
Alter Ego
A 40-year-old choose-your-own-life gamebook ported to Steam, worth picking up if you treat it as interactive fiction archaeology rather than a modern life sim.
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About Alter Ego
I ran my first playthrough expecting something in the neighbourhood of a lite Crusader Kings character arc. What I got was closer to reading a psychology textbook through a branching choose-your-path interface, which is exactly what Alter Ego was designed to be. The original game was written in 1986 by Dr. Peter J. Favaro, a clinical psychologist who built the stat system not around power fantasy but around behavioural cause and effect. The Steam port by Choose Multiple LLC modernises the interface and patches old bugs, but the content itself is untouched from the original release. That framing matters: you are buying a museum piece, not a living product. The structure is cleaner than it first appears. Your alter ego moves through seven named life stages, from infancy through old age, each represented as a node tree of icon-tagged experiences sorted by category: emotional, physical, social, family, and vocational. You pick an icon, read a scenario, make a multiple-choice call, and watch your stats shift. Core tracked values include Physical, Confidence, and Intellectual, and these numbers quietly gate your options in later stages. Decide in adolescence to try out for the baseball team instead of studying harder, and that tradeoff will show up years later when college admissions roll around. For a 1986 text game the feedback loop is genuinely tight, and for players who like to min-max character builds it offers a surprising amount to think about across multiple runs. Here is where the numbers-first instinct has to pump the brakes though. Alter Ego is preachy in a way that feels baked into its DNA. The game was designed as a morality-adjacent simulation, and it will not quietly absorb decisions it disapproves of. Choose an unorthodox response in several scenarios and the narrative text will lecture you about it directly. There is also a well-documented linearity problem: each life stage has a fixed experience quota, and the pacing can shove you into the next chapter before you have finished exploring the current one. The content scope is narrow by modern standards as well, mapping heavily onto a mid-20th century American middle-class baseline. Career options are limited to business, medical, management, labour, and art tracks. Relationship options are strictly heterosexual with no alternative paths. For players who want to see themselves in the character, that absence is a real friction point that has not been patched in the decades since release. Replay value is moderate. The male and female versions run on separate scenario sets, which creates two meaningfully different playthroughs. Beyond that the branching is limited enough that a third or fourth run starts to feel like clicking through paths you already mapped. Community reception on Steam sits at a mixed 63 percent positive from a small review pool, and Metacritic lands the game at 59, which is an honest read of the situation: this is a functional, historically interesting title that modern expectations have outpaced. There is no mod ecosystem, no post-launch content, and no AI to speak of since the entire game is deterministic text logic. The honest pitch is this: if you find the psychology-grounded design interesting, or if you have any nostalgia for the era of gamebook software, a single playthrough is a worthwhile couple of hours. Approach it as interactive fiction with a stats layer, not as a life simulator in the modern sense, and you will not be disappointed in the same way reviewers are when they compare it to something like BitLife. Go in expecting a Paradox-style decision web and you will bounce off within the first twenty minutes. Diego, Scout Team
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System Requirements
Minimum
- OS
- Windows 7
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Game Info
- Developer
- Choose Multiple LLC
- Publisher
- Choose Multiple LLC
- Release Date
- Aug 8, 2017