Embark on a thrilling journey through the English countryside with Atomfall, the new survival-action game from the creators of Sniper Elite, Rebellion. Recently, I had the opportunity to experience a 90-minute demo at a North London pub, where I was captivated by the game's open-ended mission design and its haunting atmosphere. My gameplay took an unexpected turn as I found myself wielding a cricket bat against unsuspecting NPCs, including an innocent old lady. Let me delve into the reasons behind my chaotic playthrough.
In Atomfall, every NPC, from the lowliest grunt to vital quest-givers, is vulnerable to attack. Eager to test this feature, I embarked on a mission of mayhem from the outset. Mere minutes into exploring the digital Cumbria, I triggered a tripwire alarm, forcing me to dispatch three guards using my cricket bat, now baptized in blood.
Later, I acquired a bow and arrow, which I eagerly equipped, allowing me to handle both long and short-range encounters. This left my cricket bat to rest, albeit briefly. As I explored further, I encountered a towering wicker man, a clear nod to the game's folk horror elements. These elements contribute to the unsettling atmosphere of Atomfall's open zones, which are intricately woven into the game's overarching mystery: what catastrophe befell this once serene, now irradiated part of England?
My contemplation of this mystery was abruptly 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 feel like Robin Hood in this post-apocalyptic setting. The bow's mechanics were satisfying, but what intrigued me more was Atomfall's innovative approach to stamina. Instead of a traditional depleting bar, the game uses a heart rate monitor that increases with physically demanding actions. Sprinting, for instance, can push your heart rate over 140 bpm, affecting your aim and accuracy. Discovering a Bow Mastery skill manual allowed me to mitigate the impact of a high heart rate on archery, highlighting the game's flexible skill system tailored to various play styles.
Atomfall Screenshots
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Despite my trail of destruction, I followed a quest lead to find Mother Jago, a herbalist living near an old mine. The journey was peppered with environmental storytelling elements, from a power plant shrouded in an eerie, shimmering mist to a creepy phone call warning me to stay out of the woods. These details, combined with the game's atmosphere, evoked comparisons to Stalker rather than the often-cited Fallout.
Upon meeting Mother Jago, I hoped for clarity on Atomfall's mystery, but her vague responses left me searching for more clues. This investigative aspect reminded me of classic point-and-click adventures, encouraging thorough exploration of conversations. Jago offered valuable information in exchange for her herbalism book, which led me to a druid-fortified castle. Opting for a side approach, I engaged in a skirmish at an abandoned petrol station before entering the castle. The combat, while not top-tier, was enjoyable, though it seemed more of a sideshow to the main focus of uncovering the world's secrets.
Inside the castle, I searched for the book but found only crafting materials and no clear path forward. Atomfall's mission design is deliberately obtuse, challenging players to explore without hand-holding. Following map coordinates to retrieve keys, I encountered a deadly poison plant monster, which I bypassed using Skyrim-inspired tactics. Despite my efforts, the book remained elusive, and I ventured deeper into the castle, only to find more combat and crafting resources.
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After my demo ended, I learned the book was in the castle all along, on a table I had overlooked. Frustrated and immersed in my character's violent descent, I returned to Mother Jago and, in a moment of confusion, killed her. Searching her body, I found a recipe that could have helped against the poison monster, hinting at the information she was willing to trade.
Atomfall's developers at Rebellion suggest a playtime of 25 hours, with varied experiences for each player. My fellow demo participant explored a different region with killer robots and mutants, showcasing the game's depth and potential for diverse narratives. While the game's objectives can be challenging to decipher, this complexity rewards those who engage deeply with its world.
Atomfall's blurred lines between side and main objectives create a sense of peril and encourage players to craft their own stories within its irradiated English countryside. Despite my violent path and the unfortunate fate of Mother Jago, I'm eager to see how my story unfolds compared to others. For now, I'll take my bloodied cricket bat to the pub and await the next chapter in this intriguing game.