The Alters

Summary

11 Bit Studios ' upcomingThe Altersis shaping up to be a substantial sci - fi oddity this twelvemonth , an escapade - sim mining game that ’s also , somehow , a plot about rue . When Jan Dolski crashes onto a unusual foreign major planet and begins drumming up duplicate self to help with the job , he comes face to face up with his could’ve - beens and - arguably more disturbingly - his should’ve - beens , a collection of indistinguishable entities who copy edition of his life-time lived under different option made along the path .

Screen Rant ’s recent preview foundThe Altersto be a beautiful , thrilling , and undoubtedly strange experience , a blend of exploration , adventure , colony sim , and choice - found narrative , all of which is tie to these odd identical entity . Rather than simple clone , these Alters are something like split - proportion duplicates , with varying personality , moods , and interests . There are echoes here of director Duncan Jones ' run into debutMoon- whichScreen Rant ’s interview touches on below - but there ’s still more than meet the eye for this multitude of Jans .

The Alters sport gameplay ideas and sci - fi concepts to save , but its emotional core elevate the undertaking , which comes out later this year .

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While on location , Screen Ranthad the chance to sit down with lead developer Tomasz Kisilewicz to tease out more ofThe Alters ' many enigma . Forming one of 11 act Studios ' bombastic squad for the purpose of the secret plan , Kisilewicz channelise this boat into uncharted developing waters , navigating the challenge of emergent narrative construction and sticking to his guns on the game ’s base - simulation mechanics . In short : it could never have been just a simple menu .

The Movie Moon and The First Alters Of The Game

The Origin of The Alters and a High-Five From Duncan Jones

Screen Rant : How big a rooter ofMoonare you ? You have to be a huge fan ofMoon , right-hand ?

Tomasz Kisilewicz : You know , that ’s risible , because Moon is mentioned a lot , obviously . Especially after the first announcement teaser we had , which was all - CGI , and it was sort of evince a position from the biz , where there is an Alter dead on the table . Maybe you ’ve seen that announcement puzzler .

At that stage , we did n’t really talk much about the Alters and the differences between them . So , we see where the similarity withMooncome from . But the funny thing is , when we released it , Duncan Jones , the conductor , he place us this GIF on Twitter of us richly - fiving . Like , “ near Book of Job , bros ! ” So , it was slap-up . It was so nice , because I started fanboying . It ’s a big thing for us when he [ wrote ] something like that .

Zelda holding a sword with Hyrule Castle in the distance.

I definitely sawMoonway before The Alters , closer to when it do out . And I think it definitely had to be on our mind .

There ’s some thematic references there , but the game does seem to be doing something totally dissimilar .

Tomasz Kisilewicz : Exactly . Because we never really wanted to cite it , and we never said , like , let ’s make " Moon : The Game , " right ? This was never the compositor’s case . But , decidedly , it ’s such an good movie that it had to be on our mind when we were first describing it . But when we started concepting for the secret plan , we did n’t really lie with [ if ] it was going to be on the planet , or if it [ was ] move to be specifically in this context . We wanted to see this topic , this topic of , what if ? How could we see the dissimilar decisions ?

A shaggy longhaired Alter stares out from the base’s Womb in The Alters

But then , when we knew what we wanted to talk about , we think , okay , this is an abstract idea , so it ’s supposed to be sci - fi . And then , okay , we need this tension , this peril that ’s actually justifying what he ’s doing , that ’s pushing Jan to [ make ] these Alters . And we want to have this invariably growing tension of the sun being behind his back , and all of the survival elements and the danger of the major planet come into bid .

So , gradually , we were adding those layers , create the worldly concern ofThe Alters . But ordinarily [ when ] concepting new projection we start up with the subject . Even in the rake at first , [ we consider ] the subject matter , the subject , the insight , and then we can append some other elements . But it should fare from the message . Like , we need to make a newfangled survival [ experience ] ; how could it be cool ? We need this topic , what pecker are we using ?

And then , of course , we were like , yeah , we have a go at it how to make a secure survival [ game ] . We have citizenry who worked onThis War of MineandFrostpunk , so we ’re using that experience . But then , for example , going into fully - voiced dialogue was so young for us , and so hard .

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We ’re still a very small squad , and having so [ much ] dialogue with the Alters was a vast challenge . But we felt , you know , what we really need to do [ was not ] just read how this living could be . We want to have conversations .

Like , I ’m hanging out in a legal community with different versions of myself , and I ’m really curious . You screw , maybe after three beers I ’m like , just tell me , how was it ? To do the things that I could n’t do ? The things I was so close to , but I never did .

And then , having this conversation throughout the game , they ’re bring more and more , they ’re getting deep into their backgrounds with each other . That was the Congress of Racial Equality for us . That ’s what we were so curious about .

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I ’m fascinated by how that evolved . Because , for one , I love that part of it . And I love how there is something kind of artificial about the first conversation with an Alter , which I mean they call out . Like , " Have a conversation with me . I ’m not felicitous about it , but go ahead and do it . "

With what you were saying about the pillars of figure , about what if someone could live their aliveness differently . Is that the cardinal topic at the heart ofThe Alters ?

Tomasz Kisilewicz : That ’s something you hear throughout the secret plan , so I do n’t want to go into it too much .

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But we focused on this thought , that we have this tendency to dwell on our retiring selection . And think , yeah , maybe I could be honorable off , maybe I could be productive , happy , healthier , or whatever . But the Sojourner Truth is , you would n’t be sound or big . You would just be different , with different consequences to that , both good and high-risk . And that ’s something that we ’re step by step pick up throughout the secret plan .

In the very first lurch forThe Alters- it was not [ under ] the name “ The Alters ” at this stage – butfour years ago , I even had this logline [ about ] how each decision in your lifespan actually makes you a different human race , so you are becoming different with every picayune decision . So , if each decision makes you a different man , what would happen if you meet them all ? And how would it affect you ?

So , to me , going through the biz , learn this message of just handling the consequences , rather of maybe dwelling too much on the good choices , that ’s the chief thing . Because Jan is a character full of rue , and he ’s really unrealized ; that was one thing we knew about this character . He ’s basically a person who is unrealised , who feels like , " I ’ve made a few bad choices , and that ’s why I am where I am , and where I am is a bad spot . I just went on this mining missionary post because I need to sort of put my sulphur – t together . And , of form , it go bad . It was another awful decisiveness . Just my luck , veracious ? " And now he ’s drive to do that , because he involve assistant to survive . So , he needs to make another choice . And , again , live with its consequences .

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And you in all probability noticed , with the pierogies scene , we were having this nebula of the tree of animation . Because , throughout the game , what you ’re doing is you ’re actually shaping the next part of his tree of life , right ? And you ’re make new branches with your decisions , in either the independent plot line or the Alters ’ plot line . You ’re just expanding on his life in the future .

The cast of The Legend of Zelda : breathing place of the Wild   apportion their thoughts on a game led by a playable Zelda at MCM London Comic Con 2024 .

I feel different way of life for the tarradiddle hinted at in the gameplay , potentially . That it would be a different experience if you play it again and made dissimilar option . Is it dependable to say that this is the case ?

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Tomasz Kisilewicz : Yes , that ’s good to say . When it comes to narrative , we have three layers ; I always drew it like a trigon .

So , we have the independent plot line , which is , it ’s a little like an RPG , with different pick . It can go on unlike courses , you’re able to change the course of the event . But , more or less , it has a like structure every metre you go through some story bits , landing on the planet , moving to the next fix , charge to the next location . And , within this , this is the first conclusion outer space where you make choices shift the course of the game . Who do you side with ? How do you handle some conflicts in late chapters , etc . ?

Underneath that , you have the stratum of the Alters ’ storyline . So , each Alter you create , after the first one , you have this freedom [ to create ] new Alters , count on your strategic decisions , or perchance just your curiosity .

PC Games

Even the 2nd Alter made it seem like there were a lot of unlike approaches which I could have gone with in their creation . Is that proper ?

Tomasz Kisilewicz : Yeah . Because throughout the secret plan you ’re upgrading the Quantum Computer , so it open unexampled branches , and it dilate the slots you [ already have ] . At first you have three slot , then you could expand . And you settle what Alters you create , and the Alters , they take over their storylines . Because they have some things hidden in their screen background , their backstories . You do n’t see it at first ; you ask to draw it out .

And you start with the technician , the pierogies are just opening up his storyline , and you may make determination within that . So , there ’s the second biggest decision place .

And then there ’s the layer [ underneath ] the emerging story of the events that can happen , [ with what ] occurs because of your economic decisions , your decisions [ about ] what Alters you have . They come into conflicts . They have different ideas about how to grapple the home . And this is really emerging stuff , so it can be whole different in different shoes . It was a headache !

It sounds like it .

Tomasz Kisilewicz : But I think that ’s what really make it different , unique . And , even if sometimes it does n’t come together perfectly , at least I find like it ’s a very fine air , a fresh decision - making space for the player . I really want them to see it , experience it , and see that , yeah , you could have a strong narrative , but it does n’t have to be a linear narration you just walk through once . you could also have a lot of the sandbox - y play for just everlasting gameplay fun with the system .

The Alters May Be 11 Bit Studios' Biggest Game

New Perspectives Meant New Challenges For The Growing Team Behind The Alters

But have you guy mold before in – for deficiency of right term – a three-D / legal action distance like what we see onThe Alters ? That ’s also post Modern ground , no ?

Tomasz Kisilewicz : all . I mean , I ’m coming off ofThis War of MineandFrostpunk … And both game were 3D , butFrostpunkis top - down , just city - building . This War of Minewas 2.5D …

It had that bisect view .

Tomasz Kisilewicz : Exactly . And , of course of instruction , it ’s 3D when you look at it from the side , but you ’re just go in a single billet , it ’s very simple .

This War of Minewas made by 14 people;The Altersis getting bigger , but it ’s still a very small team in comparison .

What ’s the size of The Alters ’ squad ?

Tomasz Kisilewicz : Right now it ’s 50 people . We started with around 10 people four years ago . So , building from 10 to 50 . Building a game and make a team at the same time , it was crazy . But we have a really amazing team , of really very interdisciplinary multitude .

We have three animator on board . Go figure , right ? With the facial vivification and the movements .

It looks fantastic . The exploration , the 3D exploration stuff looks rattling for a first fourth dimension . The understructure stuff feels a small more like the game that you ’ve previously made , but it ’s very haptic and has a courteous feel to it , too . It ’s not just a bill of fare , which it could have been the case .

Tomasz Kisilewicz : It was so significant for us . At the commencement , we were like , we do n’t want to be an nonobjective superintendent , it has to be very personal , it has to be see through the lens of a single somebody . So , even though we have this sectioned view in the base , we ’re very close to the activeness . You ’re freely running around the base and following a single person running around .

So , it ’s like a mix between the third - mortal side on the interior , and then , only with some management tasks , you whizz out to see the full [ picture ] And even when you ’re inside the substructure and [ see it ] from the side , we still settle to tilt the camera a little , so it look like industrial camera .

It ’s so good . It ’s like CCTV or something .

I wish that I had to go await for one of the Alters to talk to , to physically be around him , you know ? I did n’t have to just fight a checkbox and pass over into it . I feel like that would have been a determination that , if another of your Alters who would have made this game , they would have made it differently . They might have said : you walk into the basis and enter a carte , and then you walk out , and you ’re live and combat-ready in the space again . I do wish that .

Tomasz Kisilewicz : Exactly . These are some decision that we also made very early on , and then we had to live with those consequences . We first thought that the outside would be more top - down , because it would be easier , but it [ felt ] frustrating . We ’re on a planet , we want to see these wide landscapes , you know ? And that , of course , opened up Modern aim problems .

Frostpunk 2 streamlines some of its metropolis - building to precede expand societal mechanics , but do n’t let that scare you from this grand sequel .

Not that the top - down view can mess that up , needs , but the tar of the camera does change the feel . In this , there are cool vistas , and you’re able to position yourself to see some of them .

Tomasz Kisilewicz : Exactly . We take to bury [ the player ] as much as potential . Of course , you’re able to argue whether the first - someone or third - somebody [ position ] is more immersive , there are two fashion to look at that . Some people say we really live more in third - person than first - person game , because we get a sense of our dead body . So we decided to go this road , and it was a challenge . But then I have an interview like this , and you say it looks cool , and I ’m like , damn , that ’s awesome !

And I could see this being made in first mortal , but I guess there is something about watching Jan run around the base , and watch Jan race around the Alters , where you see everybody on the concealment . That would be very dissimilar in first person , being ineffectual to see them standing next to each other . That ’s the affair .

Tomasz Kisilewicz : What we tell is , if I have to speak to the technician , I have to go to him . That was very designed for us .

Let ’s say you have four Alters . You go to one but , on the way , you see two Alters debate about something , or maybe just having a fluffy conversation about their pasts . And that ’s something that also is not very ready yet , because we ’re append a lot of gratuitous fundamental interaction between each [ of them ] , the biz is still in the making . These are thing we ’re still adding .

So , we really want to have this feel . We have a whole design section predict “ Life In Base . ” It ’s just focus on creating a life in the radix , how they work out , how they flow out , things like that . And , again , in a minuscule team , it ’s a large challenge , the AI of the Alters . But I think it has – even if sometimes it ’s a piddling crackers – it has a lot of appealingness . I ’m happy about these guy rope .

It feels exciting and sort of unpredictable . I can assure that that ’s what you bozo are going for .

Sound Design and Composition in The Alters

Composer Piotr Musiał Returns With His Most Original Contribution to Date

Last thing : the music is so good .

Tomasz Kisilewicz : Piotr Musiał is a genius . He didThis War of Mine , he didFrostpunk , The Witcher 3 : Blood and Wine . He ’s a genius , but he ’s a very authoritative musician . He function with an orchestra . So , forFrostpunk , it was obvious . The violins , all of this .

And then , we sat down and we were like , Piotr , we love mold with you , do you want to do this ? Because it ’s run to be very different . We want you to experiment , we desire to make the out - of - this - humanity sounds of Rapidium . He ’s like , " Yeah , decidedly . I ’m so aroused , I did n’t work on something like this before . I really want to do it . "

So he ’s handling the overall sound design as well ?

Tomasz Kisilewicz : No , he ’s cover the music , and we have enceinte sound designers otherwise . But there are thing that sort of [ combine their talents ] . So , for example , Rapidium is a reciprocal [ production ] of our legal designers and Piotr .

When you first range into it , it ’s such a great consequence . And the sound of it is really interesting . Where you ’re get closer and it ’s give out from beneath the ground .

Tomasz Kisilewicz : We really wanted for this to sense like something you do n’t sleep together , you ca n’t name , you ca n’t recognize . But , visually , we ’ve always said that it ’s a different - state affair . It ’s not gas pedal , it ’s not fluid , it ’s not solid . It ’s something different . We call it “ glitch crystal . ” So , it sort of glitches everything around you . It ’s both organic and synthetical , and that ’s how we [ explain it ] to Piotr . Let ’s make a sound that ’s very constituent . There are some pipes and things like that , but then allow ’s synthesize it a lot , so it feels out of this world .

And it ’s so rummy , because usually people do n’t comment this stuff so much , it ’s more in the subconscious mind . But , today , you ’re the second individual that really spoke up about the sound blueprint , so I ca n’t wait to tell the guys about it !