Home News Atomfall Massacre: I Went Mad and Killed All

Atomfall Massacre: I Went Mad and Killed All

Author : Violet May 15,2025

Embark on a thrilling and violent journey through the English countryside with *Atomfall*, the latest survival-action game from the creators of *Sniper Elite*, Rebellion. Recently, I had the chance to immerse myself in a 90-minute demo at a pub in North London. The experience left me captivated by *Atomfall's* open-ended mission design and its unsettling atmosphere. However, my session took a wild turn when I decided to go on a rampage, even attacking an innocent old lady with a cricket bat. Let me share my experience.

In *Atomfall*, every NPC, regardless of their role, can be killed. As I began the demo, I set out to test this feature. Within minutes, I triggered a tripwire alarm and had to dispatch three guards using a cricket bat, which quickly became my weapon of choice. The bat, now baptized in blood, accompanied me through the digital landscape of Cumbria.

Later, I acquired a bow and arrow, satisfying my love for archery in games. This allowed me to engage enemies at both long and short range, giving my cricket bat a much-needed break. As I explored, I encountered a towering wicker man, a nod to the folk horror elements that underpin *Atomfall's* world. This eerie setting contributed to the game's mysterious atmosphere, prompting me to unravel the secrets of this irradiated corner of England.

My musings were interrupted by a group of druids, whom I swiftly dispatched with my new bow, feeling like Robin Hood in the process. The bow felt satisfying to use, but what truly intrigued me was *Atomfall's* innovative stamina system. Instead of a traditional stamina bar, the game uses a heart rate monitor that increases with physical exertion. Sprinting, for example, can push your heart rate over 140 bpm, affecting your aim. I later found a Bow Mastery skill manual that mitigated the impact of a high heart rate on archery, hinting at a customizable skill tree that allows players to tailor their gameplay style.

Atomfall Screenshots

13 Images

My main objective in the demo was to follow a quest lead to a herbalist named Mother Jago, who lived near an old mine. As I ventured through Casterfall Woods, I encountered environmental storytelling elements such as a shimmering, oily swirl over a power plant and a creepy phone call warning me to stay away from the woods. These details hinted at the larger narrative of Britain's post-apocalyptic descent.

The path to Mother Jago was filled with intriguing environmental touches, like a boathouse with an alarming message and a mound of skulls. The game's atmosphere oscillated between serene and terrifying, drawing comparisons more to *Stalker* than *Fallout*. The exploration reminded me of classic point-and-click adventures, encouraging thorough investigation of every corner and conversation.

Upon meeting Mother Jago, I hoped for clarity on the mystery, but her vague responses left me searching for more clues. She offered valuable information in exchange for a herbalism book, which was supposedly held by druids in a fortified castle. With this new lead, I navigated the map, choosing a side approach to the castle. Along the way, I engaged in combat with druid patrols, using a grenade and a nail bomb to clear my path. The combat, while not the most sophisticated, was satisfying and felt like a fun side element to the main exploration.

Inside the castle, I searched for the book but found only crafting materials. *Atomfall's* mission design is deliberately obtuse, challenging players to explore without hand-holding. Following a set of map coordinates, I ventured into a den with a poison plant monster, which I managed to bypass using my *Skyrim*-honed bunny-hopping skills. I retrieved the keys but still couldn't find the book.

Venturing deeper into the castle, I encountered more druids and found new items and quest leads, but no book. Frustrated, I returned to Mother Jago, only to realize the book had been in the castle all along, on a table I had overlooked. In a moment of confusion and frustration, I killed Mother Jago, finding a recipe that could have helped with the poison monster. It seemed we could have saved time if I had found the book earlier.

*Atomfall* is designed to be a lengthy experience, with a story that can take 25 hours to complete. The game's open-ended nature allows for varied player experiences, as evidenced by another demo participant who encountered a different region with killer robots and mutants. The game's quest design may be challenging for some, but it rewards those who engage deeply with its mysteries.

Despite my violent detour and the death of Mother Jago, *Atomfall* promises a unique journey through its irradiated English countryside. With its blend of survival, exploration, and a narrative that encourages personal storytelling, *Atomfall* is a game that invites players to uncover its secrets at their own pace. As I left the demo, I embraced my full-British mode: cricket bat in hand, I headed back to the pub to reflect on the chaos I had unleashed.

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