"Atomfall Madness: I Killed Everyone"
Embark on a thrilling journey through the hauntingly beautiful English countryside with Atomfall, the latest survival-action game from Sniper Elite's creators, Rebellion. During a recent visit to a North London pub, I had the chance to dive into the game over a pint, and was captivated by its open-ended mission design and unsettling atmosphere. My experience took a wild turn when I decided to unleash chaos with a cricket bat, attacking every NPC in sight—including an innocent old lady. Here’s why Atomfall left such a strong impression.
In Atomfall, every NPC, from minor characters to crucial quest-givers, can be killed. As I began the demo, I chose to test this mechanic, albeit clumsily. Mere minutes into my exploration of the digital Cumbria, I triggered a tripwire alarm, forcing me to dispatch three guards with a cricket bat, which quickly became my weapon of choice, baptized in blood.
Later, I picked up a bow and arrow, which I eagerly equipped, allowing me to engage enemies at varying distances. With the bow in hand, I left the cricket bat to rest. As I explored further, I encountered a towering wicker man, a nod to the game's folk horror themes that permeate its segmented world of "open zones." This eerie setting only deepened the mystery surrounding the now-irradiated corner of England I was investigating.My contemplation of the game's mystery was soon interrupted by a group of druids, whom I quickly dispatched with my bow, jokingly proclaiming myself "Robin Bloody Hood" amidst the chaos. The bow was satisfying to use, but what intrigued me more was Atomfall's innovative stamina system. Instead of a traditional stamina bar, the game uses a heart rate monitor that increases with physical exertion. For example, prolonged 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 archery, hinting at a skill tree that, while not overly complex, allows for customization based on preferred gameplay styles, such as stealth or gunplay.
Atomfall Screenshots
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As I continued my exploration of the Casterfall Woods, my only clue was a note directing me to a herbalist, Mother Jago, near an old mine. Along the way, I noticed subtle hints of a larger narrative, such as a shimmering, oily swirl over a power plant and a creepy phone call warning me to stay out of the woods. The environment was rich with small details, like an old boathouse rigged with an alarm system and a mound of skulls, contributing to an unsettling atmosphere. Atomfall's tone and game design reminded me more of Stalker than Fallout, with its focus on exploration and survival.
After another druid skirmish, I met Mother Jago at her allotment retreat. Her cryptic responses to my questions echoed the style of classic point-and-click adventures, encouraging thorough exploration of dialogue for clues. She offered valuable information in exchange for her herbalism book, which was being held in a druid-fortified castle. The game's freeform design allowed me to approach the castle from any angle, leading to an encounter with a druid patrol at an abandoned petrol station. The combat, while not top-tier, was enjoyable, and I managed to navigate through the castle's outer walls to search for the book.
Inside the castle, I found no trace of the book, only crafting materials. The absence of clear objectives and the need to manually mark points of interest on the map reflect Atomfall's challenging and explorative approach. Following a clue to map coordinates, I faced a poison plant monster, which I bypassed using tactics reminiscent of Skyrim. Despite returning with keys, I still couldn't find the book.Venturing deeper into the castle, I eliminated the High Priestess and her followers, discovering new items and a potential new questline, but still no book. It was only after my demo ended that I learned the book was on a table I had overlooked several times. Frustrated and confused, I confronted Mother Jago again, ultimately killing her in a fit of rage. Searching her body, I found a recipe that could have helped against the poison monster, suggesting what she might have traded for the book.
Atomfall’s developers estimate a story completion time of around 25 hours, with varied experiences for each player. My demo companion explored entirely different areas, encountering killer robots and mutants, highlighting the game's depth and varied mysteries. While some might find the lack of clear objectives frustrating, Atomfall rewards players who engage with its complex quest design, offering a unique narrative experience for each player.
With bloodied hands from my chaotic journey, I ended my session feeling that Atomfall is a game that thrives on player engagement and exploration. As I headed back to the pub, cricket bat in hand, I looked forward to seeing how this intriguing tale would unfold in the irradiated English countryside.
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