Embark on a gripping journey through the haunting English countryside with Atomfall, the latest survival-action game from Rebellion, the developers behind Sniper Elite. Recently, I had the opportunity to dive into the game during a hands-on session at a North London pub, where the eerie atmosphere and open-ended mission design of Atomfall left a lasting impression. My experience took a violent turn, however, as I found myself attacking every NPC in sight, including an innocent old lady, with a cricket bat. Let's delve into why this game sparked such intense reactions.
In Atomfall, every NPC, from the lowest grunt to the most crucial quest-giver, can be killed. My initial approach to the demo was to test this feature, leading me to inadvertently trigger a tripwire alarm within minutes of starting. This resulted in a frantic encounter with three guards, which I resolved using the blunt force of a cricket bat, now christened with their blood.
Later, I equipped a bow and arrow, satisfying my love for archery in games. With this, I was ready for both long and short-range engagements, allowing my cricket bat some respite. As I explored, I encountered a towering wicker man, a clear nod to the folk horror elements that underpin Atomfall's setting. These eerie sights contribute to the game's unsettling atmosphere, enhancing the mystery surrounding the now-irradiated English countryside.
My musings on this mystery were soon interrupted by a group of druids, perfect targets for testing my new bow. After dispatching them, I felt like Robin Hood, though the reality of a London pub at 10am quickly brought me back. The bow's mechanics felt satisfying, but what truly caught my attention was Atomfall's innovative stamina system. Instead of a traditional stamina bar, the game uses a heart rate monitor that increases with physical exertion, affecting your aim when stopping to fight after sprinting. I later discovered a Bow Mastery skill manual that mitigated the impact of a high heart rate on archery, though the skill tree seemed straightforward, it allows for tailoring your character to your preferred playstyle, whether that's stealth or direct combat.
Atomfall screenshots
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My goal in the game remained elusive, prompting me to follow a quest lead to a herbalist named Mother Jago, near an old mine. The journey was filled with environmental storytelling, from a power plant shrouded in ominous colors to a ringing phone box delivering cryptic warnings. Atomfall's world is rich with these subtle narrative touches, creating an atmosphere reminiscent of Stalker more than Fallout, with its blend of exploration and terror.
After another druid encounter, I met Mother Jago at her allotment, hoping for clarity on the game's central mystery. Her vague responses echoed the style of classic point-and-click adventures, pushing players to explore every dialogue option. Jago offered to exchange valuable information for her herbalism book, which I had to retrieve from a druid stronghold. 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 top-tier, adds a fun element to the exploration-focused gameplay.
Inside the castle, I searched for the book, finding only crafting materials and no sign of it. Atomfall's design doesn't spoon-feed objectives, requiring players to think and explore, which I found both challenging and rewarding. After following map coordinates to retrieve keys from a dangerous creature, I returned to find the book still missing. Delving deeper into the castle, I encountered more druids and new items, but still no book.
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Post-demo, I learned the book was actually inside the castle, on a table I had overlooked. Frustrated, I confronted Mother Jago, who offered no further insight. In a fit of confusion and violence, I killed her, finding a recipe that could have helped against the poison swamp monster. This incident underscored Atomfall's lengthy gameplay, with developers estimating 25 hours to complete the story. The varied experiences of other demo participants highlighted the game's depth and the potential for diverse player journeys.
Atomfall's obtuse quest design may not appeal to everyone, but it rewards those willing to engage deeply with its world. The game's narrative flexibility allows players to shape their own story within the irradiated English countryside. Despite my violent detour, I'm eager to see how my story unfolds, even if it differs significantly from others'.
With bloodied hands and a cricket bat in tow, I left the demo session feeling both intrigued and slightly overwhelmed. As I returned to the pub, I embraced the full-British experience, ready to reflect on this intense journey through Atomfall.