After 10 hours of The Alters, I’ve been trapped in a Groundhog Day of mutiny and magnetic storms – and I fear even a movie night can’t save me

Estimated read time 6 min read


They say that two minds are better than one, but in The Alters, that’s not exactly true. Two more minds – admittedly clones of the same one – are certainly better at running a mobile research base, but what happens when those two minds get to talking about what their progenitor could be doing better? Are three minds better? Four? Well, that depends on how much you enjoy being murdered in your sleep.

If you couldn’t tell, my 10-hour playthrough of The Alters is coming apart at the seams. A perfect storm of a dead sheep, missing minerals, and an actual storm have all coalesced into the one word that no captain wants to hear: mutiny. I’ve spent several real-life days trying to get ahead of my Disagreements (we don’t like the M-word here), but so far it’s all been to no avail: come day 47, my game ends with three all-too familiar silhouettes standing over my bed. And to think, we had a movie night together.



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