Home > News > The Atomfall Developers Knew It Would Be Compared to Fallout as Soon as It Was Revealed, Average Playthrough Around 25 Hours
The Atomfall Developers Knew It Would Be Compared to Fallout as Soon as It Was Revealed, Average Playthrough Around 25 Hours
At first glance, Atomfall might seem like a Fallout game—a post-apocalyptic adventure, perhaps even set in a post-nuclear England. It's a first-person, post-nuclear title (the name's a pretty big clue!), featuring an alt-history setting reminiscent of Fallout's iconic style. Rebellion's art director, Ryan Greene, acknowledges the comparisons, stating that the team anticipated them from the game's reveal. He notes that their own Jason Kingsley's love for Fallout ensured some parallels would inevitably emerge, given the shared theme of post-apocalyptic survival.
However, Atomfall quickly diverges from the Fallout formula. As IGN highlighted last August, it offers a far more unique experience. Greene emphasizes that the Fallout comparison is misleading, stating that gameplay reveals its distinct identity. He points out Rebellion's independence from Bethesda, highlighting that Atomfall, while ambitious for the studio, isn't on the scale of an Elder Scrolls or Fallout title. He acknowledges the comparison as a compliment to Bethesda's skill, but stresses Atomfall's status as a version 1.0 release.
Atomfall Screenshots





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Greene estimates an average playthrough at around 25 hours, though completionists could significantly extend that time. IGN's recent hands-on preview showcased the game's unique approach; Simon Cardy completed a playthrough focused entirely on killing every character, demonstrating the game's adaptability to this extreme playstyle. Greene confirms the game accommodates various approaches, including pacifist playthroughs, offering multiple endings depending on the player's actions. The game features a complex, interconnected narrative structure rather than traditional main and side quests, allowing players to explore various paths even if they miss certain story threads.
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Greene confirms the feasibility of a completely non-lethal playthrough, having progressed significantly without killing anyone. This highlights the game's design flexibility and multiple paths to completion.
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