Embark on a thrilling journey through the English countryside with *Atomfall*, the latest survival-action game from Rebellion, the developers behind Sniper Elite. Recently, I had the opportunity to dive into a hands-on demo of this intriguing title over a pint in a North London pub. What I discovered was a game that blends open-ended mission design with a haunting atmosphere, compelling me to explore—and yes, perhaps go on a violent rampage with a cricket bat.
In *Atomfall*, every NPC can meet their demise, from the lowliest grunt to crucial quest-givers. My demo began with a decision to test this feature to its limits. Mere minutes into my exploration of this digital Cumbria, a clumsy misstep triggered a tripwire alarm, forcing me to dispatch three alerted guards with the blunt force of a cricket bat. The weapon, now christened with a splash of claret, became my companion in chaos.
Soon after, I acquired a bow and arrow, satisfying my penchant for archery in games. Equipped for both long and short-range encounters, I left the cricket bat to rest. A towering wicker man loomed nearby, a nod to the folk horror elements that underpin *Atomfall*'s segmented world of "open zones". This eerie sight contributed to an unsettling atmosphere, enhancing the mystery of what had transpired in this now-irradiated corner of England.
My musings on the mystery were abruptly interrupted by a group of druids, who seemed connected to the wicker man. They became perfect targets for my bow, and as I took them down, my inner voice jubilantly declared, "I'M ROBIN BLOODY HOOD!"—a testament to the game's immersive pull, even before my first drink at 10am.
The bow's mechanics felt satisfying, but what truly piqued my interest was *Atomfall*'s innovative approach to stamina. Instead of a traditional depleting bar, the game uses a heart rate monitor that rises with physically demanding actions. Sprinting, for instance, can push your heart rate over 140 bpm, impacting your aiming accuracy. I later discovered a Bow Mastery skill manual that mitigated the effects of a high heart rate on archery. While the skill tree may not be the most complex, it allows for customization of your gameplay style, whether you prefer stealth or direct combat.
Atomfall screenshots
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With a trail of dead druids behind me, my quest led me to a herbalist named Mother Jago, rumored to live near an old mine. The path was dotted with environmental storytelling, from a power plant emanating an eerie shimmer to a phone box with a chilling warning to stay out of the woods. The game's atmosphere evoked comparisons to *Stalker* more than *Fallout*, with its blend of tone and game design.
After another druid encounter, I reached Mother Jago's quaint allotment. She resembled Angela Lansbury dabbling in dark magic, but her vague responses left my quest for clarity unfulfilled. This led me to explore every dialogue option, reminiscent of classic point-and-click adventures. Jago offered information in exchange for her herbalism book, which was being held at a druid castle.
Approaching the castle from the side, I engaged a druid patrol at an abandoned petrol station, dubbing it the "Battle of the Forecourt". The enemy AI wasn't the most dynamic, but the visceral combat was satisfying. Inside the castle, I navigated its outer walls, finding a locked hut with a note hinting at distant keys. *Atomfall* eschews objective markers, encouraging players to manually mark points of interest on the map.
Within the castle, I found more druids to dispatch but no sign of the book. The game's mission design is deliberately obtuse, challenging players to explore without hand-holding. Following map coordinates, I faced a poison plant monster, bypassing it to retrieve the keys from a previous victim. Back at the hut, I found only perk points and ammo, not the elusive book.
Delving deeper into the castle's underbelly, I encountered druid rituals and chemical concoctions, defeating the High Priestess and her followers. Yet, the book remained elusive. Upon learning that it was indeed in the castle, lying on a table I had overlooked, I returned to Mother Jago. In frustration, I killed her, only to find a recipe that could have helped against the poison monster—a piece of information she might have shared had I not ended her life prematurely.
Xbox Games Series Tier List
Xbox Games Series Tier List
*Atomfall* is designed to be a lengthy experience, with developers suggesting a minimum of four to five hours to complete the story, and an average playtime of around 25 hours. The game's narrative can diverge significantly based on player choices, as evidenced by another demo player's entirely different adventure involving a crashed helicopter and a region filled with killer robots and mutants.
While *Atomfall*'s quest design may be too obscure for some, it rewards thorough exploration and engagement. The blurred lines between main and side objectives add a layer of peril to every action, encouraging players to craft their own unique stories and conclusions. Despite my violent detour, I'm eager to see how my journey ends, though it may differ vastly from others' experiences.
With my hands bloodied and a cricket bat in tow, I embrace the full British experience: retreating to the pub to reflect on the chaos I've unleashed, waiting for the storm to pass.