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"Atomfall Madness: I Killed Everyone"

May 25,25(1 years ago)

Embark on a thrilling and violent journey through the English countryside with Atomfall, the latest survival-action game from the creators of Sniper Elite, Rebellion. I recently had the chance to dive into the game during a hands-on session at a North London pub, and the experience left me both intrigued and a bit unhinged. The open-ended mission design and the game's eerie atmosphere captivated me, though I may have taken a rather aggressive approach, wielding a cricket bat against unsuspecting NPCs, including an innocent old lady.

In Atomfall, every NPC can meet a grim end, from the lowliest grunt to key quest-givers. My demo began with a rather ungraceful start as I triggered a tripwire, leading to a confrontation with three guards. Armed only with a cricket bat, I dispatched them, baptizing my wooden weapon in their blood.

Later, I acquired a bow and arrow, satisfying my penchant for archery in video games. This allowed me to switch between long and short-range combat, giving my cricket bat a much-needed break. As I explored the digital Cumbria, I encountered a towering wicker man—a nod to the game's folk horror themes that permeate its segmented world of "open zones." These elements create a palpably uneasy atmosphere, adding depth to the mystery of this now-irradiated corner of England.

My musings were soon interrupted by a group of druids, likely connected to the wicker man. They became the perfect targets for my bow, and as they fell, I couldn't help but feel like a modern-day Robin Hood. The bow felt satisfying to use, but what truly piqued my interest was Atomfall's innovative stamina system. Instead of a traditional depleting bar, the game uses a heart rate monitor that rises with physical exertion. Sprinting, for instance, can push your heart rate over 140 bpm, affecting your aim. I later found a Bow Mastery skill manual that mitigates the impact of a high heart rate on archery, hinting at a skill tree that, while not the most complex, allows for customization to suit various playstyles.

Atomfall Screenshots

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My aimless exploration in Casterfall Woods eventually led me to a quest involving a herbalist named Mother Jago, who lives near an old mine. Along the way, I noticed environmental clues hinting at a larger story, such as a shimmering, oily swirl over a power plant and a creepy phone call warning me away from the woods. The path was dotted with intriguing details like a boathouse rigged with an alarm and a mound of skulls, enhancing the game's eerie vibe. While Atomfall draws comparisons to Fallout, its tone and design feel more akin to the Stalker series.

After another encounter with druids, I met Mother Jago, hoping for clarity on the game's mystery. Dressed in a plum-colored coat and a hat adorned with an animal skull and roses, she resembled a darker version of Angela Lansbury. However, her answers were frustratingly vague, reminiscent of classic point-and-click adventures where you must exhaust every dialogue option to find a hint. Jago offered information in exchange for her herbalism book, which was supposedly held by the druids at their fortified castle.

Atomfall's freeform design allowed me to approach the castle from any angle. I chose a side attack, encountering a druid patrol at an abandoned petrol station. The ensuing Battle of the Forecourt was chaotic but fun, though the enemy AI lacked sophistication. I dispatched them with a grenade and a nail bomb, then navigated a hail of arrows to reach the castle's outer walls.

Inside, I searched for the book but found only crafting materials. Atomfall's mission design is intentionally obtuse, requiring players to explore without hand-holding. Frustrated but intrigued by this approach, I followed a set of map coordinates to find keys to a locked hut, only to encounter a deadly poison plant monster. After several attempts, I retrieved the keys and returned to the hut, finding perks and ammo but no book.

Venturing deeper into the castle, I eliminated the High Priestess and her followers, uncovering new items and questlines. Yet, the book remained elusive. It was only after my demo that I learned the book had been on a table I'd passed multiple times. Feeling deceived, I returned to Mother Jago and, in a fit of confusion and violence, ended her life. Her body yielded a recipe that could have helped against the poison monster, suggesting the information she promised was real.

Atomfall's developers at Rebellion estimate a playtime of 25 hours, with varied experiences for each player. Another demo attendee had an entirely different adventure, encountering killer robots and mutants. The game's obfuscated quest design may be challenging, but it rewards exploration and encourages players to forge their own paths and stories within the irradiated English countryside.

As my session ended, I reflected on my violent journey, ready to set aside my bloodied cricket bat for a pint at the pub, waiting for the chaos to subside.

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