Atomfall Massacre: A Survivor's Tale
Join me on a violent jaunt through the English countryside—a 90-minute immersion in Atomfall, the new survival-action game from Rebellion, creators of Sniper Elite. I recently spent some time at 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 sanity and attacked everyone in sight, including a probably innocent old lady, 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 design philosophy. My approach was, shall we say, less than elegant. Barely two minutes into exploring this digital Cumbria, I triggered a tripwire, forcing me to dispatch three guards. My weapon of choice? A cricket bat, christened with a liberal splash of digital claret.
Later, I looted a bow and arrow, a welcome upgrade for my archery-loving self. Mr. Cricket Bat got a well-deserved rest. Nearby, a towering wicker man stood ominously, waiting to be ignited. I steered clear; I’ve seen how those stories end. Such imagery hints at the folk horror undertones that underpin this region of *Atomfall’s* segmented world, comprised of multiple "open zones." It creates a genuinely unsettling atmosphere, fueling the overarching mystery: what happened in this once-sleepy, now-irradiated corner of England?My musings were interrupted by a group of druids—likely connected to the wicker man. They served as perfect archery targets. One. Two. Three. Down they went. My inner Robin Hood briefly emerged before I snapped back to reality, back in my London pub. (No, I hadn't had a drink yet; 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/regenerating bar, there's a heart rate monitor. Sprinting increases your heart rate, affecting aiming accuracy. Later, I found a Bow Mastery skill that mitigates this effect. It's not the most exciting perk, and the skill tree isn't overly complex, but it allows for character customization, letting you specialize in stealth or gunplay.
Atomfall screenshots
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My only accomplishment being a pile of dead druids, my overall goal was, admittedly, unclear. Aimless exploration of the Casterfall Woods yielded little, so I followed my only lead: a note about a herbalist, Mother Jago, near an old mine. Along the way, I found clues to the larger narrative—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.
The path was filled with unsettling details: a boathouse rigged with alarms, the words "get lost" scrawled on it, a nearby pile of skulls. Atomfall maintains a consistently uneasy atmosphere, blending serene forests with creepy zones of terror. While Fallout comparisons are common, Stalker feels a more fitting comparison, tonally and design-wise.
Following another druid massacre (and looting their garden center for herbs), I met Mother Jago. Dressed in a plum-colored coat and a skull-and-rose hat, she resembled a magically-inclined Angela Lansbury. My hopes for clarity were dashed; she gave vague answers, even after exhausting every dialogue option. This reminded me of classic point-and-click adventures, encouraging thorough exploration of conversations for hints. Eventually, a breakthrough: Jago offered information in exchange for her stolen herbalism book, held hostage by the druids in their fortified castle.
Atomfall’s freeform design allowed for any approach, so I attacked from the side. I encountered a druid patrol near an abandoned petrol station. The ensuing "Battle of the Forecourt" involved a grenade, some archery, a nail bomb, and more cricket bat action. The enemy AI isn't highly reactive, but the combat is satisfyingly visceral. It's best to treat combat as a sideshow to the main event of exploration.
After sniping some axe-wielding druids, I entered the castle. I found a locked hut with map coordinates suggesting the key was far away. *Atomfall* lacks objective markers, leaving map navigation to the player. Could the book be in the hut? Did I need the key? My hunch was no. I went straight to the main keep.Inside, more druids to club, but no book. I searched for ten minutes, finding only crafting materials. This highlights Atomfall’s obtuse mission design. There’s no hand-holding. While frustrating at times, I appreciated Rebellion’s commitment to a challenging, explorative experience.
I appreciated Rebellion’s commitment to a challenging, explorative experience. With the book missing, I followed the coordinates, finding a poisonous plant monster. Rifle bullets were ineffective. I reloaded and used some acrobatic skills to bypass the beast, retrieving the key 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 followers, finding an SMG, a poison bomb recipe, and an atomic battery, starting a new questline I lacked time to explore. Still no book.
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My play session ended. I learned the book was in the castle, on a table I’d passed multiple times. Before that revelation, I’d convinced myself the book was a ruse. I returned to the herbalist, who, of course, had nothing new to say. 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 significant; developers estimate 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 and leading to killer robots and mutants. Even a surface-level exploration reveals depth and mystery.
Atomfall rewards players who embrace its obfuscated quest design. The lack of direction might be off-putting, but the blurred lines between main and side objectives add peril, encouraging unique player narratives and endings. My ending, despite killing Mother Jago, will differ from yours.
That’s all for today. My hands bloodied, I'm heading to the pub, cricket bat in tow, to let things settle down.
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