Embark on a thrilling adventure through the English countryside with *Atomfall*, the latest survival-action game from the creators of Sniper Elite, Rebellion. Recently, I had the chance to dive into a hands-on demo at a North London pub, and what I discovered was a game that blends open-ended mission design with a haunting atmosphere. My experience, however, took a violent turn when I decided to wield a cricket bat against unsuspecting NPCs, including an innocent old lady. Here’s why *Atomfall* piqued my interest.
In *Atomfall*, every NPC is fair game—from the lowliest grunt to crucial quest-givers. As I started the demo, I set out to test this mechanic. Within minutes, I triggered a tripwire, alerting three guards whom I dispatched with a cricket bat, now baptized in blood. Later, I switched to a bow and arrow, enhancing my arsenal for both short and long-range combat. This allowed me to take a break from the cricket bat, which had become my reluctant companion in chaos.
The game’s setting in a post-apocalyptic Cumbria, filled with eerie folk horror elements like a towering wicker man, sets a tense and mysterious tone. As I explored the open zones of *Atomfall*, the unsettling atmosphere deepened the intrigue surrounding the region’s backstory. My rampage continued as I encountered druids, using them as targets for my newfound archery skills, humorously dubbing myself "Robin Bloody Hood" amidst the chaos.
*Atomfall* innovates with a heart rate monitor instead of a traditional stamina bar. Engaging in strenuous activities like sprinting raises your heart rate, affecting your aiming precision. Discovering a Bow Mastery skill manual offered a perk to mitigate this effect, though the skill tree seemed straightforward yet flexible enough to tailor to various playstyles, whether you prefer stealth or direct combat.
Atomfall Screenshots
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My quest led me to search for a herbalist named Mother Jago, hinted at by a note. Along the way, I encountered environmental storytelling elements like a shimmering, oily swirl over a power plant and a phone box with a creepy warning, alluding to a larger narrative about Britain's descent into a post-apocalyptic state. The game’s vibe oscillated between serene forests and zones of terror, reminiscent more of *Stalker* than *Fallout*.
Meeting Mother Jago, who resembled a dark magic enthusiast, provided no clear answers to the unfolding mystery. Instead, I was tasked with retrieving her herbalism book from a druid castle, prompting another violent spree. Approaching the castle from the side, I engaged in a skirmish at an abandoned petrol station, using a grenade and nail bomb to take down a druid patrol. The combat, while not the most sophisticated, added a fun element to my exploration.
Inside the castle, I searched for the elusive book, navigating through its halls without objective markers, a hallmark of *Atomfall*'s challenging design. After fruitless searching, I followed map coordinates to retrieve keys, facing a poison plant monster that required strategic maneuvering to bypass. Returning to the castle, I still couldn't find the book, leading me deeper into its underground, where I eliminated a High Priestess and discovered new items, none of which were the book I sought.
The revelation that the book was on a table I had overlooked multiple times came after my demo ended. In my confusion and frustration, I killed Mother Jago, only to find a recipe on her that could have helped against the poison monster. This incident highlighted *Atomfall*'s deep, interconnected quest design, where every action has consequences and the narrative can unfold differently for each player.
Developers at Rebellion indicated that completing *Atomfall* could take anywhere from four to twenty-five hours, with the possibility of varied experiences. My fellow demo participant had an entirely different journey, encountering killer robots and mutants. *Atomfall* rewards those who engage deeply with its complex mission structure, blurring the lines between main and side objectives and encouraging players to forge their own path through its mysterious, irradiated world.
As my demo concluded, I reflected on my violent journey, now ready to embrace full-British mode: cricket bat in hand, heading to the pub to let the chaos of *Atomfall* settle.