Join me on a violent jaunt through the English countryside—a 90-minute immersion in Atomfall, the new survival-action game from Rebellion, creators of Sniper Elite. I recently spent some time in a North London pub, enjoying a pint and a hands-on demo, and came away intrigued by Atomfall’s open-ended missions and unsettling atmosphere. I might also have momentarily lost my marbles and decided to attack everyone in sight, including a probably innocent old lady, with a cricket bat. Let me explain.
Every NPC in Atomfall is killable, from the lowliest grunt to the most crucial quest-giver. Starting the demo, I decided to test this very feature. My approach was, let's say, less than elegant. Within two minutes of exploring this digital Cumbria, I tripped a wire, triggering a confrontation with three guards. My weapon of choice? A cricket bat, christened with a liberal splash of digital claret.
Later, I looted a bow and arrow—a welcome upgrade for this archery enthusiast. Mr. Cricket Bat got a well-deserved rest. Nearby, a looming wicker man stood silently, awaiting immolation. I steered clear; I've seen how those stories end. Such imagery hints at the folk horror undertones that permeate this region of *Atomfall’s* segmented world, composed of multiple "open zones." The unsettling atmosphere fuels the overarching mystery: what happened in this once-peaceful, now-irradiated corner of England?My musings were interrupted by a group of druids, likely connected to the wicker man. They served as excellent archery targets. One. Two. Three. They fell. My inner Robin Hood briefly emerged before I snapped back to the reality of my London pub. (No, I hadn't had a drink yet—it was only 10 AM.)
The bow felt satisfying, but I was more interested in Atomfall’s unique stamina system. Instead of a traditional depleting bar, it uses a heart rate monitor that increases with exertion. Sprinting raises your heart rate, impacting aiming accuracy. Later, I found a Bow Mastery skill that mitigates this effect. It’s not the most thrilling perk, and the skill tree isn't overly complex, but it allows for character customization to suit your preferred playstyle (stealth over gunplay, for example).

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My only accomplishment thus far: a pile of dead druids. My objective? Initially, even I wasn't entirely sure. Aimless exploration of the Casterfall Woods yielded little, so I followed my only lead: a note directing me to a herbalist, Mother Jago, near an old mine. Along the way, I encountered clues to the larger narrative—a shimmering, oily swirl over a power plant, the apparent cause of Britain's post-apocalyptic state. A nearby phone box rang, a creepy voice warning me to stay out of the woods. Too late!
The path was filled with environmental storytelling—an old boathouse with a disturbing alarm system and the words "get lost" painted on it, next to a pile of skulls. Atomfall cultivates a consistently uneasy atmosphere, with peaceful forests giving way to terrifying zones. While Fallout comparisons are common, Stalker and its sequel are more apt comparisons, tonally and in game design.
My next druid massacre involved looting their garden center for herbs (a thyme-related event, if you will). I met Mother Jago at her allotment, resembling Angela Lansbury if she'd embraced black magic aromatherapy. My hopes for clarity were dashed; she offered vague answers despite exhausting every dialogue option. This reminded me of classic point-and-click adventures, encouraging thorough exploration of conversations for hints. Finally, a breakthrough: Jago offered information in exchange for her stolen herbalism book, held hostage by the druids in their fortified castle.
Atomfall’s freeform design allowed for any approach, so I attacked from the side. I encountered a druid patrol near an abandoned petrol station. The Battle of the Forecourt ensued, beginning with a grenade. The enemy AI isn't the most sophisticated, but the satisfying carnage alerted archers. I neutralized them with a nail bomb and finished them with close-quarters combat. The combat is fun, but it’s not Atomfall’s focus; exploration and discovery are paramount.
Inside the castle walls, I found a locked hut with a note and map coordinates suggesting the keys were far away. *Atomfall* lacks objective markers, requiring players to mark points of interest themselves. Was the book in the hut? Did I need the key? My hunch was no, so I went straight to the main keep.Inside, more druids to club, but no book. I searched for ten minutes, finding only crafting materials. This highlights Atomfall’s obtuse mission design. There’s no hand-holding; the book won't glow. While frustrating at times, I appreciated Rebellion's challenging, explorative design.
I appreciated Rebellion’s challenging, explorative design. Following the map coordinates to find the key led me to a poisonous plant monster. Rifle bullets were ineffective, resulting in a quick death. Reloading my save, I used some acrobatic maneuvers to bypass the beast, retrieving the keys from a victim. Back at the hut, I found a perk point and ammo—but no book.
Venturing under the castle, I found the druids' ritual area, killing the High Priestess and her followers. I found an SMG, a poison bomb recipe, and an atomic battery, starting a new questline I lacked time to explore. Still no book.
### Xbox Games Series Tier ListMy play session ended. The book was in the castle, on a table I’d passed multiple times. Before realizing this, I believed the book was a ruse. I returned to the herbalist, killing her in my character’s violent spiral. Searching her body, I found a recipe to combat the swamp monster. We could have saved time.
Atomfall’s runtime is substantial; developers estimate 4-5 hours minimum, with most players taking around 25. The experience varies greatly; another player at the demo had a completely different adventure, starting with a crashed helicopter and leading to killer robots and mutants. Even a surface-level exploration reveals depth and mystery.
Atomfall rewards those who embrace its obfuscated quest design. The lack of direction might be off-putting, but the blurred lines between main and side objectives add risk, encouraging unique player stories and endings. My ending, despite killing Mother Jago, will differ from yours.
That concludes my time with Atomfall. My hands bloodied, I'll head to the pub, cricket bat in hand, and let the events unfold.