I Went Mad and Killed Everyone in Atomfall
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 grabbed a pint and some hands-on time at a North London pub, and left intrigued by Atomfall’s open-ended missions and unsettling atmosphere. I might also have lost my marbles and decided to attack everyone in sight (including an innocent-looking old lady) with a cricket bat. Let me explain.
Every NPC in Atomfall is killable, from the lowliest guard to the most crucial quest-giver. Starting the demo, I decided to test this feature thoroughly. My approach was, shall we say, less than elegant. Within two minutes of exploring this digital Cumbria, I tripped a wire, triggering a confrontation with three guards. Their demise came courtesy of my trusty cricket bat—a hefty chunk of wood christened with a liberal splash of digital claret.
Later, I looted a bow and arrow, quickly becoming enamored with its long- and short-range capabilities. Mr. Cricket Bat earned a well-deserved rest. Nearby, a towering wicker man stood silently, awaiting immolation. I steered clear; I’ve seen how those stories end. Such sights hint at the folk horror undertones forming the bedrock of this region, one of several "open zones" in *Atomfall*. The uneasy atmosphere only deepened the mystery: what exactly transpired in this sleepy, now irradiated corner of England?My contemplation was interrupted by a group of druids, likely connected to the wicker man. They served as perfect archery targets. One. Two. Three. Down they went. "I'M ROBIN BLOODY HOOD!" my inner voice shrieked, before I snapped back to reality—my London pub surroundings. (No drinks yet, I promise. It was only 10 AM.)
The bow felt satisfying, but I was more interested in Atomfall’s unique stamina system. Instead of a traditional depleting bar, it uses a heart rate monitor that increases with strenuous activity. Sprinting raises your heart rate, making aiming difficult if you suddenly need to fight. Later, I found a Bow Mastery skill that negates this effect. It’s not the most thrilling perk, and the skill tree isn’t overly complex, but it allows customization to suit your playstyle, favoring stealth over gunplay, for example.
Atomfall screenshots
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My only accomplishment being a pile of dead druids, my overall goal was, admittedly, unclear. 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 noticed hints of the larger narrative—a shimmering, oily swirl over a power plant, the apparent cause of Britain's post-apocalyptic state. A nearby phone box rang, a creepy voice warning me to stay out of the woods. Too late.
The path was filled with environmental storytelling: an old boathouse with a disturbing alarm system and the words "get lost" painted on it—a warning the nearby skull pile ignored. Atomfall maintains an uneasy vibe, blending serene forests with creepy zones of terror. While Fallout comparisons are common, Stalker feels a more fitting comparison, tonally and in design.
Reminds me of classic point-and-click adventures in its encouragement to explore every conversational avenue for clues.After another druid massacre (and looting their garden center for herbs—a quick-thyme event, if you will), I met Mother Jago at her allotment. Dressed in a plum coat and a skull-and-rose hat, she resembled Angela Lansbury if she'd embraced black magic aromatherapy. 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 conversational exploration for hints. Finally, a breakthrough: Jago offered 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. Encountering a druid patrol near an abandoned petrol station, the "Battle of the Forecourt" commenced with a grenade. The enemy AI wasn’t spectacular, but the satisfying carnage alerted archers. I neutralized them with a nail bomb, then closed the distance, snapping a neck before resuming the bat-based head-smashing. The combat is fun, but it’s not Atomfall’s focus. It’s more of a sideshow to the main event of uncovering the world's secrets.
After sniping some axe-wielding brutes, I entered the castle, finding a locked hut. A note with map coordinates suggested the keys were far away. *Atomfall* lacks objective markers, requiring players to mark points of interest themselves. Could the hut contain the book? Did I need the key? My gut said no, so I approached the main doors.Inside, more druids to club, but no book. I searched for ten minutes, finding only crafting materials. This exemplifies Atomfall’s obtuse design. There’s no hand-holding; the book won’t glow. While frustrating at times, I appreciated Rebellion’s challenging, explorative approach.
I found myself ultimately encouraged by Rebellion’s approach to make something that challenges the player.With the book missing, I followed the coordinates, finding a poison plant monster. Rifle bullets were ineffective, resulting in a quick death. Reloading, I used my Skyrim parkour skills to bypass it, 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 followers, finding an SMG, a poison bomb recipe, and an atomic battery, starting 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 it was a ruse. I returned to the herbalist, who, unsurprisingly, had nothing more to say. My character’s descent into violence took over, and I killed her. Searching her body, I found a recipe to combat the poison swamp monster. We could have saved time.
Atomfall’s runtime is significant; developers stated a minimum of four to five hours, with most players taking around 25. The experience varies greatly. Another player at the demo had a completely different adventure, starting with a crashed helicopter and leading to a region filled with robots and mutants. 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 obtuse objectives might be off-putting to some, but Atomfall rewards players who embrace its design. The blurred lines between main and side objectives add peril, encouraging unique narratives and endings. My ending, despite killing Mother Jago, will likely differ from yours.
That’s all for today. My hands bloodied, I’ll head to the pub, cricket bat in hand, and let things settle.
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