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Atomfall Massacre: I Went Mad and Killed All

Author : George Update : May 18,2025

Join me on a thrilling journey through the English countryside, aptly dubbed "90 minutes with Atomfall," the new survival-action game from the creators of Sniper Elite, Rebellion. I recently had the chance to delve into this intriguing world during a visit to a pub in North London, where I combined a pint with some hands-on playtime. Atomfall's open-ended mission design and its eerie tone left me both fascinated and slightly unhinged, as I found myself attacking everyone in sight—including an innocent old lady—with a cricket bat. Let me share why this experience was so compelling.

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 design principle. My approach was perhaps not the most refined; within minutes of exploring this digital Cumbria, I triggered a tripwire alarm, forcing me to dispatch three alerted guards using nothing but a cricket bat. The bat, soon baptized in blood, became my weapon of choice.

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Later, I acquired a bow and arrow, which I eagerly equipped, satisfying my love for archery in video games. This allowed me to handle both long and short-range encounters, giving my cricket bat a much-needed break. As I ventured further, I encountered a towering wicker man, a clear nod to the folk horror elements that underpin Atomfall's segmented world of open zones. This eerie atmosphere only deepened the mystery at the heart of the game: what catastrophic event transformed this once peaceful, now irradiated corner of England?

My contemplation was interrupted by a group of druids, who seemed connected to the wicker man. They became perfect targets for my bow, and as they fell, I couldn't help but think, "I'M ROBIN BLOODY HOOD." Yet, the pub's reality quickly snapped me back—it was only 10 am, and I hadn't even touched my drink yet.

The bow felt great to use, but what truly captivated me was Atomfall's innovative approach to stamina. Instead of a traditional depleting bar, the game uses a heart rate monitor that rises with physically demanding actions. For instance, sprinting increases your heart rate beyond 140 bpm, making it difficult to aim accurately when you need to stop and fight. I later discovered a Bow Mastery skill manual that mitigated the impact of a high heart rate on archery. While the skill tree might not be the most complex, it offers enough flexibility to tailor your character's abilities to your preferred playstyle, whether that's stealth or direct combat.

Atomfall Screenshots

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With my only notable achievement being the demise of several druids, you might wonder what my overarching goal was. Initially, I felt a bit aimless, exploring the Casterfall Woods without significant discoveries. Following a note, I set out to find a herbalist named Mother Jago, who lived near an old mine. Along the way, environmental storytelling hinted at a larger narrative, from a shimmering, oily swirl over a power plant to a creepy phone box warning me to stay out of the woods.

The path was dotted with intriguing environmental details, like an old boathouse rigged with an alarm and painted with the words "get lost." These elements contribute to Atomfall's unsettling vibe, blending sleepy forests with zones of terror. While comparisons to Fallout are common, I found the game's tone and design more reminiscent of Stalker and its sequel.

After another druid massacre, I finally met Mother Jago at her quaint allotment. Her cryptic responses left me searching for clues in every dialogue option, reminiscent of classic point-and-click adventures. Jago promised valuable information in exchange for her herbalism book, which was supposedly held at the druids' fortified castle. With a new lead, I navigated back across the map, ready to tackle the challenge.

Atomfall's freeform design allowed me to approach the castle from any angle. I chose a side attack, encountering a druid patrol at an abandoned petrol station. The ensuing Battle of the Forecourt was chaotic yet satisfying, despite the somewhat lackluster enemy AI. The combat felt more like a fun diversion than the game's main focus, which seemed to be uncovering the world's secrets.

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After dealing with some axe-wielding brutes, I entered the castle's outer walls, finding a locked hut with a note hinting at distant map coordinates for the keys. Atomfall eschews objective markers, challenging players to use their map and place markers themselves. Opting not to chase the keys, I headed straight for the central keep.

Inside, I found more druids to dispatch but no sign of the book. I searched every corner, finding only crafting materials. Atomfall's mission design is deliberately obtuse, encouraging exploration and detective work without hand-holding. While this can lead to frustration, it ultimately enhances the game's challenging and immersive nature.

Following the map coordinates, I encountered a poison plant monster that proved lethal. Using my Skyrim-honed bunny-hopping skills, I bypassed it and retrieved the keys, but found only a perk point and ammo in the hut—no book.

Venturing deeper into the castle, I eliminated the High Priestess and her followers, discovering new items and a potential new questline, but still no book. My frustration led me to believe the book might be a ruse, prompting me to confront Mother Jago again. After killing her, I found a recipe that could have helped against the poison monster, suggesting it was the information she intended to trade.

Xbox Games Series Tier List

Xbox Games Series Tier List

After my play session, I learned the book was in the castle all along, on a table I had overlooked. My confusion had fueled my character's descent into violence, culminating in Mother Jago's death. Despite this, I'm eager to see how the story unfolds, knowing it might differ significantly from other players' experiences.

Rebellion estimates that completing Atomfall's story will take at least four to five hours, with most players spending around 25 hours. The varied experiences shared by others at the demo session, including encounters with crashed helicopters and new regions filled with killer robots and mutants, suggest a deep, multifaceted world ripe for exploration.

While Atomfall's objectives might be too obscure for some, the game rewards those who embrace its challenging quest design. The blurred lines between side and main objectives add tension and encourage players to forge their own paths and narratives within the game's irradiated English countryside. Despite my violent detour, I'm eager to see how my story ends.

With my hands bloodied and my cricket bat ready, I decided to retreat to the pub, embracing the full British experience while waiting for the chaos to subside.