"Atomfall Massacre: I Snapped and Killed All"
Embark on a thrilling adventure through the English countryside with Atomfall, the latest survival-action game from the creators of Sniper Elite, Rebellion. My recent visit to a North London pub for a hands-on demo left me both intrigued and slightly unhinged, as I unleashed chaos with a cricket bat on unsuspecting NPCs, including an innocent old lady.
In Atomfall, every character, from the lowliest grunt to pivotal quest-givers, can meet a violent end. My demo began with a mission to test this mechanic. Within minutes of exploring the digital Cumbria, I triggered a tripwire, leading to a brutal confrontation with three guards, all dispatched with my trusty cricket bat, now baptized in blood.
Switching to a bow and arrow later on, I embraced my inner archer, allowing the cricket bat a much-needed break. As I explored, I encountered a towering wicker man, a nod to the game's folk horror theme that permeates its segmented "open zones." This eerie atmosphere deepens the mystery of what caused this once-sleepy corner of England to become a post-apocalyptic wasteland.
My musings on the game's backstory were interrupted by a group of druids, whom I quickly dispatched with my bow. The satisfying feel of the bow, combined with Atomfall's innovative stamina system, kept me engaged. Instead of a traditional stamina bar, the game uses a heart rate monitor that rises with physical exertion, impacting aim and accuracy. A Bow Mastery skill I found later helped mitigate this effect, hinting at a customizable skill tree that allows players to tailor their approach, whether focusing on stealth or combat.
Atomfall Screenshots
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My initial aimless wander through Casterfall Woods eventually led me to a quest for a herbalist named Mother Jago. Along the way, environmental storytelling hinted at the larger narrative, with a shimmering, oily swirl over a power plant and a creepy phone call warning me away from the woods.
Atomfall's world is filled with unsettling details, such as an old boathouse rigged with alarms and warnings painted across its walls. The game's atmosphere evokes comparisons to Stalker more than Fallout, capturing a tone and design that encourages exploration and discovery.
Meeting Mother Jago at her allotment retreat, I hoped for clarity on the game's mystery. However, her cryptic responses left me searching for clues, reminiscent of classic point-and-click adventures. My quest led me to a druid castle in search of her herbalism book, which I approached from the side, engaging in a chaotic battle at an abandoned petrol station.
Inside the castle, I found no sign of the book, only more druids to dispatch and crafting materials. The game's mission design is deliberately obtuse, challenging players to explore without hand-holding. After following map coordinates to retrieve keys and facing a poison plant monster, I still couldn't find the book, leading me deeper into the castle's underground rituals.
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Post-demo, I learned the book was actually in the castle, on a table I had overlooked. Frustrated and fully immersed in my character's violent descent, I killed Mother Jago, only to find a recipe that could have helped against the poison monster. Rebellion told me the game's story could take 25 hours to complete, with varied experiences for each player.
Atomfall's obfuscated quest design might be challenging, but it rewards thorough exploration and personal storytelling. Despite my violent misadventures, I'm eager to see how my story unfolds in this mysterious, post-apocalyptic English countryside. For now, I'll retreat to the pub, cricket bat in hand, and wait for the dust to settle.
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