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"Atomfall Massacre: Man Goes on Killing Spree"

by Dylan Mar 26,2025

Embark on a thrilling, violent journey through the English countryside with *Atomfall*, the latest survival-action game from the developers of *Sniper Elite*, Rebellion. I recently had the chance to delve into the game during a hands-on session at a North London pub, where the game's unique open-ended mission design and unsettling atmosphere left a strong impression. My experience took an unexpected turn when I decided to attack everyone in sight, including an innocent old lady, with a cricket bat. Let me share the details of this wild adventure.

In *Atomfall*, every NPC can be eliminated, from the lowliest grunt to crucial quest-givers. As I began the demo, I set myself a challenge to test this feature. Within minutes of exploring the digital Cumbria, I triggered a tripwire alarm and had to dispatch three alerted guards using nothing but a cricket bat, which quickly became my weapon of choice, baptized in blood.

Later, I acquired a bow and arrow, which satisfied my love for archery in games. With this new weapon, I was ready for both long and short-range combat, allowing my cricket bat a much-needed break. Amidst my journey, I encountered a towering wicker man, a nod to the game's folk horror elements, which are deeply integrated into the segmented world of Atomfall, composed of multiple "open zones". These elements contribute to an eerie atmosphere that enhances the overarching mystery of what caused the transformation of this once serene corner of England into a post-apocalyptic landscape.

My contemplation of this mystery was interrupted by a group of druids, whom I used as target practice for my bow, feeling like "Robin Bloody Hood" in the moment. The bow's satisfying mechanics were complemented by Atomfall's innovative stamina system, which uses a heart rate monitor instead of a traditional bar. Sprinting causes your heart rate to soar, affecting your aim and combat effectiveness. I discovered a Bow Mastery skill manual that mitigated the impact of a high heart rate on archery, though the skill tree system seemed straightforward, offering flexibility for players to customize their gameplay style, whether focusing on stealth or gunplay.

Atomfall Screenshots

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With my only notable achievement being the demise of several druids, my overarching goal remained unclear. My exploration of the Casterfall Woods led me to follow a quest note pointing towards a herbalist, Mother Jago, near an old mine. Along the way, I encountered hints of the larger narrative, such as a power plant shrouded in ominous colors, signaling the cause of Britain's downfall, and a ringing phone box with a chilling warning to stay out of the woods.

The game's environment is rich with subtle storytelling elements, like an old boathouse rigged with an eerie alarm system and a warning painted on it, surrounded by a mound of skulls and bones. *Atomfall* evokes a sense of unease that is reminiscent of *Stalker* more than *Fallout*, both in tone and game design. The game encourages thorough exploration, much like classic point-and-click adventures, as I discovered when meeting Mother Jago, who resembled a dark, mystical version of Angela Lansbury. Her vague responses to my inquiries led me on a quest for her herbalism book, which was supposedly held in a druid castle.

*Atomfall*'s freeform design allowed me to approach the castle from any direction. I chose a side attack, engaging in a chaotic battle at an abandoned petrol station. The enemy AI, while not the most advanced, provided a satisfying combat experience. Inside the castle, I encountered a locked hut, but my search for the book in the central keep was fruitless, showcasing the game's challenging, non-linear mission design. Without objective markers, players must rely on their map and intuition, which can be frustrating but also rewarding.

After failing to find the book, I followed a clue to retrieve keys from a poison plant monster's den. My attempts to defeat the creature were unsuccessful, but I managed to bypass it and collect the keys. Returning to the hut, I found a perk point and ammo, but not the book. My search led me deeper into the castle's underbelly, where I eliminated the High Priestess and her followers, discovering new items and a potential new questline, but still no book.

It was only after my demo ended that I learned the book was actually on a table I had overlooked multiple times. Frustrated, I returned to Mother Jago, killed her in a moment of confusion and violence, and found a recipe that could have helped against the poison monster. This incident underscored the game's complex, intertwined quest design, where actions have significant consequences.

Developers at Rebellion mentioned that completing the story might take around 25 hours, with varied experiences for each player. Another demo attendee had a completely different journey, involving a crashed helicopter and a region with killer robots and mutants. *Atomfall* seems to offer a deep, rewarding experience for those willing to engage with its challenging quest design and blurred lines between main and side objectives.

Despite the initial frustration and violence, *Atomfall* promises a rich, narrative-driven experience that encourages players to explore and uncover the mysteries of the irradiated English countryside. As I left the demo, bloodied from my misadventures, I embraced my full-British mode, ready to take my cricket bat to the pub and wait for the chaos to subside.