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The Atomfall Developers Knew It Would Be Compared to Fallout as Soon as It Was Revealed, Average Playthrough Around 25 Hours

Mar 16,25(1 years ago)
The Atomfall Developers Knew It Would Be Compared to Fallout as Soon as It Was Revealed, Average Playthrough Around 25 Hours

At first glance, Atomfall might seem like a Fallout game—a post-apocalyptic adventure set in a bleak, alternate-history England. The first-person perspective, post-nuclear setting, and alt-history backdrop all draw immediate comparisons to the Fallout franchise. Rebellion's art director, Ryan Greene, acknowledges this, stating the team anticipated the comparisons from the moment Atomfall was revealed. He highlights the influence of Fallout on the genre and the shared thematic elements of survival in a post-apocalyptic world, while emphasizing that Atomfall is, in fact, a unique experience.

However, Atomfall is far from a simple Fallout clone. As IGN previously reported, Atomfall offers a far more intriguing and distinct gameplay experience. Greene warns against the misleading nature of the Fallout comparison, emphasizing that the game quickly establishes its own identity. He clarifies that Rebellion, unlike Bethesda (the creators of Fallout), operates independently, creating an ambitious project within the scope of their previous work—though not on the scale of a Fallout or Elder Scrolls title.

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Greene estimates an average playthrough to be around 25 hours, although completionists could significantly extend that time. IGN's recent hands-on preview showcased the game's unique flexibility, highlighting the possibility of completing the game by killing every character encountered. Greene confirms this, stating the game features multiple endings and accommodates various playstyles. Even eliminating all characters doesn't block progression; alternative paths lead to different conclusions.

Atomfall screenshots

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Unlike traditional RPGs with distinct main and side quests, Atomfall presents a complex, interconnected narrative structure. Greene describes it as a "spider web of connected story," where severing one narrative thread often leads to another, ultimately contributing to the overarching mystery. Furthermore, a pacifist playthrough is entirely feasible, as Greene himself has progressed significantly without resorting to violence. He confirms the absence of any mandatory combat encounters.

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