The Atomfall Developers Knew It Would Be Compared to Fallout as Soon as It Was Revealed, Average Playthrough Around 25 Hours
At first glance, Atomfall might evoke memories of *Fallout*, perhaps even a British-set installment in the iconic post-apocalyptic series. It's a first-person, post-nuclear game (the name's a pretty big hint!), featuring an alternate history setting reminiscent of Fallout's own unique world-building. Rebellion's art director, Ryan Greene, acknowledges the inevitable comparisons. The team anticipated the Fallout comparisons from the moment Atomfall was unveiled.
“We knew,” Greene told IGN, “that with any survival game set in a post-apocalyptic world, Fallout would immediately spring to mind. And those guys are incredibly skilled at what they do. We respect that.”
However, Atomfall carves its own distinct path. As IGN highlighted last August, it's far more than just a "British Fallout." Greene himself cautions against the misleading comparison.“Once you play it, you'll quickly realize it's a completely unique experience,” he explains. And, importantly, Rebellion isn't Bethesda. This independent British studio, known for the *Sniper Elite* franchise, has created an ambitious title, though not on the scale of an *Elder Scrolls* or *Fallout* game.
“We're version 1.0 of a successful franchise,” Greene continues. “Being compared to those giants is flattering, and it speaks to the talent of their teams.”
Atomfall Screenshots
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Greene estimates an average playthrough clocks in around 25 hours, though completionists could easily extend that significantly. For a taste of the gameplay, check out IGN's recent hands-on preview where Simon Cardy, let's just say, took a rather… aggressive approach.
It turns out, a kill-everyone playthrough is entirely viable. “You can eliminate anyone or everyone,” Greene confirms. “The game adapts. While some endings might be locked off by killing key characters, multiple paths exist to reach different conclusions.”
AnswerSee ResultsAtomfall deviates from traditional RPG quest structures. Instead of a linear main quest and side quests, it presents a “spiderweb of interconnected narratives.”
“Severing one thread often reveals another, leading you back to the central mystery,” Greene explains. And, remarkably, a completely pacifist playthrough is possible. Greene himself has progressed significantly without resorting to violence.
“I’ve played for about nine hours, probably close to halfway through at a fairly brisk pace, without killing anyone,” he states. “I’m confident it’s entirely feasible, and there are no mandatory kills.”
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