The Alters Act 2 Dilemma: Why Every Choice Hurts and That’s What Makes It Brilliant

The Alters is not afraid to hit you where it hurts, and Act 2 proves it with a tough choice that just doesn’t feel right—no matter what you do. This is the kind of moral dilemma that keeps you thinking long after you put down the controller. If you love games that push you into uncomfortable decisions, you’re in for a ride. Pour one out for Molly, because things are about to get intense.

  • Major moral dilemma in Act 2 of The Alters
  • Two tough choices, both with heavy consequences
  • Explores themes of cloning, sacrifice, and corporate control
  • Emotional impact and player agency at the forefront

Two choices, no easy answers

In The Alters, you guide Jan Dolski and his alternate versions (alters) through a series of high-stress, life-or-death situations. Just when you think you’ve escaped the deadly sunrise, a new threat appears: *cloning-induced brain damage*. The catch? Neither solution feels good, and that’s what makes it so gripping.

Before Jan starts making his own alters, he tests the cloning process on a sheep named Molly. She becomes a quiet companion in the base—until she unexpectedly dies at the start of Act 2. Her death isn’t just sad; it kicks off a questline that will force you to make one of the game’s hardest choices.

The cost of survival

After a quick autopsy, you discover that all of Jan’s alters are at risk of the same fate as Molly. Enter Maxwell, a mysterious figure with questionable motives. He offers a “solution”: harvest healthy brain matter from a newly cloned, but not yet conscious, alter called Tabula Rasa. In short, you have to create a Jan just to kill him. It’s a classic trolley problem, but the trolley is your own clone, and every alter sees Tabula Rasa as a brother. The ethical stakes are sky-high.

The other option comes from Jan’s ex-wife Lena. She suggests saving the alters by implanting computer chips in their heads, but this would alert the ruthless AllyCorp to their existence. If the corporation finds out, the future looks grim—think forced labor or worse.

No Paragon, no Renegade—just consequences

There’s no clear good or evil here. You don’t get a morality meter, just the weight of your actions. Sacrificing Tabula Rasa feels like betraying your own family, while trusting AllyCorp could mean doom for everyone. No matter what you pick, half your crew is going to be furious, and you’ll feel the impact right away.

After making the tough call (and yes, sacrificing Tabula Rasa is as gut-wrenching as it sounds), things quickly spiral. The group splits, with Jan Technician leading a rebellion. Your little found family is now at odds, and survival just got even harder.

What’s next for Jan and the alters?

Act 3 looms, with new threats and more moral choices on the horizon. Can Jan bring everyone back together and get off the planet alive? Or will the choices you made in Act 2 haunt you till the end? One thing’s for sure—The Alters doesn’t let up, and every decision matters. If you’re a fan of games that challenge your ethics, this one is a must-play.

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