Join me on a violent jaunt through the English countryside—a 90-minute immersion in Atomfall, the new survival-action game from Rebellion, the minds behind Sniper Elite. I recently spent some time in 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 momentarily lost my marbles and decided to assault every soul in sight, including a probably innocent elderly woman, 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, admittedly, less than elegant. Barely two minutes into exploring this digital Cumbria, I triggered a tripwire, forcing me to eliminate three guards. My weapon of choice? A cricket bat, christened my murder accomplice in a liberal splatter of digital claret.
Later, I looted a bow and arrow. As an archery enthusiast in games, I quickly equipped it, allowing Mr. Cricket Bat a well-deserved rest. Nearby, a looming wicker man beckoned, awaiting immolation. I steered clear; I’ve seen how those stories end. Such imagery hints at the folk horror underpinning this region of *Atomfall’s* segmented world, composed of multiple "open zones." It cultivates a palpable unease, fueling the overarching mystery: what transpired in this once-peaceful, now-irradiated corner of England?My contemplation was interrupted by a group of druids, likely connected to the wicker man. They served as perfect target practice for my new bow. One. Two. Three. They fell. "I'M ROBIN BLOODY HOOD!" my brain shrieked, before I snapped back to the London pub. (I hadn’t had a drink yet, I swear. It was only 10 AM.)
The bow felt satisfying, but I was more interested in Atomfall’s clever stamina system. Instead of a traditional depleting/regenerating bar, there’s a heart rate monitor that increases with strenuous activity. Sprinting raises your heart rate over 140 bpm, hindering aiming accuracy. Later, I found a Bow Mastery skill manual, unlocking a perk mitigating the impact of a racing heart on drawing the bowstring. It’s not the most thrilling perk, and the skill tree isn’t overly complex, but it allows tailoring your character to your preferred playstyle—stealth over gunplay, for instance.
Atomfall screenshots
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My only accomplishment being a pile of dead druids, you might wonder about my objective. To be honest, so did I. Aimless exploration of the Casterfall Woods yielded little, so I followed my only lead: a note directing me to a herbalist, Mother Jago, near an old mine. Along the way, I saw clues to the larger narrative—a shimmering, oily swirl of blues and purples hovering over a power plant, the apparent cause of Britain's post-apocalyptic state. A nearby phone box rang, a creepy voice warning me to avoid the woods. Too late, but thanks for the heads-up.
The path was littered with subtle environmental storytelling—an old boathouse with a disturbing alarm system, the words "get lost" painted on it, a nearby mound of skulls ignoring the warning. Atomfall maintains a consistently unsettling vibe, sleepy forests giving way to creepy zones of terror. While Fallout comparisons are common, Stalker and its sequel are more apt comparisons, in tone and design.
Reminds me of classic point-and-click adventures in the way you’re encouraged to explore every corner of conversation in search of a hint.“After another druid massacre (and looting their garden center for herbs—a thyme-ly event), I met Mother Jago at her allotment. Dressed in a plum-colored coat and an animal skull/rose-laden hat, she resembled Angela Lansbury if she’d embraced black magic aromatherapy instead of crime-solving. My hopes for clarity were dashed—she offered vague answers, despite exhausting every dialogue option. This reminded me of classic point-and-click adventures, encouraging thorough exploration of conversations for clues. Finally, a breakthrough: Jago offered valuable information in exchange for her stolen herbalism book, held hostage at the druids’ castle. With a new lead, I retraced my steps.
Atomfall’s freeform design allowed any approach, so I attacked the castle from the side. I encountered a druid patrol near an abandoned petrol station. The Battle of the Forecourt ensued, as I tossed a grenade. The enemy AI wasn’t spectacular, but the satisfying explosion of blood and bone alerted archers. I neutralized them with a nail bomb, then closed the distance, snapping a neck before resuming bat-based head-smashing. The combat is fun, but don’t expect top-tier mechanics. Treat encounters as a sideshow to the main event—unraveling the world's secrets.
After sniping axe-wielding brutes, I reached the castle’s outer walls, finding a locked hut. A note with map coordinates suggested the keys were far to the southeast. *Atomfall* lacks objective markers, requiring players to study the map and place markers. Was the book in the hut? Did I need the key? My hunch was no, so I went to the main doors.Inside, more druids to club, but no book. I searched for ten minutes, finding only cloth and alcohol for bandages. This highlights Atomfall’s obtuse mission design. No hand-holding; the book won’t glow. While frustrating at times, I appreciated Rebellion’s challenging, explorative, detective-like approach.
I find myself ultimately encouraged by Rebellion’s approach to make something that challenges the player.“With the book missing, I followed the coordinates, finding a poisonous plant monster. Rifle bullets were ineffective, leading to a quick death. I reloaded and used Skyrim-honed bunny-hopping skills to bypass the beast, retrieving the keys from a victim. Back at the hut, I found a perk point and ammo—but no book.
Despondent, I ventured into the castle’s depths, where druids performed rituals. I killed the High Priestess and her lackeys, finding an SMG, a poison bomb recipe, and an atomic battery, opening a new questline I lacked time to explore. Still no book.
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My session ended. I learned the book was in the castle, on a table I’d passed multiple times. Before that revelation, I believed the book was a ruse. I returned to the herbalist. She didn’t react, because the book was real. But 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 isn’t short. Developers said the story takes 4-5 hours minimum, with most players taking around 25 hours. My experience differed from another player’s, who started with a crashed helicopter, leading to a region with robots and mutants. Even skimming the surface reveals depth and mystery.
Atomfall feels like a game that rewards you the more you indulge in its obfuscated quest design.“Some objectives might be too obtuse, but Atomfall rewards players who embrace its design. The blurred lines between main and side quests add peril, encouraging unique stories and endings. My ending, despite killing Mother Jago, will differ from yours.
That’s all the time I had. My hands bloodied, I’ll head to the pub, cricket bat in hand, and let things settle.