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Originally posted by Coby Sevdy to online forums, all posts here have been copied to this blog for archival purposes.

Friday, July 18, 2025

#63 - The Alters


I overheard someone talking about this weird sci-fi cloning space game with survival/crafting/base building elements a few days ago. It sounded so unique, preposterous, and yet intriguing. I had to track it down and check it out.

The Alters is a game about being the sole survivor of a space mission. You are stranded on a dangerous planet and are forced to create clones of yourself - with an altered past - to assist with various specialized roles around your base.


It reminded me a bit of The Invincible, another game about being stranded on an alien planet and trying to escape. Except that game is more of a story-rich walking simulator, while this one actually has you collecting resources and building as you go to ensure your survival.

Also, I want to point out that this game looks incredible in 4K with maxed out graphics settings. So much detail was put into this world! I wish I had 4K video to show the rainfall and the ocean crashing against the beach. Screenshots don't do it justice.

The Alters opens with your character, Jan Dolski, crawling out of an escape pod on a dark planet. It's perpetually raining on this planet. He notices the emergency flare near his pod and sets out to find other crew members by searching for their flares.


He finds the captain's pod intact, but she's dead in her pod. Several other pods can be located nearby, but despite all being intact, they all hold deceased crew members. Jan discovers he's all alone and sets out for the nearby mobile base. It looks like a massive tire with shipping containers arranged inside of it.


All of a sudden, a radioactive wave hits! Jan has limited time to get to the shelter of the mobile base!


Once inside, your view changes to a sort of 3D side-scroller. You can walk around the various interconnected rooms of the base, or you can switch to a base overview mode, which is a cutaway view of all the rooms.



You need to get to the Communication Room to call for help, but you can't currently use the elevator for... reasons. The game teaches you how to rearrange the rooms from the Command Center. I brought the Communications Room down to my floor so I could just walk across to it.


Once there, Jan answers a call, only to get a garbled message from the distant end. They seem able to hear him, but Jan is only getting partial transmissions. The words "imminent danger" catch his ears, and he surmises from the jumbled communication that he has until sunrise in 9 days before he's burnt to a crisp by a nearby star. So now we're on a time limit!


He retreats to the captain's cabin to read the logs for his next steps, then goes to sleep for the night.


I should mention that there is a limited time to be active each day, as you can see in the bottom left of the screen. I definitely wasted a few days wandering around, trying to get familiar with the local area and the mechanics of the game. I'll probably be more streamlined on my next playthrough.

The next day, Jan sets out to find shallow deposits, as there is a shortage of metals on the mobile base. You can track them down by their red glowing light.


When you get enough metals, you can create a Workshop room, where you can craft items.


The first thing you need to craft are scanners. You're looking for organic deposits, which present themselves as blue smoke coming out of the rocky surface. When you find an area like this, you place down several scanners in a square to help scan underground for the best place to drop a mining outpost.

You want to identify the darkest red area underground. I had to make 3 separate scans of the area to find it. Fortunately, you can individually pick up and move your scanners and it will leave the previously scanned area visible.


Once you've dropped a mining outpost, you then need to run pylons all the way back to your mobile base to transfer the organic deposits to your fuel reserves.

I had flashbacks of running transmitter nodes in Deep Rock Galactic while placing all these pylons.


While exploring, I also stumbled across a strange glowing area that made the region fuzzy and streaked. You can see, even on the ground near me, it looks like it's been smeared upward with a giant paintbrush.


This is Rapidium, a plot-centric mineral you need to harvest. Extract a sample and get it back to your base!


You receive a new call from your mysterious garbled connection. You mention the Rapidium, which gets them very excited. They insist you test it to verify it's real. You're sent blueprints to create a new room called "The Womb," along with a DNA sample to test the Rapidium on. You set it up and out pops...


Rapidium, it turns out, was the resource you were sent to find on this expedition. It's an incredibly rare resource that, in theory, can rapidly age an organic item. By combining it with sheep DNA, out pops a cloned adult sheep! Jan names her Molly.

Incidentally, the name of this expedition is "Project Dolly." In real-life history, Dolly was the name of the first cloned sheep. So, a very apropos name for this game's expedition.

By now, the waterfront valley you're located in has (ideally) been picked clean of resources and your mobile base is fully fueled. It's time to get it moving! You go to the Command Center and attempt to start up the engines, but they fail to start. You reset the machinery and try again, which causes a catastrophic failure!


Not knowing what to do, you turn to your garbled friend for help. They mention something about Rapidium being able to save you, and they direct you to check out the data in the base's Quantum Computer. They give you the captain's access and you log in... to find "mind records" of all the crew.

It maps out memories of the major life events of Jan, from his childhood, leading up to his joining of the Project Dolly expedition in his 30s. You can click on each life event and read up about his past.


In the Communications Room, the distant contact suggests using this life data on Jan to create an "alter" with a branching past. The Quantum Computer pinpoints a branching life path in his childhood that would lead Jan to join Project Dolly as a technician, then simulates a fake memory path leading to that end result.


The Womb starts churning, and before you know it, out pops a clone of Jan! Except he's a bit more rough around the edges.


I noticed he has a "03" on his clothing. Jan has a "01" on his suit. What happened to "02?"

"Jan Technician," as he's known in the subtitles, is not happy to discover that he's a clone with fake memories of a life that never happened. He begrudgingly helps you get the base's engine working, but he doesn't want anything else to do with you.


You get a new menu to track your alters. It's important to be aware of their emotional status and keep them happy, as they'll perform poorly if they're in a bad mood. While you're talking with them, you'll occasionally get emotional state clouds pop up behind them. If they're red, they're negative. If they're green, they're positive.


With the engine working, you start up a journey. The mobile base goes on autopilot, heading toward a better pick-up location for your eventual rescue. Meanwhile, you repair the communications (because Jan Technician refuses to help) and you're finally able to speak clearly with someone! Your distant contact is named Lucas Peña and he's fascinated with the results of the Rapidium branching.

When you mention that your clone isn't talking to you, Lucas suggests bonding over a shared memory. I went and convinced him to make pierogi with me, just like Mom used to make!


In a much better mood, Jan Technician informs you that this mobile base is a beast to operate, and the only way the two of you are going to survive is if you make more versions of you. You'll make branching memories to create alters who end up as scientists, botanists, refiners, miners, and doctors, to name a few.

It will quickly get crowded in the mobile base and you'll have to upgrade the size of the base and create more rooms to house all the resources and people that you bring into the world.


I played for 3 hours and only barely finished the prologue! Granted, I took my time and explored everything. By the time Act 1 was starting, I was already on Day 7 of my 10 days until sunrise. So I bet I'm likely to die soon and will have to be more efficient with my next playthrough.

Or who knows where the plot will go; maybe I'll be able to survive the sunrise somehow and get more time to build and expand my army of clones. It seems like too short of a timeline for how story-rich the gameplay is. If you've played this game, let me know how much you enjoy it! I'm excited to play more and find out where the plot leads.

Tuesday, July 15, 2025

#62 - PEAK


Hey, it's been a minute! I took a break from gaming for a bit; partly voluntary, partly because some jerk destroyed the Internet cable in my yard and it took forever to get someone to come fix it. But I'm back! And just in time to play a really fun co-op game that just dropped last month.


PEAK is a climbing game where you can either solo the various mountain regions, or climb with up to four players. I highly recommend playing with others, as you can help each other out on your journey. As you can see from the first screenshot above, my good friend Victor McKnight is offering a hand to help lift me up a ledge.

The game starts in an airport, where your team of scouts is preparing for a flight. You can pull out a passport and customize your character's appearance at this point. More outfits and facial features will unlock as you gain achievements in the game.


Notice that your achievements in the game will appear as badges on the scout sash you wear across your chest. They'll fill out both the front and back of the sash.



When your team is ready to depart, someone will select the game mode from the terminal gate. You can play "Peak," which is the game's standard difficulty, or "Tenderfoot," which makes climbing a little easier, requires less food to stave off hunger, and grants unlimited time to explore each area.

After departure, you find yourself waking up on a beach near the ruins of a plane. Your flight has crashed and you and your scout team need to climb to the highest peak to signal for help.


There is one backpack nearby and a couple luggage cases on the ground. You can hold 3 items in your inventory, one in your hands, and up to four items in the backpack. One of your team members can equip the backpack and everyone else just packs as many supplies as they can in their inventory. You will find more luggage scattered all over each region, so there are plenty more supplies to pick up along the way. Keep your hands free for climbing!


You have five regions to climb before you get to the highest peak (and thus, the end of the game):

1.) SHORE: Rocky, sandy bluffs


2.) TROPICS: Lush vine-covered jungle cliffs with slippery rainfall


3.) ALPINE: Frozen snowy alps with piercing cold wind storms


4.) CALDERA: A lava pit with hot rocks and fire tornadoes


5.) KILN: The inside of the volcano.


The regions are always the same, but their layout is procedurally generated daily, so you never have the same climb from day to day. That forces you to be creative and learn good skills instead of just memorizing a certain path up the mountains.

You can rest at a campfire at the top of each region, which will recover all your ailments. You'll also find marshmallows to roast over the fire. I recommend cooking them twice for the best stats boost. Perfectly golden brown. You'll also get a new backpack at each campfire, which lets another scout carry additional supplies.


You'll notice that your green stamina bar is quickly filled up by weight. So don't carry too many heavy items or else you won't have enough stamina to climb!

Also, as your hunger grows, it will fill part of your stamina bar. Remember to eat to give yourself more stamina. Everything takes up space in your stamina bar. Poison, cold, heat, injuries... if you run out of space for stamina, you will pass out.


If you pass out, you have a very limited time where a fellow scout can revive you. Or if they don't have anything to revive you with, they can carry you on their back in place of a backpack. So don't leave your scouts behind!

If you're passed out too long without aid or being carried, you will die and turn into a ghost. Ghosts are tied to another teammate and can switch between living teammates to watch and call out assistance. As you can see below, I was the last hope for my team and I passed out. Oops.


At the end of each climb, you can revive your fallen scouts at a statue. If everyone is still alive, the statue will instead give a random beneficial item. Like this Bugle of Friendship, which will give unlimited stamina to nearby teammates while it's being played. If everyone dies, the game is over and you have to start over at the very beginning.


If you're playing with "Peak" difficulty, you will have fog that slowly encroaches on you from behind. If the fog envelopes you, you will quickly freeze to death. Make sure you out-climb that fog! Here's my buddy Victor confidently giving himself to the fog as the rest of our dead team watches on.


Just a heads up, this game is about teamwork so don't leave your teammates behind. I found out the hard way that if you climb on your own and get too far ahead of your teammates, the Scoutmaster will come for you. If he catches you, he'll attempt to throw you off the mountain. And he's absolutely terrifying to encounter, running at you on all fours like a nightmare skeleton creature or something. (Although you get an achievement and a costume item if you summon him)


Little tip: If you carry the bugle from the airplane, you can serenade some capybaras in a hot spring in the Alpine region. This is also an achievement. Don't forget to eat the apples on their head. They'll fill you up and give you a stat boost.


Victor and I got real close to beating the game. We were so close to making it out of the volcano!


Then his game froze and his character fell to his death. I tried to finish solo, but without his help, I ran out of stamina and fell too. It's practically impossible to finish that final climb without some climbing gear to help you! Oh well, we'll clear the summit one day.


Saturday, May 24, 2025

#61 - The Murder of Sonic the Hedgehog


Sheesh, Amy, don't look so happy that Sonic's dead...

Hey all! It was my birthday last week, so to celebrate, I wanted to play a game themed around a birthday party. And since I'm a huge Sonic the Hedgehog nerd, I decided to play the murder mystery game, The Murder of Sonic the Hedgehog! As usual, there will be no spoilers in this post, so read on for details!

The Murder of Sonic the Hedgehog randomly dropped for April Fools Day in 2023, with the announcement that SEGA has decided to just kill off Sonic. This was a free game to play and turned out to be pretty fun! (It's still free on Steam, if you want to check it out.) It's a point-and-click visual novel, where you get to help Tails and Amy solve the death of Sonic the Hedgehog.

But he's not really dead... is he?



The game starts with Barry the Quokka, a timid and insecure character, beginning his first shift aboard the Mirage Express. This is a passenger train designed to host parties and events. You play as "Barry," although you can give him whatever (respectful) name you want. For simplicity's sake, I stuck with his canon name. I'm not one to mess with the canon.


In the dining car, Barry meets the conductor, who is one day away from retirement. That always goes smoothly in murder/mystery stories, right? He coaches Barry on his roles and responsibilities and offers to assist him in greeting the guests and collecting their tickets, before disappearing to the conductor car to run the train.


By the way, the conductor's mention of 32 years as conductor was a reference to the 32 years since the first Sonic game released in 1991.

The guests show up, dressed in unusual attire. It's Amy Rose's birthday and she's rented the train for a murder mystery party!


You and the conductor collect tickets from the party members, giving you a chance to chat with everyone and get to know their personalities a bit.

Vector has misplaced his ticket, which gives you a quick warm-up mystery to solve. It's mostly to ensure you're observant of the rooms you're in. You'll need to find various things to click on in every room throughout the game, in order to solve each mystery. Don't worry, clickable items are highlighted in neon green when you hover over them; you can't miss them.


When it's time to collect Amy's ticket, the conductor hands her a key that opens every door on the train. She's the birthday girl; it's the rules.


You may notice the robot hand giving her the key. The train itself is sentient, responding to the needs of all its guests. Barry, despite being hired to work on this train, is basically a glorified microwave expert, as the train handles everything except heating up food for guests. You'll see robot hands working in every car of the train.

Amy gathers the party together to announce the rules of the murder mystery party. One person has been designated as the murderer and they have an hour to mingle amongst the guests and pick one person to murder, which must be done in-person. The rest of the guests have to collect evidence and interrogate everyone else to determine who the murderer is.


Everyone has a role and a car they are stationed in:
  • Sonic is the ship captain and is stationed in the conductor's car.
  • Tails is the detective and stationed in the dining car.
  • Knuckles is the sheriff and stationed in the saloon car.
  • Vector is the butcher and Espio is the poet, and both are stationed in the library car.
  • Rouge is a business tycoon and Blaze is a titan of industry, and both are stationed in the casino car.
  • Shadow is the locksmith, stationed in the lounge car.
  • And finally, Amy Rose is the journalist reporter, with freedom to roam around all the cars.


The detective and journalist are the only two who CAN'T be the murderer, as they're trying to solve the crime.

Everyone disperses and Barry hangs back in the dining car with Amy and Tails. After chatting for a while, the train suddenly jolts forward at an incredible pace! Tails, Amy, and Barry are knocked into the dining car's closet. Upon awakening, they find themselves trapped! Amy is acting suspicious and ignoring direct questions about their predicament. Tails jumps into detective mode! He asks Barry to help him figure out what's actually going on.


You can scan the room for various things to click on, which will give dialogue between you and Tails. Anything that seems like a clue, Barry will keep in his inventory for later.


Tails and Barry can then interrogate Amy and try to solve the mystery! While trying to formulate a reasonable argument, Tails encourages Barry to close his eyes and think... what would Sonic do? Barry follows this advice, which spawns a mini-game to play. This mini-game will appear every time Barry is attempting to resolve a mystery, and it only gets more challenging as the game goes on.


The "Dream Gear" and the overall design of the handheld device is a loose parody of the SEGA Game Gear, which was SEGA's first portable gaming system.

The objective of this mini-game is to collect enough rings to pass the level. If you succeed, Barry puts together a logical and reasonable argument to help solve the current mystery. If you fail, it will just restart the level. There's no way to actually lose unless you give up playing.

After solving the first real mystery and escaping the closet, the team finds the dining car trashed... and Sonic dead on the floor! (See first screenshot) Amy is excited that the murder mystery has started and runs off on her own to solve the case! Barry has some reservations, though...


Barry and Tails move on to the saloon car to begin interrogating the guests. Be sure to click on everything you can to find clues! Tails will tell you when you've collected enough clues and when it's time to interrogate the guests.


The "Birthday Girl" has decided to solve the mystery on her own, so she runs ahead. All the doors are mysteriously locked, but she has the Birthday Key, so she can help herself to each car. The guests have their own keys to their cars, which they lend to Tails and Barry so they can move on when they're ready.

In the library car, Amy is already wrapping up her investigation with Vector and Espio and leaves Tails and Barry behind once again.


The clues are pretty simple, and if you're struggling to figure it out, Tails will basically hold your hand through the game. If you say or do the wrong thing, he'll usually tell you to try again until you get it right, so it's not a particularly difficult game.

If you're not familiar with Sonic lore, Tails is essentially a genius with a 400 IQ, so he mostly sits back and lets Barry solve the mysteries, giving him a guiding nudge if he's off-course.

When Tails and Barry get to the casino car, they get roped into a heist mission with Rouge and Blaze. As usual, Rouge is more concerned with looting valuables than playing the murder mystery game.


In the lounge car, you catch up with Amy, already throwing accusations at Shadow! It's up to you to do some quick deductions that will either support or refute her claims against him.


Finally, you end up in the conductor's car, where signs of a struggle are visible. This was where Sonic was stationed, after all. After a quick assessment of the room, you're ready to solve the murder! Amy calls all attendees to the conductor's car to hear the results. Who do you think did it?


For a simple, free game, this was actually quite enjoyable! I think I beat the whole thing in roughly 2.5 hours of gameplay. It's mostly linear; you have some places where you can choose multiple options for dialogue, but it's mostly inconsequential. If you get too far off the plot, Tails will assist you in the right direction.

Despite being a straight-forward plot, there were a few surprises and twists along the way. They managed to keep it interesting so you're not just spending 2 hours clicking through the same dialogue options with everyone. And it doesn't end the way you'd expect... Go play it to find out what happens!


By the way, Sonic says something in this game that's really excellent life advice. I'd share the screenshots, but the background might be a bit spoilery, so here's just the dialogue: "I get it, the road's getting tough. It's easy to question the decisions that got you here. But when negative thoughts hit you, let it pass, and keep on living." There's a reason Sonic is my #1 favorite character!