"Atomfall Massacre: I Snapped and Killed All"
Embark on a thrilling and violent journey through the English countryside with Atomfall, the latest survival-action game from Sniper Elite developer, Rebellion. I recently had the chance to dive into the game during a hands-on session at a North London pub, and I was captivated by its open-ended mission design and eerie atmosphere. My experience took a wild turn when I decided to attack everyone in sight, including an innocent old lady, with a cricket bat. Let me share why this game left such a strong impression on me.
In Atomfall, every NPC, from the lowliest grunt to the most crucial quest-giver, can be killed. As I began the demo, I set out to test this feature. My approach was far from subtle; within minutes of exploring the digital Cumbria, I triggered a tripwire alarm, forcing me to dispatch three alerted guards using a cricket bat, which quickly became my weapon of choice, baptized in blood.
Later, I acquired a bow and arrow, satisfying my love for archery in games. This allowed me to engage enemies at both long and short range, giving my cricket bat a much-needed break. As I explored, I encountered a towering wicker man, a nod to the game's folk horror theme, which permeates the segmented world of Atomfall, divided into multiple "open zones." This eerie setting enhances the mystery of what caused the irradiation of this once-sleepy corner of England.
My contemplation of the mystery was interrupted by a group of druids, likely connected to the wicker man. They became perfect targets for my new bow, and 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 depleting 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 straightforward, it offers enough flexibility to tailor your character's abilities to your preferred playstyle, whether it's stealth or direct combat.
Atomfall Screenshots
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With my only notable achievement being the demise of several druids, I followed a quest lead to find a herbalist named Mother Jago near an old mine. Along the way, I noticed hints of the larger story, such as a shimmering, oily swirl over a power plant, suggesting its role in the post-apocalyptic scenario. A ringing phone box and a creepy voice warning me to stay out of the woods added to the game's unsettling atmosphere. The environment is filled with such details, from an old boathouse rigged with an alarm to a mound of skulls, creating a sense of unease reminiscent of games like Stalker rather than Fallout.
After another druid massacre, I met Mother Jago at her allotment retreat. Her cryptic responses to my questions about the mystery reminded me of classic point-and-click adventures, where every conversation could hold a clue. She offered valuable information in exchange for her herbalism book, which was held by the druids in their fortified castle. I decided to approach the castle from the side, engaging in a battle at an abandoned petrol station. The enemy AI, while not the most advanced, provided a fun challenge, though combat isn't the game's main focus. Instead, Atomfall encourages exploration and uncovering the world's secrets.
Inside the castle, I searched for the book but found only crafting materials. Atomfall's mission design is deliberately obtuse, challenging players to explore without hand-holding. Following a lead to map coordinates, I encountered a poison plant monster and retrieved keys from a previous victim, but still no book. Delving deeper into the castle, I killed the High Priestess and her followers, finding new items and a potential new questline, but the book remained elusive.
After my session, I learned the book was in the castle all along, on a table I had overlooked. Frustrated and confused, I returned to Mother Jago and, in a moment of madness, killed her, searching her body for answers. I found a recipe that could have helped against the poison monster, which was likely the information she intended to trade for her book.
Atomfall's developers at Rebellion suggest the game's story could take 25 hours to complete, with varied experiences for each player. My fellow demo participant had a completely different adventure, encountering killer robots and mutants. The game's obtuse objectives might be challenging for some, but they reward those who embrace its explorative nature. The blurred lines between side and main quests add a thrilling unpredictability, allowing each player to craft their own narrative within the irradiated English countryside.
As my demo ended, with my hands stained from the unnecessary death of Mother Jago and the chaos I had caused, I embraced my British roots: I took my cricket bat and headed to the pub, ready to let the dust settle on this wild journey through Atomfall.
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