate versions of himself, each with their own distinct choices and outcomes, sometimes superior and sometimes inferior. The story revolves around these alters, offering a remarkable feature whereby it is impossible to encounter all of them in a single playthrough, intensifying the game's replayability.
Each Alter originates from Jan's Tree of Life, showcasing a range of pivotal choices that can manifest in distinct alters. According to the developers, each of these decisive moments was intentionally crafted to be relatable, mirroring the ordinary experiences of the common man. You won't find scenarios like defusing a bomb; instead, the alters are influenced by whether someone stayed in their hometown, pursued a specific job or opportunity, entered into marriage, remained together or opted for divorce, and other similar situations. Moreover, these alters are designed to spark intriguing interactions amongst one another. For instance, Jan's Miner alter stands in stark contrast to his Scientist alter. Additionally, the time constraint of the sunrise prevents players from pursuing all the alters, compelling them to prioritize the ones they perceive as beneficial or captivating.
During our preview session, we witnessed several instances where players actively altered their characters. Although not thoroughly explained, players utilize resources like Rapidium to manifest a physical body and mind from the Tree of Life, effectively bringing them into the current timeline. This resulted in intriguing situations, such as Jan Miner, who was missing an arm in his original timeline. The process of providing him with a new body and arm created a phenomenon known as phantom pain, which fueled his addiction to painkillers. Players have the choice to either intervene and halt his self-destructive path or enable him, with this dilemma recurring until he eventually amputates his own arm. On the other hand, the Jan Scientist is highly focused on his mission and becomes displeased with any decisions that deviate from it. Additionally, the Jan Botanist opted to relocate with his wife, maintaining their relationship, whereas the main Jan forced his wife to stay at home, leading to their eventual divorce.
The interaction between players and their Alters primarily takes place through dialogue, which is visually represented by color schemes reflecting their emotions and thoughts in the background. This social simulation aspect of The Alters is particularly fascinating as the characters are all the same person yet distinct. Furthermore, the needs of these Alters supplement the game's base-building mechanics, resembling those of Fallout Shelter when viewed from an overview screen. As expected, players must provide specific rooms for rest, various activities, and other necessities, utilizing base modules and managing available space accordingly.
To enhance the narrative of surviving the sunrise, establishing the base, and creating Alters, players have the opportunity to explore the desolate planet they find themselves on. Interestingly, the exploration mechanics bear a resemblance to Death Stranding's gameplay, albeit without the need for package balancing. Instead, players are tasked with traversing the planet, strategically identifying resource locations, and extracting them by strategically placing mines and extractors as needed. The acquired resources are then utilized to generate various items or to clear pathways for the ship's departure.
In The Alters' preview, one of the main areas to explore was a lava river. Players were challenged to find a path forward amidst heavily radiated zones, including Magnetic Storms, and other dangers. Notably, there were no extraterrestrial creatures or enemies for players to engage with, as the planet was barren and the sun posed a lethal threat.
The exploration, base building, and alter social gameplay in The Alters combine familiar elements found in video games, but they are ingeniously woven together. The game's release in H1 2024 holds great promise, as it brims with limitless creativity.
The Alters is in development.