Embark on a thrilling journey through the eerie English countryside with Atomfall, the latest survival-action game from the creators of Sniper Elite, Rebellion. I recently spent 90 minutes diving into this intriguing title over a pint in a North London pub, and I left captivated by its open-ended mission design and unsettling atmosphere. My experience took a wild turn when I, perhaps a bit too enthusiastically, began attacking everyone in sight—including an innocent old lady—with a cricket bat. Let me walk you through my chaotic adventure.
In Atomfall, every NPC—from the lowliest grunt to the most vital quest-giver—can meet a violent end. As I began my demo, I decided to put this mechanic to the test. Barely two minutes in, I tripped a wire alarm and found myself dispatching three alerted guards with a cricket bat, which quickly became my weapon of choice, christened with their blood.
Soon after, I looted a bow and arrow, satisfying my love for archery in video games. Equipped for both close and long-range combat, I left the cricket bat to rest. As I explored, I encountered a towering wicker man, a nod to the game's folk horror theme that permeates its segmented world of multiple "open zones." This eerie setting only deepened the mystery surrounding the now-irradiated corner of England I was exploring.
My musings were interrupted by a group of druids, likely connected to the wicker man. They became perfect targets for my new bow. "I'M ROBIN BLOODY HOOD," my brain cheered as I took them down, snapping back to reality in the London pub. It was only 10am, and I hadn't even touched my drink yet.
The bow felt satisfying to use, but Atomfall's innovative stamina system piqued my interest even more. Instead of a traditional stamina bar, the game uses a heart rate monitor that rises with physical exertion. Sprinting, for instance, can push your heart rate over 140 bpm, making it harder to aim accurately. Later, I discovered a Bow Mastery skill manual that mitigated the impact of an elevated heart rate on archery, hinting at a skill tree that, while not overly complex, allows for personalized character development tailored to different play styles, such as stealth or direct combat.
Atomfall screenshots
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With only a trail of dead druids to my name, I followed the only lead I had: a note directing me to Mother Jago, a herbalist near an old mine. Along the way, I encountered environmental storytelling elements like an ominous power plant and a ringing phone box with a creepy warning to stay out of the woods. The journey was filled with eerie touches, such as a boathouse rigged with an alarm and a mound of skulls—elements that contributed to the game's uneasy atmosphere, reminiscent of Stalker rather than Fallout.
After another druid massacre, I met Mother Jago at her allotment, hoping for clarity on the game's mystery. Dressed in a plum-colored coat and an animal skull and rose-laden hat, she seemed more like a dark magic practitioner than a herbalist. Despite exhausting all dialogue options, she offered only vague answers, reminiscent of classic point-and-click adventures where every conversation must be explored for clues. Eventually, she offered valuable information in exchange for her herbalism book, which I learned was held at a druid's fortified castle.
Atomfall's freeform design allowed me to approach the castle from any angle. I chose a side attack, encountering a druid patrol at an abandoned petrol station. The ensuing Battle of the Forecourt was chaotic and bloody, though the enemy AI was somewhat lacking in responsiveness. Despite this, the combat was enjoyable, though not the game's highlight. Instead, the real draw is uncovering the world's secrets.
Inside the castle, I searched for the book but found only crafting materials. Atomfall's mission design is deliberately obtuse, challenging players to explore without hand-holding. After failing to find the book, I followed coordinates to retrieve keys from a poison plant monster's den, only to discover more crafting materials instead of the book.
Venturing deeper into the castle's underbelly, I eliminated the High Priestess and her followers, uncovering new items and a potential new questline. Yet, the book remained elusive. It wasn't until after my demo ended that I learned it was on a table I had overlooked multiple times.
Frustrated and confused, I returned to Mother Jago, mistakenly believing the book was a ruse. In my descent into violence, I killed her, finding a recipe that could have helped against the poison monster. It was a poignant reminder of the game's blurred lines between side and main objectives, which encourage players to forge their own paths and narratives.
Atomfall promises a varied experience, with the developers estimating a 25-hour playtime for most players. My fellow demo participants encountered entirely different adventures, suggesting a rich, diverse world full of secrets and mysteries.
While the game's obtuse objectives might deter some, Atomfall rewards those who embrace its explorative design. Each player's journey can lead to a unique ending and explanation for the events in this irradiated English countryside. As for me, after a bloody adventure and the unfortunate demise of Mother Jago, I decided to embrace my inner Brit: I took my cricket bat, headed to the pub, and waited for the storm to pass.