At first glance, Atomfall might seem like a Fallout game—a post-apocalyptic adventure set in a post-nuclear England. The first-person perspective, the post-nuclear setting (the name itself hints at it!), and the alt-history backdrop all draw immediate comparisons to the Fallout franchise. Rebellion's art director, Ryan Greene, acknowledges these similarities, noting that the team anticipated the comparisons from the outset. He explains that the Fallout comparisons are understandable, given the shared themes of survival in a post-apocalyptic world, and that their own creative director is a big Fallout fan. However, he emphasizes that Atomfall carves its own unique path.
IGN previously highlighted that Atomfall offers a far more intriguing experience than a simple "British Fallout." Greene himself warns against the misleading nature of such comparisons, stating that gameplay quickly reveals Atomfall's distinct identity. He points out that Rebellion, unlike Bethesda (the creators of Fallout), is an independent British studio, known for the Sniper Elite franchise. While Atomfall represents an ambitious undertaking for Rebellion, it's not on the scale of an Elder Scrolls or Fallout title. Greene emphasizes that this is a version 1.0 game, and while the comparison to those larger studios is appreciated, it's important to understand the different scope.
Atomfall Screenshots






Greene estimates an average playthrough to be around 25 hours, though completionists could significantly extend that time. IGN's recent hands-on preview showcased the game's unique flexibility: it's entirely possible to complete the game by killing every character encountered. Greene confirms this, explaining that the game features multiple endings and that even eliminating key characters doesn't necessarily block progress, as alternative paths exist to reach a conclusion.
AnswerSee ResultsAtomfall deviates from traditional RPG structures; it lacks a main questline and side quests in the conventional sense. Instead, the narrative unfolds as a complex web of interconnected stories. Even severing one narrative thread typically leads to another, maintaining the overall mystery. Furthermore, a completely pacifist playthrough is entirely feasible, according to Greene, who claims to have progressed significantly without killing anyone during development.