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Atomfall Massacre: I Lost My Mind and Killed All

by Carter May 22,2025

Join me on a thrilling, albeit violent, journey through the English countryside with Atomfall, the latest survival-action game from the creators of Sniper Elite, Rebellion. Recently, I spent 90 minutes at a North London pub, not just sipping on a pint, but also diving into the hands-on gameplay of Atomfall. The experience left me fascinated by its open-ended mission design and the game's unsettling atmosphere. However, I must confess, I might have let the immersion get the better of me, as I found myself attacking every NPC in sight, including an innocent old lady, with a cricket bat. Let me delve into the reasons behind my actions.

In Atomfall, every NPC, from the humblest grunt to the most crucial quest-giver, can be eliminated. As I began the demo, I set out to test this feature. My approach was far from subtle; mere minutes into exploring the digital Cumbria, I triggered a tripwire alarm, forcing me to dispatch three alerted guards with nothing but a cricket bat. This weapon, baptized in blood, became my trusty companion for the violent escapades that followed.

Later, I acquired a bow and arrow, which I eagerly equipped, satisfying my love for archery in video games. With this, I was ready for both long and short-range confrontations, allowing my cricket bat a much-needed break. As I ventured further, I encountered a towering wicker man, a clear homage to folk horror themes that permeate Atomfall's segmented world of multiple "open zones." These elements contribute to an unnerving ambiance, enhancing the overarching mystery of what transpired in this once-sleepy, now-irradiated corner of England.

My contemplation of this mystery was abruptly halted by a group of druids, likely connected to the wicker man. They became perfect targets for testing my new bow. As I took them down, my mind momentarily slipped into a Robin Hood fantasy before snapping back to the reality of the London pub at 10 am, sans any alcoholic influence.

The bow felt satisfying to use, but Atomfall's innovative stamina system piqued my interest even more. Instead of a traditional stamina bar, the game uses a heart rate monitor that increases with physically demanding actions. Sprinting, for instance, can spike your heart rate over 140 bpm, affecting your aiming accuracy. Discovering a Bow Mastery skill manual allowed me to unlock a perk that mitigated the impact of a high heart rate on drawing the bowstring. While Atomfall's skill tree may not be the most intricate, it offers enough flexibility to tailor your character's abilities to your preferred playstyle, whether stealth or direct combat.

Atomfall Screenshots

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With a trail of dead druids behind me, you might wonder about my ultimate goal. Initially, I was unsure myself. My aimless exploration of the Casterfall Woods region led me to follow a note directing me to a herbalist named Mother Jago, who resided near an old mine. Along the way, I encountered environmental storytelling elements, such as a shimmering, oily swirl over a power plant hinting at Britain's post-apocalyptic descent, and a phone box with a creepy warning to stay out of the woods.

The game's path was dotted with such eerie details, like an old boathouse rigged with an alarm system and a warning painted on its walls. These elements contribute to Atomfall's unsettling atmosphere, reminiscent of the tone and game design found in Stalker more than Fallout. The game encourages exploration in every corner, much like classic point-and-click adventures, where every conversation could yield a crucial hint.

After another druid massacre and looting their garden center for herbs, I met Mother Jago at her allotment retreat. Despite her enigmatic appearance, reminiscent of Angela Lansbury turned black magic enthusiast, she offered little clarity on the game's mystery. Exhausting all dialogue options, I finally received a lead: Jago wanted her herbalism book back, which was held hostage in the druids' fortified castle.

Atomfall's freeform design allowed me to approach the castle from any angle, and I chose a side assault. En route, I engaged a druid patrol near an abandoned petrol station, initiating the Battle of the Forecourt with a well-placed grenade. The enemy AI, while not the most dynamic, added to the fun of experimenting with different combat tactics. However, Atomfall's combat isn't its strongest suit; it's more of a fun diversion from the main focus of uncovering the game's secrets.

After sniping some axe-wielding brutes, I infiltrated the castle's outer walls, only to find a locked hut with a note suggesting the keys were far southeast. Atomfall eschews objective markers, requiring players to manually mark points of interest on their maps. Ignoring the keys, I headed straight for the central keep, only to find more druids to dispatch but no sign of the book. This exemplifies Atomfall's challenging, non-linear mission design, which encourages thorough exploration and detective-like problem-solving.

Frustrated, I followed the map coordinates to retrieve the keys, leading me to a poison plant monster. After a few failed attempts and a strategic retreat, I managed to bypass the creature and secure the keys. Back at the hut, I found a perk point and some ammo, but no book.

Venturing deeper into the castle's underbelly, I eliminated the High Priestess and her followers, uncovering an SMG, a poison bomb recipe, and an atomic battery that hinted at a new questline. Yet, the elusive book remained unfound.

After my session ended, I learned the book was actually inside the castle, on a table I had overlooked. Convinced the book was a ruse, I returned to confront Mother Jago, only to kill her in my confusion. Searching her body, I found a recipe that could have helped against the poison swamp monster, realizing too late that this was likely the valuable information she had promised in exchange for the book.

Atomfall's developers at Rebellion suggest a story completion time of around four to five hours for a rushed playthrough, with most players taking about 25 hours. The game's varied paths were evident when I spoke to another player who had a completely different experience, encountering killer robots and mutants in a new region.

While Atomfall's obtuse objectives might frustrate some players, the game rewards those who embrace its complex quest design. The blurred lines between main and side objectives create a sense of peril and encourage players to forge their own narrative within the irradiated English countryside. Despite my violent detour with Mother Jago, I'm eager to see how my story unfolds.

As my demo time concluded, I left with bloodied hands and a trail of chaos behind me. In true British fashion, I grabbed my cricket bat and headed to the pub, ready to let the dust settle on this wild adventure.