"Atomfall: My Descent into Madness and Mayhem"
Embark on a gripping journey through the eerie English countryside with *Atomfall*, the latest survival-action game from the creators of *Sniper Elite*, Rebellion. My recent visit to a North London pub for a hands-on demo left me both fascinated and slightly unhinged, as I found myself wielding a cricket bat against unsuspecting NPCs, including an innocent old lady. Let's delve into why this game captivated me so thoroughly.
In *Atomfall*, every NPC is fair game for elimination, from the lowliest grunt to pivotal quest-givers. As I began the demo, I set out to test this mechanic, albeit in a rather chaotic manner. Within minutes of exploring the digital landscape of Cumbria, I triggered a tripwire, prompting a swift and brutal response with my cricket bat against three alerted guards. The visceral impact of the bat, now baptized in violence, set the tone for my playthrough.
Discovering a bow and arrow later on shifted my approach, allowing for more strategic engagements. I humorously declared myself "Robin Bloody Hood" as I took down a group of druids, their connection to a looming wicker man hinting at the game's folk horror influences. These elements contribute to *Atomfall*'s unsettling atmosphere, rooted in the mystery of what caused this once serene part of England to become irradiated and dangerous.
The game's innovative stamina system, represented by a heart rate monitor rather than a traditional bar, adds a layer of realism. Sprinting excessively can push your heart rate over 140 bpm, affecting your aim. A Bow Mastery skill manual I found later helps mitigate this, showcasing *Atomfall*'s customizable skill tree, which, while not overly complex, allows for tailored gameplay experiences.
Atomfall screenshots
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My primary goal in the demo was elusive, leading me to follow a quest note to a herbalist named Mother Jago near an old mine. The environment is rich with storytelling, from a power plant shrouded in ominous colors to a phone box with cryptic warnings. The journey is peppered with eerie touches like an alarmed boathouse and skulls warning intruders away, creating a pervasive sense of unease reminiscent of *Stalker* more than *Fallout*.
In my quest for Mother Jago, I engaged in another druid massacre, humorously dubbing it a "quick-thyme event." Meeting Jago, who resembles a mystical Angela Lansbury, I hoped for clarity on the mystery but was met with vague responses. This encouraged a thorough exploration of dialogue options, akin to classic point-and-click adventures. Jago offered information in exchange for her herbalism book, sending me on a mission to the druids' fortified castle.
*Atomfall*'s open-ended design allowed me to approach the castle from any angle. Engaging a druid patrol at an abandoned petrol station, I utilized a grenade and nail bomb for a satisfying, if somewhat messy, victory. The combat, while fun, isn't the game's strongest suit, serving more as a sideshow to the main focus on uncovering the world's secrets.
Inside the castle, I found no trace of the book, only crafting materials and more druids to dispatch. The game's lack of objective markers and its challenging mission design kept me engaged, even as it occasionally frustrated. After several fruitless searches, I followed map coordinates to a poison plant monster, using my *Skyrim* skills to bypass it and retrieve keys to a locked hut, which, unsurprisingly, didn't contain the book either.
Venturing deeper into the castle, I eliminated the High Priestess and her followers, uncovering new items and potential questlines but still no book. My demo concluded with the revelation that the book was indeed in the castle, lying on a table I had overlooked. In a twist of frustration and immersion, I killed Mother Jago, believing the book to be a ruse. Her body yielded a recipe that could have helped against the poison monster, hinting at the information she promised.
Xbox Games Series Tier List
Xbox Games Series Tier List
Rebellion estimates *Atomfall*'s story completion time at around 25 hours, with varied experiences for each player. My fellow demo participant encountered a crashed helicopter and a new region with robots and mutants, underscoring the game's depth and variety. While the game's obtuse objectives might deter some, *Atomfall* rewards those who embrace its explorative nature, blurring the lines between side and main quests to create a personalized narrative.
As my demo ended, my hands stained with the blood of my violent escapades, I embraced full-British mode: cricket bat in hand, I headed to the pub to ponder my next move in this captivating, unpredictable world of *Atomfall*.




