Join me on a violent jaunt through the English countryside—a 90-minute immersion in Atomfall, the new survival-action game from Rebellion, the minds behind Sniper Elite. I recently spent some time in a North London pub, enjoying a pint and some hands-on playtime, and came away intrigued by Atomfall’s open-ended missions and unsettling atmosphere. I might also have temporarily lost my marbles and decided to attack everyone in sight—including an old lady who probably didn't deserve it—with a cricket bat. Let me explain.
Every NPC in Atomfall is killable, from the lowliest grunt to the most crucial quest-giver. Starting the demo, I decided to test this very feature. My approach was, let's say, less than elegant. Within two minutes of exploring this digital Cumbria, I triggered a tripwire, forcing me to dispatch three guards. My weapon of choice? A cricket bat, christened my murder partner in a liberal splash of digital claret.
Later, I looted a bow and arrow. A glutton for archery in games, I quickly equipped it, ready for both close and long-range encounters. Mr. Cricket Bat earned a well-deserved rest. Nearby, a looming wicker man, ripe for burning, caught my eye. I steered clear; I've seen how those stories end. Such imagery hints at the folk horror undertones forming the bedrock of this region of *Atomfall's* segmented world, comprised of multiple "open zones." It creates a convincingly uneasy atmosphere, fueling the overarching mystery: what exactly transpired in this once-sleepy, now irradiated corner of England?My contemplation was interrupted by a group of druids, likely connected to the wicker man. Perfect range finders for my new bow. One. Two. Three. They fell. "I'M ROBIN BLOODY HOOD!" my brain screamed before I snapped back to the London pub. (No drinks yet, I promise. It was only 10 AM.)
The bow felt satisfying, but I was more interested in Atomfall's unique stamina system. Instead of a traditional depleting bar, there's a heart rate monitor that increases with strenuous activity. Sprinting pushes it over 140 bpm, hindering aiming accuracy. Later, I found a Bow Mastery skill manual, unlocking a perk negating the impact of a racing heart on drawing the bowstring. It's not the most exciting perk, and the skill tree isn't overly complex, but it's flexible enough to tailor your character to your preferred playstyle—stealth over gunplay, for example.
Atomfall screenshots
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My only achievement being a pile of dead druids, you might wonder about my overall goal. Honestly, so did I. Aimless exploration of the Casterfall Woods yielded little, so I followed my only quest lead: a note directing me to a herbalist, Mother Jago, near an old mine. Along the way, allusions to the larger story emerged—a shimmering, oily swirl over a power plant, the apparent cause of Britain's post-apocalyptic state. A nearby phone box rang, a creepy voice warning me to stay out of the woods. Too late, but thanks for the call.
The path was filled with similar environmental storytelling: an old boathouse with a disturbing alarm system and the words "get lost" painted on it—a warning the nearby skull pile ignored. Atomfall maintains an unsettling vibe, with peaceful forests giving way to creepy zones of terror. While Fallout comparisons are common, Stalker and its sequel feel more apt, tonally and in design.
Following another druid massacre (I butchered them and looted their garden center for herbs—a thyme-ly event), I met Mother Jago at her allotment. Dressed in a plum coat and skull-and-rose hat, she resembled Angela Lansbury if she’d embraced black magic aromatherapy instead of crime-solving. My hopes for clarity were dashed; she offered vague answers, even after exhausting every dialogue option. This reminded me of classic point-and-click adventures, encouraging exploration of every conversational nuance for clues. A door opened: Jago offered valuable information in exchange for her stolen herbalism book, held hostage by the druids in their fortified castle. With a new lead, I retraced my steps.
Atomfall's freeform design allowed any approach, so I attacked the castle from the side. Encountering a druid patrol near an abandoned petrol station, the "Battle of the Forecourt" commenced with a grenade. The enemy AI isn't the most reactive, but the satisfying carnage alerted archers. A nail bomb halted their advance, allowing close-quarters combat. The combat is fun, but it's best treated as a sideshow to the main event—uncovering the world's secrets.
After sniping some axe-wielding brutes, I reached the castle's outer walls, finding a locked hut. A note with map coordinates suggested the keys were far away. *Atomfall* lacks objective markers, requiring players to study the map and place their own markers. Could the hut hold the book? Did I need the key? My hunch said no, so I went to the main doors.Inside, more druids to club, but no book. Ten minutes of searching yielded only crafting materials. This exemplifies Atomfall's obtuse mission design. There's no hand-holding; the book won't glow. While frustrating at times, I appreciated Rebellion's challenging approach, sticking to its explorative, detective-like vision.
I appreciated Rebellion’s challenging approach.Following the paper trail to the coordinates, I found a poison plant monster that nearly fried my brain. Rifle bullets were ineffective. Reloading my save, I used Skyrim-honed bunny-hopping skills to bypass it, retrieving the keys from a victim. Back at the hut, I found a perk point and ammo—but no book.
Exploring the castle's depths, I killed the High Priestess and her lackeys, finding an SMG, a poison bomb recipe, and an atomic battery, opening a new questline I lacked time to explore. Still no book.
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My play session ended. I was told the book was in the castle, on a table I'd passed numerous times. Before that revelation, I believed the book was a ruse. I returned to the herbalist, who, naturally, had nothing to say (the book was real). My character's descent into violence was complete, so I killed her. Searching her body, I found a recipe to combat the poison swamp monster. We could have saved time.
Atomfall's runtime is substantial; developers estimated 4-5 hours minimum, with most players taking around 25. The experience varies greatly. Another player at the demo had a completely different adventure, starting with a crashed helicopter I never saw, leading to a new region with robots and mutants. Even skimming the surface reveals depth and mystery.
Atomfall rewards those who embrace its obfuscated quest design.The lack of direction might be off-putting, but Atomfall rewards players who engage with its obfuscated design. The blurred lines between main and side objectives add peril, encouraging unique narratives and endings. My ending, despite killing Mother Jago, will differ from yours.
That's all for today. My hands bloodied, I'll head to the pub, cricket bat in tow, and let things settle down.