by Isabella May 07,2025
Embark on a thrilling journey through the post-apocalyptic English countryside with *Atomfall*, the latest survival-action game from Rebellion, the developers behind *Sniper Elite*. My recent visit to a North London pub for a hands-on session left me captivated by *Atomfall*'s unique mission design and its eerie atmosphere. In a moment of madness, I found myself wielding a cricket bat against every NPC in sight, including an innocent old lady. Let me walk you through my experience.
In *Atomfall*, every NPC is fair game for your violent whims, from the lowliest grunt to crucial quest-givers. As I began my demo, I set out to test this mechanic. Barely minutes into exploring the digital Cumbria, I triggered a tripwire alarm, leading to a chaotic encounter with three guards. Armed only with a cricket bat, I dispatched them, christening the bat with their blood.
Later, I acquired a bow and arrow, satisfying my love for archery in games. With this new weapon, I felt ready for both long and short-range combat, allowing my cricket bat a much-needed break. As I explored, I encountered a towering wicker man, a nod to the game's folk horror elements that contribute to its unsettling atmosphere. This eerie setting is part of *Atomfall*'s segmented world, composed of multiple "open zones," each adding to the mystery of what caused this once-sleepy corner of England to become irradiated.
My musings were interrupted by a group of druids, perfect targets for my bow. As I took them down, I couldn't help but feel like Robin Hood. The bow felt satisfying to use, but what intrigued me more was *Atomfall*'s innovative stamina system. Instead of a traditional bar, the game uses a heart rate monitor that increases 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 mitigated the impact of a high heart rate on archery, though the skill tree seemed relatively simple. However, it offers enough flexibility to tailor your character's abilities to your preferred playstyle, whether stealth or combat.
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My initial goal was unclear, but a note led me to seek out a herbalist named Mother Jago near an old mine. Along the way, I noticed hints of a larger story, such as a shimmering, oily swirl over a power plant and a creepy phone call warning me to stay out of the woods. The environment was filled with subtle storytelling elements, like an old boathouse with an alarm system and a mound of skulls, creating an uneasy vibe reminiscent of *Stalker* more than *Fallout*.
After another druid massacre, I met Mother Jago, who resembled Angela Lansbury if she had turned to black magic. Her vague answers left me searching for clues, much like in classic point-and-click adventures. She offered valuable information in exchange for her herbalism book, which was held hostage in a druid castle. I approached the castle from the side, engaging in a battle at an abandoned petrol station. The enemy AI was not particularly reactive, but the combat was still enjoyable. Inside the castle, I found no sign of the book, highlighting *Atomfall*'s challenging mission design that encourages exploration and detective work.
Following a lead to map coordinates, I encountered a poison plant monster. After a quick death and a reload, I used my agility to bypass it and retrieve the keys to a locked hut. However, the hut contained only a perk point and ammo, not the book. Frustrated, I ventured deeper into the castle, killing the High Priestess and her followers, but still no book. I learned later that it was on a table I had overlooked.
In my confusion, I killed Mother Jago, believing the book to be a ruse. Searching her body, I found a recipe that could have helped against the poison monster, the information she promised in exchange for the book. The developers at Rebellion mentioned that completing the story could take 25 hours, with varied experiences for each player. My fellow demo participant had a completely different adventure, encountering killer robots and mutants.
*Atomfall*'s obtuse objectives might be challenging for some, but the game rewards those who engage with its complex quest design. The blurred lines between side and main objectives add a thrilling element of peril, encouraging players to craft their own narrative within the irradiated English countryside. Despite my violent detour, I'm eager to see how my story unfolds.
With bloodied hands and a cricket bat in tow, I retreated to the pub, ready to let the chaos of *Atomfall* simmer down. This game promises a unique and immersive experience, one that I'm excited to explore further.
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