by Lucy Mar 15,2025
Join me on a violent ramble through the English countryside—a 90-minute immersion in Atomfall, the new survival-action game from Rebellion, the minds behind Sniper Elite. I recently traded pints and pleasantries for hands-on playtime at a North London pub, leaving intrigued by Atomfall’s open-ended missions and unsettling atmosphere. I might also have momentarily lost my marbles and assaulted every soul in sight (including an innocent-looking old lady) with a cricket bat. Let me explain.
Every NPC in Atomfall is killable, from lowly grunts to pivotal quest-givers. My demo began with a self-assigned mission: test this very design. My execution? Less than elegant. Within two minutes of exploring this digital Cumbria, I tripped a wire, triggering a chaotic ballet of cricket bat-induced fatalities among three guards. My trusty bat, christened with a liberal splash of digital claret, became my murder weapon of choice.
I later acquired a bow and arrow—a welcome upgrade for my archery-loving self. Mr. Cricket Bat earned a well-deserved rest. Nearby, a looming wicker man, silently awaiting immolation, served as a stark reminder of the folk horror undertones woven into *Atomfall’s* segmented world, comprised of multiple “open zones.” This unsettling atmosphere fueled my quest to unravel the mystery shrouding this irradiated corner of England.My musings were interrupted by a band of druids, likely connected to the wicker man. They became impromptu range finders for my newfound bow. One. Two. Three. Down they went. My inner Robin Hood momentarily emerged before I snapped back to my London pub surroundings. (No, I hadn’t started drinking yet; it was only 10 AM.)
The bow felt satisfying, but Atomfall’s innovative stamina system intrigued me more. Instead of a traditional depleting bar, a heart rate monitor tracks exertion. Sprinting elevates your BPM, hindering aim. Later, a Bow Mastery skill negated this effect—not the most thrilling perk, but the skill tree seemed flexible enough to tailor your character to your preferred playstyle (stealth over gunplay, for example).
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My only accomplishment? A pile of dead druids. My objective? Initially, unclear. Aimless exploration of Casterfall Woods yielded little until a note directed me to Mother Jago, a herbalist near an old mine. Along the way, environmental details hinted at the larger narrative: a shimmering, oily anomaly over a power plant, the apparent catalyst for Britain's post-apocalyptic state; a creepy phone call warning me away from the woods (too late!).
The path was littered with such details: a boathouse rigged with an alarm system, the words “get lost” scrawled on its walls, a nearby mound of skulls. The uneasy atmosphere was palpable, sleepy forests giving way to terrifying zones. While Fallout comparisons are common, Stalker and its sequel feel more apt, tonally and design-wise.
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 a quick foray into their garden center for herbs), I met Mother Jago. Resembling a magically-inclined Angela Lansbury, she offered vague answers despite exhaustive dialogue, reminiscent of classic point-and-click adventures. A breakthrough: she offered information in exchange for her stolen herbalism book, held hostage by the druids in their fortified castle.
My freeform approach led me to attack from the side. A druid patrol near an abandoned petrol station initiated the “Battle of the Forecourt,” featuring a grenade, a nail bomb, and a healthy dose of cricket bat action. The enemy AI wasn’t top-tier, but the carnage was satisfying. Atomfall’s combat seems more of a sideshow to the exploration.
Inside the castle’s outer walls, a locked hut held a note with map coordinates for the key. *Atomfall* eschews objective markers, leaving map navigation to the player. Was the book inside? My hunch was no. I proceeded to the central keep.More druids met their end, but no book. A ten-minute search yielded crafting materials, highlighting Atomfall’s obtuse mission design. Frustrating at times, but ultimately rewarding in its commitment to exploration.
I find myself ultimately encouraged by Rebellion’s approach to make something that challenges the player.The coordinates led to a poison plant monster. After a reload and some acrobatic maneuvers, I retrieved the keys, only to find more ammo and a perk point—no book.
Exploring the castle’s depths, I killed the High Priestess, acquired an SMG, a poison bomb recipe, and an atomic battery, unlocking a new questline—but still no book.
### Xbox Games Series Tier ListThe book, I later learned, was in the castle all along, on a table I’d passed countless times. My own frustration fueled my character’s descent into violence; I killed Mother Jago, finding a recipe for combating the poison swamp monster. We could have saved time.
Atomfall’s runtime is substantial (4-5 hours minimum, 25 hours average), with varied gameplay experiences. Another player at the demo had a completely different adventure, encountering a crashed helicopter and killer robots. Even a surface-level exploration reveals depth and mystery.
Atomfall feels like a game that rewards you the more you indulge in its obfuscated quest design.The lack of direction might be offputting, but Atomfall’s obfuscated quest design is ultimately rewarding. The blurred lines between main and side objectives encourage unique narratives and endings. My ending, with Mother Jago’s demise, will differ from yours.
My time ended, my hands bloodied, I embraced my inner Brit: cricket bat in hand, off to the pub to let things simmer down.
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