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The Alters: Brilliant, Flawed, Must-Play Sci-Fi (Game Review)

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Video summary

The video review focuses on "The Alters," a science fiction game centered on survival and narrative depth rather than just gameplay mechanics. The story follows Yan, who lives in a post-apocalyptic future and utilizes a quantum computer to create clones of himself, known as alters, to tackle different tasks simultaneously. These clones diverge at key decision points, allowing the player to explore various specializations such as mining, refining, or research. While the game offers significant replayability due to these branching paths and the ability to optimize resource management strategies in subsequent playthroughs, the reviewer notes that the core gameplay loop can become repetitive and tedious after the initial excitement wears off, particularly during the long stretches of base building and resource gathering required for survival. Despite its engaging narrative setup and beautiful exploration of three distinct maps filled with unique physical phenomena, the game suffers from significant structural flaws that diminish player engagement over time. The reviewer highlights a major frustration in the second act where a critical choice regarding the fate of an alter's brain locks out several other alters and causes half of the crew to leave the ship, a consequence the author finds illogical and emotionally jarring. Furthermore, the exploration becomes a chore as the maps shrink in later acts, offering fewer choices for resource placement compared to the expansive second act. By the time the story reaches its climax, the reviewer feels fatigued by the survival mechanics, viewing the remaining gameplay more as an obligation to resolve the plot than an enjoyable experience, which ultimately leads to a lackluster reaction to the game's ending and epilogue. Ultimately, the review concludes that while "The Alters" is a flawed masterpiece with a melancholic tone and strong performances from its voice actors, it is still highly recommended for fans of deep science fiction concepts. The game excels in exploring the likenesses and differences between alternate versions of the protagonist, ranging from subtle personality traits to fundamental behavioral changes that make each alter feel like a distinct individual. Although the reviewer acknowledges the narrative's imperfections and the repetitive nature of the gameplay loop, they express a strong desire to replay the game to experience different character interactions and optimize their strategy. The core theme of survival in a harsh capitalist world is portrayed gorgeously through its script, making it a must-play for those interested in thought-provoking sci-fi stories, even if the execution leaves room for improvement regarding pacing and consequence logic.
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Hello friends, Philip Magnus here. I covered the altars when its demo first came out. If you're looking for a first impression style discussion without covering more spoiler-filled moments, you're welcome to check that out. It's good. Promise. Some games is the journey rather than the destination. There's good reason for that. An ending is hard to pull off. a satisfying one, more so. Everything that comes before it, a long winding journey throughout a desolate world, say, filled with challenges and colorful characters, has plenty to write home about in comparison. When these characters are all alternate versions of one likable protagonist, the journey is certainly a memorable one. The narrative of the altars is one of survival. and the gameplay loop follows suit. The first is engaging almost all the way through. The second, I fear, becomes something of a drudgery. By the opening of act three, 20ome hours in. If you need the spark notes of the game's plot, here goes. Yandolski lives on the tail end of environmental catastrophe in the near future. After a lifetime of disappointments, Yan signs up for a space mission aimed at the discovery of an unoptanium style substance called Rapidium, which has the capacity to fix the food shortage crisis back home. Because it's a magical time accelerating wonder of an element. Unfortunately for Yan, everyone signed up for the mission dies on the way down this nightmare planet. And Yan has to deal with survival and the gathering of Repidium, all on his lonesome. An impossible task for any one man if not for the quantum computer on board his mobile base. It's thanks to this quantum computer that Yan can create altars of himself. clones whose life paths defer at one of several key decision points. The altars has more content, more altars to grow than a single playthrough could ever cover. Likewise, too, with research, there are only so many planetary samples in a play through. Go a different route with choice of the first as well as with what accent you put on research and the base management. And you'll find that the resource gathering portion of the game looks significantly different with each altar tied to a different resource or management aspect via their specialization. There's definitely replayability to the gameplay loop too. For example, the botonist is supreme where growing food is concerned. The miner is great at mining for metals. The refiner works in the refinery so much more quickly than anyone else, etc. These are serious considerations, especially early on in the game when the mission is so resource starved that picking between building a dometry in a research lab feels like a consequential decision, even if it's not. The narrative doesn't demand specific choices outside of two, the technician and the scientist. My third choice was the minor, whose personal journey was so satisfying as to be one of the highlights of the game for me. Well, if you need someone to wait it out with, remember, we're here for you. That's not necessary, but thanks. My biggest pet peeve with the narrative is the culmination of the game's second act locks you out of a number of your altars depending on a certain choice. A choice that is deeply frustrating for several reasons. Yan is asked to create a clone empty of any young content in order to produce a cure for some detrimental brain bug that's going to kill all the altars if not addressed in short order. This done, two solutions make themselves known. One to use the tabularasa alt's brain to produce a cure and the other to talk with Tan's ex-wife in search of a different cure entirely. Both ideas have proponents and opponents. And depending on which one you choose, you'll find that those opposing the plan will have their affection rating towards your yan locked down to the lowest level. By the end of the act, everyone who disagrees with your choice will leave the ship for greener moral pastures. The issue is in my personal journey up to that point, I'd already grown a hand for the miner. The logical question to ask is why wasn't I capable of growing just a brain for the express purpose of healing my altars? Many of the alters disagreements with my choice were based on the notion that the tabularasa is a person and by the way it's a totally the right notion as the game itself confirms if you go with the other option but I thought the grizzly choice that two thirds of my crew disagreed with made for a more dramatic and interesting story line. Why can't we just grow a brain is unfortunately not a question the game's ought to ask for a story so reliant on clever science fictional writing. That just doesn't uh it doesn't sit well with me. Trust me, I hate to be the guy who points this out rather than to support the fiction, but choices like this one with consequences as severe as these really send me down this nitpicky cognitive dissonance route that I can't keep quiet about. I also didn't necessarily think that making that particular choice would cost me as much as it ended up costing, namely removing those two thirds of my crew who disagreed. I expect that I might well return to the altars in years to come to make the right decision. There's enough to do differently there that I'll be happy to experience those choices a new once the memory of this playrough begins to fade. The biggest issue I have, the one that's stopping me, beyond the slight annoyances with the narrative I've discussed so far, has to do with the gameplay loop. This is not too short a game, and a good chunk of it is filled with the minutia of survival. Exploration does a lot of the heavy lifting to make the gameplay loop engaging. The game provides three large maps to explore across its three acts. Each of the maps has unique features, is gorgeous to traverse and filled with a smattering of interesting physical phenomena that the player as Yan has to learn to traverse and deal with. Much of the exploration revolves around searching for mining locations for the various resources necessary to build up the mobile base. Having spent anywhere between 5 and 12 hours exploring each of these dream maps, I couldn't imagine going back to the drudgery of building up my infrastructure in you. A further issue is compounded in the act one and act three maps being smaller than act 2's map. Neither of those offer much in the way of choice. There's only one spot to mine each type of resource from across those two maps. Really quite frustrating considering the fact that the act two map invites you to make active choices about how to position your pylon and outpost infrastructure because you have more than one resource node for most if not all resources. In truth, by the opening of our tree, I was already feeling fatigued. The exploration became a chore and so did the survival gameplay. I had already mastered the system and figured out that there really isn't some secret depth to it. I was there only to resolve the story line. And with only two crew crew members, the day spent working towards rescue felt decidedly blunder than I'd have liked. And sure, there is a fun little set piece at the end of the game, but even that really isn't anything to write home about. Not that it wasn't an engaging story in its own way. There is a sense of melancholy and loss when a ship crewed by seven people is suddenly down to three. Just when you get used to the hubbub of so many different versions of yourself, the quiet that follows. That break in trust by the end of act two, it hits hard. It was a satisfying enough narrative development, the consequences of my own actions, even if I disagree with the way the conflict in act 2 itself was handled. But the game at that point wasn't too satisfying to play. I was well and truly ready to see how it resolves. Unfortunately, the resolution didn't entirely satisfy me either. It's not that I thought it was actively bad, more that when I went through the last choice and especially the epilogue, I just shrugged and moved on with my life. Not the ideal reaction, I suspect. I don't regret spending my time with the altis. Its core team of a builder working to survive alongside his quantum doubles while trying to find a way to best help earth in a capitalist hellscape. No less. All this is explored so gorgeously through the script. The performance of actor Alex Jordan is such a highlight especially. He deserves at the very least a nod for his acting prowess come awards season. Anyone who enjoys the in-depth exploration of science fiction ideas will well and truly appreciate the likeness and differences between each version of Yandolski. They range from the mo the most subtle things to such significant differences as to make a few of the altters seem like entirely different people, at least at first. The reasons I would consider playing through the altars again are many. Of course, now that I've got experience of the research and exploration aspects of the game, I can optimize my style of play and do much better with exploration from early on. That would satisfy the part of my brain that likes everything neat and tidy. I'd probably be able to cut through the length of a second play through considerably. And of course, I badly wish to meet all those alters I didn't get to during that first play through because I thought I would have more space to create altars midpoint to. I knowingly used my last slot to summon the refiner rather than the psychologist, the latter of whom I was far more interested in. Tel Avie live and learn. I recommend the altars again to those of you who have an interest in science fiction ideas down for the most part well. If you enjoyed this video, please like it. Let me know in the comments below. Have you played the altars? Have you actively enjoyed it? Did you find any part of it wanting? I would love to hear from you. I'm Philip Magnus. Don't forget to subscribe, ring that bell for notifications, and I will see you next time. Bye. Growing up aart, we shared surprisingly common ground. Feeling nothing more than regret till the coin got flipped around. Things never said in quantum state now won't remain unspoken. The clock is unwound. The choice is unound. Could now reopen. What if I got to spend a day with you again? Of all the things that I regret, it's losing you. That truly hurts. If I could take another turn, my life would never be the same. If I could get another chance today, [Music] looking at the path ahead, I simply don't know where it ends. But I'm no longer left all by myself. I know I'm in it with my friends. Things that we lost. The personal cost. Are they really gone forever? We're not going to fail. We need to prevail and sail together. And though it seems now anything could be undone, would you be really missing things if they were never truly gone? If I could take another turn? My life would never be the same. If I could get another chance today. Oh, if I could take somewhere now. Let us win this race against the sun and find a place where we could hide tonight. [Music]