Atomfall is a detective game, not a typical first-person shooter. Unlike games like Fallout where you move from one objective marker to another on a map, Atomfall’s narrative unfolds through a collection of clues as you explore its world. The quests are nonlinear and the game subtly directs you towards points of interest. From there, it’s up to you to use your quest log to piece together the story of its world.
In the realm of post-apocalyptic games, Atomfall’s universe may appear familiar. Yet, its unique setting and atmosphere set it apart from its contemporaries. The story unfolds five years following the Windscale fire incident in 1957, a historical nuclear disaster that occurred in the UK, often regarded as one of the most severe. However, Atomfall portrays a world that failed to fully recover from this catastrophic event. Various aggressive factions have arisen across England, mutated creatures inhabit the wilderness, and let’s not forget potential government cover-ups.
Although it might seem similar to a Fallout version of England, Atomfall’s atmosphere is distinctively different. The bleak, sarcastic humor typical of the wasteland is largely swapped out for a more authentic approach within the genre. Creative Director Ben Fisher aimed to encapsulate the aesthetic and essence of British speculative and science fiction from the 1950s and 60s, reminiscent of Doctor Who and John Wyndham novels. This gives the game a distinctly British flavor when it comes to its post-apocalyptic setting.
In contrast to the role-playing game Fallout, Atomfall does not follow that format. Instead, your character is vulnerable, similar to many of your opponents. If a fight proves too challenging, you can’t simply upgrade your character and return at a later time. Different weapons and equipment might provide an advantage in combat, but each firefight feels perilous. Atomfall draws inspiration from games like Stalker and Metro, though it isn’t as complex as GSC Game World’s first-person shooter. Scarcity of ammunition, the value of healing items, and a low threshold for injury all contribute to an immersive experience where death can come quickly.
Instead of Stalker, Atomfall places more focus on hand-to-hand combat, as ammunition is scarce. Consequently, many encounters can be resolved using a variety of close-quarter weapons like an axe, knife, or bat. While the melee combat might not match that of games such as Avowed or Dying Light in terms of depth, it does offer a tangible sensation due to the weighty feel of the weapons. Striking an enemy with an axe provides a satisfying sense of impact, enhanced by crisp sound effects.
Despite appearing vastly different, Sniper Elite and Atomfall share an underlying similarity: they both maintain an open environment for exploration and combat. As Fisher explains, in the Sniper Elite series, “you have a defined goal, but you gradually discover methods to accomplish it, and then you feel a sense of freedom within that space.” The creators of Atomfall aimed to transform the entire game structure into one expansive Sniper Elite mission.
Although it remains uncertain whether Atomfall will meet its grand objective, its storyline framework appears capable of accommodating such a goal. The game does have a primary aim, yet the methods to accomplish this seem quite flexible. Atomfall will loosely direct you through one of its several semi-open world maps, but it is up to you to piece together the mysteries of its world. It seems that there are numerous ways to discover these mysteries, such as forming alliances with a hostile faction or thoroughly exploring significant dungeons. Regrettably, during my play session, I only experienced the initial area, so I can’t comment on how extensive or complex these narrative threads will be. If Rebellion manages to pull it off, this approach could result in an engaging storytelling style.
As a gamer, I can’t help but wonder if the battles in this game will offer the same sense of freedom that Sniper Elite games are famous for. Don’t get me wrong, I appreciate the variety in weapon choices and strategies I can employ during each skirmish, but it just doesn’t seem to capture that open-ended, sandbox vibe that Sniper Elite is renowned for. Maybe as I unlock new skills and discover hidden weapons, it’ll start to feel more like a Sniper Elite game. However, the more realistic approach to combat and absence of climbing mechanics seem to contrast with the freewheeling combat style of the Sniper Elite series. Now, this isn’t necessarily a negative point given Atomfall’s unique tone and genre, but devotees of Rebellion’s latest titles might find fewer playthings in Atomfall’s sandbox compared to what they’re used to.
In simpler terms, during my 90-minute experience with Atomfall, I noticed that the enemy AI seemed relatively easy to manipulate compared to other survival games like Stalker and The Last of Us. I found a strategy where if I kicked a human opponent and followed up with a powerful axe attack, it resulted in an instant kill. Since most enemies charge at you, I often waited at the end of hallways and let them approach me. This tactic became more complex when there were ranged combatants involved, but as long as I managed to break their line of sight, they weren’t much of a threat. However, it’s plausible that adjusting the difficulty and playstyle settings could resolve this issue, although I didn’t have time to explore those options during my brief playtime.
It appears that Atomfall is a bold move by Rebellion. Though it incorporates elements from their past titles, it seems they’re making an effort to venture beyond their familiar grounds and offer something fresh. The unique narrative structure piques my interest, enticing me to delve into the world and unravel its storyline. I’m intrigued to see how this narrative unfolds as the game world expands and more plotlines emerge. If executed skillfully, it could result in an unforgettable tale.
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2025-03-07 17:20