"Atomfall: Man Goes Berserk, Kills All"
Join me on a thrilling, albeit violent, journey through the English countryside with *Atomfall*, the latest survival-action game from the developers of Sniper Elite, Rebellion. During a recent visit to a North London pub, I not only enjoyed a pint but also got hands-on with the game, leaving me both intrigued and slightly unhinged. The open-ended mission design and the eerie atmosphere of *Atomfall* captivated me, though I may have taken a dark turn by attacking every NPC in sight—including an innocent old lady—with a cricket bat. Let me explain why.
In *Atomfall*, every NPC, from the lowliest grunt to the most crucial quest-giver, can be killed. Eager to test this feature, I embarked on a mission that quickly turned chaotic. Within minutes of exploring the digital Cumbria, I triggered a tripwire alarm, leading to the demise of three guards, all dispatched with my new murder partner—a cricket bat.
Later, I acquired a bow and arrow, satisfying my love for archery in games. This addition allowed me to engage in both long and short-range combat, giving my cricket bat a much-needed break. As I explored, I encountered a towering wicker man, a nod to the folk horror elements that underpin *Atomfall's* world. This eerie setting contributes to the game's unsettling atmosphere, deepening the mystery of what happened in this now-irradiated part of England.
My musings were interrupted by a group of druids, perfect targets for my new bow. As I took them down, my mind shouted, "I'M ROBIN BLOODY HOOD," though I quickly snapped back to reality in the London pub. It was only 10 am, and I hadn't touched a drink yet.
The bow's mechanics felt satisfying, but what truly caught my interest was *Atomfall's* innovative stamina system. Instead of a traditional depleting bar, a heart rate monitor reflects the physical exertion of your character. Sprinting can push your heart rate over 140 bpm, affecting your aim and accuracy. I later found a Bow Mastery skill manual that mitigated the impact of a high heart rate on drawing the bowstring. While the skill tree might not be the most complex, it offers enough flexibility to tailor your character's abilities to your preferred playstyle, whether that's stealth or direct combat.
Atomfall screenshots
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With a trail of dead druids behind me, my goal became clear: to uncover the secrets of the Casterfall Woods region. Following a note, I set out to find Mother Jago, a herbalist living near an old mine. Along the way, I encountered hints of the larger story, such as a shimmering, oily swirl over a power plant and a creepy voice from a ringing phone box warning me to stay out of the woods.
The path was filled with environmental storytelling, like an old boathouse with an eerie alarm system and a mound of skulls. *Atomfall* evokes a sense of unease around every corner, reminiscent of games like *Stalker* rather than *Fallout*. The game's design encourages thorough exploration, much like classic point-and-click adventures, where every conversation might hold a clue.
Meeting Mother Jago at her allotment retreat, I hoped for clarity on the game's mystery. Instead, her vague responses left me searching for more. She offered information in exchange for her herbalism book, which was supposedly held hostage in a druid castle. With a new lead, I approached the castle from the side, engaging in a battle at an abandoned petrol station. The combat, while not top-tier, provided fun encounters that felt like a sideshow to the main event of uncovering the world's secrets.
Inside the castle, I found no sign of the book despite thorough searches. *Atomfall* challenges players with its obtuse mission design, requiring keen observation and exploration without hand-holding. Following a lead to map coordinates, I faced a poison plant monster, using my Skyrim-honed skills to bypass it and retrieve the keys. However, these keys led only to a perk point and ammo, not the elusive book.
Venturing deeper into the castle, I encountered the High Priestess and her followers, gaining an SMG, poison bomb recipe, and an atomic battery that hinted at new quests. Yet, the book remained elusive. After my demo ended, I learned the book was on a table I had overlooked. Frustrated and confused, I confronted Mother Jago again, ultimately killing her in a fit of violence, only to find a recipe that could have helped against the swamp monster.
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Rebellion estimates that completing *Atomfall's* story could take between four to five hours for a quick run, with most players spending around 25 hours. The game's design allows for varied experiences, as evidenced by another demo player who encountered a crashed helicopter and ventured into a region filled with killer robots and mutants. *Atomfall* rewards players who engage deeply with its complex quest design, blurring the lines between side and main objectives to create a unique narrative for each player.
While the lack of direction might be frustrating for some, *Atomfall* encourages players to forge their own paths and uncover the mysteries of the irradiated English countryside. My journey, though violent and chaotic, left me eager to see how my story would end, even if it differed from others' experiences.
With bloodied hands from my rampage, I embraced my full-British mode: cricket bat in hand, I headed back to the pub to wait for the dust to settle on this wild adventure.




