by Noah May 19,2025
Embark on a thrilling and violent journey through the English countryside with Atomfall, the latest survival-action game from Rebellion, the creators behind Sniper Elite. Recently, I had the chance to dive into this game during a hands-on session at a North London pub, where I was captivated by its open-ended mission design and eerie atmosphere. However, my experience took a dark turn when I found myself attacking every NPC in sight, including an innocent old lady, with a cricket bat. Let me delve into why this happened.
In Atomfall, every NPC is fair game for elimination, from the lowliest grunt to the most crucial quest-giver. As I started the demo, I set out to test this mechanic. My approach was far from subtle; within minutes of exploring the digital Cumbria, I triggered a tripwire alarm, forcing me to dispatch three alerted guards using a cricket bat, which quickly became my weapon of choice, baptized in their blood.
Later, I acquired a bow and arrow, which I eagerly equipped, satisfying my love for archery in games. This allowed me to handle both short and long-range encounters, giving my cricket bat a much-needed break. As I explored further, I encountered a towering wicker man, a clear nod to the game's folk horror elements that permeate the segmented world of Atomfall, divided into multiple "open zones." This setting contributes to an unsettling atmosphere, enhancing the mystery of what transpired in this now-irradiated corner of England.
My musings on the mystery were interrupted by a group of druids, likely connected to the wicker man. They became perfect targets for my new bow, and as I took them down, I couldn't help but think, "I'M 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 rises with physical exertion. Sprinting can push your heart rate over 140 bpm, affecting your aim and accuracy in combat. I later found a Bow Mastery skill manual that mitigated the impact of a high heart rate on archery, though the skill tree in Atomfall isn't the most complex, it offers enough flexibility to tailor your gameplay style, whether you prefer stealth or direct combat.
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My main goal remained elusive as I explored Casterfall Woods, but a note directed me to a herbalist named Mother Jago, who lived near an old mine. Along the way, I noticed hints of the larger narrative, like the shimmering, oily swirl above a power plant, suggesting its role in the post-apocalyptic scenario. A ringing phone box and a creepy voice warning me to stay away from the woods added to the eerie ambiance. The environment was peppered with small story touches, like an old boathouse with an alarm system and ominous warnings, contributing to the game's tense atmosphere. Atomfall's tone and design reminded me more of Stalker than Fallout, with its focus on exploration and mystery.
After another druid skirmish, I looted their garden center home for herbs and met Mother Jago at her allotment. Dressed in a plum-colored coat and a hat adorned with an animal skull and roses, she resembled Angela Lansbury if she had embraced black magic aromatherapy. However, she offered no clear answers to my questions, mirroring the detective-like exploration of classic point-and-click adventures. Jago offered valuable information in exchange for her herbalism book, which was held at the druids' fortified castle. I decided to approach the castle from the side, encountering a druid patrol at an abandoned petrol station. The ensuing battle was chaotic but fun, though the enemy AI lacked sophistication. Atomfall's combat seems more of a side attraction to the main focus on uncovering the world's secrets.
Inside the castle's walls, I found a locked hut with a note hinting at distant map coordinates for the keys. Atomfall eschews objective markers, relying on the player to study the map and set their own markers. Suspecting the book wasn't in the hut, I headed to the central keep. After dispatching more druids, I searched the keep's dark corridors but found no book, only crafting materials. This highlighted Atomfall's challenging mission design, which doesn't guide the player by the hand.
Following the coordinates, I encountered a poison plant monster that was nearly impossible to defeat with my rifle. Using my Skyrim experience, I bypassed it to retrieve the keys from a previous victim. Back at the hut, I found only a perk point and ammo, not the book I sought. Frustrated, I ventured deeper into the castle, killing the High Priestess and her followers, but still no book. I discovered an SMG, poison bomb recipes, and an atomic battery, hinting at new questlines I couldn't explore within the demo's time limit.
After my session ended, I learned the book was in the castle, on a table I had overlooked. Before this revelation, I believed the book was a ruse, leading me to kill Mother Jago in frustration. Searching her body, I found a recipe to combat the poison swamp monster, which could have been the valuable information she promised. This experience highlighted the game's potential for varied playthroughs, as another demo participant had an entirely different adventure involving a crashed helicopter and a new region with killer robots and mutants.
Atomfall's obtuse objectives may not suit everyone, but the game rewards those who engage with its mysterious quest design. The blurred lines between side and main objectives create a sense of peril, encouraging players to forge their own paths and uncover unique endings. Despite killing Mother Jago, I'll see the end of the story, albeit differently from others.
As my demo concluded, with my hands bloodied from my violent escapades, I embraced full-British mode: cricket bat in hand, I headed back to the pub to wait for the chaos to subside.
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