Join me on a thrilling adventure through the English countryside with Atomfall, the new survival-action game from the developers of Sniper Elite, Rebellion. During a recent visit to a pub in North London, I had the chance to dive into a hands-on demo of Atomfall. The game's open-ended mission design and its eerie atmosphere left me both intrigued and slightly unhinged, as I found myself attacking everyone in sight—including an innocent old lady—with a cricket bat. Let me walk you through my experience.
In Atomfall, every NPC, from the lowliest grunt to the most crucial quest-giver, can be killed. As I started the demo, I set out to test this feature. Within minutes of exploring the digital Cumbria, I accidentally triggered a tripwire alarm and was forced to dispatch three guards using a cricket bat, which quickly became my weapon of choice.
Later, I acquired a bow and arrow, satisfying my love for archery in games. With my new weapon, I could handle both long and short-range encounters, giving my cricket bat a much-needed break. As I explored further, I encountered a towering wicker man, a nod to the game's folk horror elements that contribute to the unsettling atmosphere of Atomfall's segmented world, divided into multiple "open zones." This eerie setting deepened the mystery surrounding the events that transpired in this now-irradiated corner of England.
My contemplation of the mystery was interrupted by a group of druids, likely connected to the wicker man. They became perfect targets for my bow, and as I took them down, I humorously dubbed myself "Robin Bloody Hood." The bow felt satisfying to use, but what intrigued me more was Atomfall's innovative stamina system. Instead of a traditional depleting bar, the game uses a heart rate monitor that increases with physically demanding actions. Sprinting, for instance, could push your heart rate over 140 bpm, affecting your aim. I later discovered a Bow Mastery skill manual that mitigated the impact of a high heart rate on drawing the bowstring. While the skill tree might not be the most complex, it offers enough flexibility to tailor your gameplay style, whether you prefer stealth or direct combat.
Atomfall Screenshots
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With my only achievement so far being the elimination of a few druids, I followed a quest lead to find a herbalist named Mother Jago, who lived near an old mine. Along the way, I encountered environmental storytelling elements like a shimmering, oily swirl over a power plant and a ringing phone box with a creepy warning. These details hinted at the larger narrative of Britain's descent into a post-apocalyptic state.
The path was littered with intriguing touches, such as an old boathouse rigged with an alarm system and a mound of skulls and bones. Atomfall's atmosphere reminded me more of the Stalker series than Fallout, capturing a similar tone and game design. The game encourages thorough exploration and interaction with NPCs, much like classic point-and-click adventures. After another druid encounter, I met Mother Jago, who offered vague answers and sent me on a quest to retrieve her herbalism book from a druid castle.
Atomfall's freeform design allowed me to approach the castle from any angle. I chose a side attack and engaged a druid patrol near an abandoned petrol station, using a grenade to initiate what I humorously termed the "Battle of the Forecourt." The enemy AI was not particularly advanced, but the combat was satisfying enough. After dealing with more enemies, I entered the castle, where I found a locked hut and a note hinting at distant map coordinates for the keys. Atomfall eschews objective markers, requiring players to manually mark points of interest on their maps.
Inside the castle's central keep, I searched for the book but found only crafting materials. The game's mission design is intentionally obtuse, challenging players to explore thoroughly without hand-holding. Following the map coordinates, I encountered a poison plant monster and used my Skyrim-honed bunny-hopping skills to bypass it and retrieve the keys. Returning to the hut, I found a perk point and ammo, but no book.
Frustrated, I ventured deeper into the castle's underground, where I killed the High Priestess and her followers, finding an SMG and other items but still no book. After my demo ended, I learned the book was actually on a table I had overlooked. Believing the book to be a ruse, I returned to Mother Jago and killed her, only to find a recipe on her body that could have helped with the poison monster. This quest could have been resolved more efficiently, but Atomfall's design discourages quick solutions.
Xbox Games Series Tier List
Xbox Games Series Tier List
The developers at Rebellion informed me that completing Atomfall's story would take at least four to five hours, with most players spending around 25 hours. My demo session highlighted the game's varied paths, as another player encountered entirely different scenarios, including killer robots and mutants. Atomfall rewards players who engage with its complex, sometimes frustrating quest design, blending side and main objectives to create a unique experience for each player.
While the lack of direction might be off-putting for some, Atomfall's design encourages players to explore and uncover its secrets at their own pace. Despite my violent detour with Mother Jago, I'm eager to see how my story unfolds compared to others. For now, with bloodied hands and a cricket bat in tow, I'll head back to the pub and wait for this chaotic journey to settle.