Embark on a thrilling journey through the English countryside with *Atomfall*, the latest survival-action game from the creators of *Sniper Elite*, Rebellion. My recent visit to a pub in North London offered a unique hands-on experience with the game, leaving me both intrigued and slightly unhinged by its open-ended mission design and haunting atmosphere. In a moment of madness, I found myself wielding a cricket bat against unsuspecting NPCs, including an innocent old lady. Here’s why this game captured my attention so intensely.
In *Atomfall*, every NPC is fair game, from the lowliest grunt to the most crucial quest-giver. As I began my demo, I set out to test this mechanic. My approach was less than refined; within minutes, I triggered a tripwire, forcing me to dispatch three alerted guards with a cricket bat, which quickly became my weapon of choice, baptized in their blood.
Later, I acquired a bow and arrow, satisfying my love for archery in games. This allowed me to engage enemies at various ranges, giving my cricket bat a much-needed break. As I explored, I encountered a towering wicker man, a nod to the game's folk horror elements that permeate the segmented world of *Atomfall*, divided into multiple "open zones". This eerie setting only deepened the mystery of what had transpired in this now-irradiated corner of England.
My contemplation was interrupted by a group of druids, likely connected to the wicker man. They became perfect targets for my bow, and as they fell, I couldn't help but feel like Robin Hood. The bow's mechanics felt satisfying, but what truly piqued my interest was *Atomfall*'s innovative stamina system. Instead of a traditional bar, a heart rate monitor reflects your physical exertion. Sprinting, for instance, can 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 archery, hinting at a skill tree that, while not overly complex, allows for customization to suit various playstyles.
Atomfall Screenshots
13 Images
With my only notable achievement being a trail of dead druids, I sought direction in the Casterfall Woods. A note led me to Mother Jago, a herbalist near an old mine. Along the way, environmental storytelling hinted at a larger narrative, with a shimmering, oily swirl over a power plant and a creepy phone call warning me away from the woods.
The game's environment is rich with unsettling details, like an old boathouse rigged with an alarm and a mound of skulls nearby. *Atomfall* evokes a sense of unease reminiscent of *Stalker* more than *Fallout*, with its tone and game design encouraging thorough exploration.
After another druid massacre, I met Mother Jago, whose cryptic responses left me searching for clues in every conversation, much like in classic point-and-click adventures. She offered information in exchange for her herbalism book, which was supposedly held by the druids in their castle. I approached the castle from the side, engaging in a skirmish at an abandoned petrol station. The combat, while not top-tier, was enjoyable, but it's clear that *Atomfall* prioritizes exploration and mystery over combat finesse.
Inside the castle, I found no sign of the book, only crafting materials. The game's mission design is deliberately obtuse, challenging players to explore without hand-holding. Following a lead to map coordinates, I encountered a poison plant monster, which I bypassed using my *Skyrim* bunny-hopping skills to retrieve the keys to a locked hut. Yet, the book remained elusive.
Venturing deeper into the castle, I eliminated the High Priestess and her followers, uncovering new items and a potential questline, but still no book. It was only after my demo ended that I learned the book had been on a table I'd overlooked. Frustrated, I returned to Mother Jago, and in a fit of confusion and violence, I killed her, finding a recipe that could have helped against the poison monster.
Xbox Games Series Tier List
Xbox Games Series Tier List
Rebellion estimates that completing *Atomfall*'s story could take anywhere from four to 25 hours, with varied experiences for each player. My fellow demo participant had a completely different adventure, encountering killer robots and mutants. *Atomfall* rewards those who delve into its complex quest design, blurring the lines between side and main objectives, allowing players to craft their own narrative within the game's mysterious world.
While the lack of clear direction might frustrate some, *Atomfall* encourages players to embrace its explorative nature. My journey, marked by violence and confusion, will likely lead to a different ending than others'. As I left the demo, bloodied and bewildered, I decided to retreat to the pub, cricket bat in hand, to ponder the mysteries of *Atomfall* over a pint.