"Atomfall Massacre: I Killed Everyone in Insane Rage"
Embark on a thrilling journey through the eerie English countryside with Atomfall, the latest survival-action game from Sniper Elite developer, Rebellion. Recently, I visited a pub in North London for a hands-on demo and was captivated by Atomfall’s unique mission design and haunting atmosphere. My experience took a wild turn when I, perhaps unwisely, decided to attack every NPC in sight, including an unsuspecting old lady, with a cricket bat. Let me share the details of this chaotic adventure.
In Atomfall, every NPC is fair game for elimination, from minor characters to crucial quest-givers. As I began the demo, I set out to test this mechanic. My approach was anything but subtle; within minutes of exploring the digital Cumbria, I tripped a wire, alerting three guards whom I dispatched with a cricket bat, now baptized in blood.
Later, I acquired a bow and arrow, satisfying my love for archery in video games. This allowed me to engage enemies at various ranges, giving my cricket bat a break. A towering wicker man loomed nearby, evoking folk horror themes that permeate Atomfall’s world. The game is divided into multiple "open zones," contributing to an unsettling atmosphere that enhances the overarching mystery of this now-irradiated corner of England.
My musings were interrupted by a group of druids, likely connected to the wicker man. They became targets for my newly acquired bow, as I humorously thought, "I'M ROBIN BLOODY HOOD." The bow's satisfying mechanics were complemented by Atomfall's innovative stamina system, which uses a heart rate monitor instead of a traditional bar. Sprinting raises your heart rate, affecting your aim and accuracy, but a Bow Mastery skill can mitigate this effect. While the skill tree may not be the most complex, it offers flexibility for players to tailor their gameplay style, whether focusing on stealth or combat.
Atomfall Screenshots

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My initial foray into the Casterfall Woods yielded little in terms of concrete objectives, so I followed a note leading me to Mother Jago, a herbalist near an old mine. Along the way, I encountered hints of a larger story: a shimmering, oily swirl over a power plant and a creepy phone call warning me to stay out of the woods. The environment was rich with eerie details, from an alarm-rigged boathouse to a mound of skulls, creating an atmosphere reminiscent of Stalker more than Fallout.
After another druid encounter, I met Mother Jago at her allotment, where she resembled a darker version of Angela Lansbury. Despite my thorough questioning, she provided only vague clues, reminiscent of classic point-and-click adventures where players must explore every dialogue option for hints. She offered valuable information in exchange for her stolen herbalism book, located in the druids' fortified castle.
Atomfall’s open-ended design allowed me to approach the castle from any direction. I engaged a druid patrol near an abandoned petrol station with a grenade, sparking a chaotic battle. The enemy AI was somewhat static, but the visceral combat was enjoyable. 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 map coordinates to find keys, I encountered a poison plant monster and used my agility to bypass it. Returning to the hut, I found perks and ammo, but no book. Deeper into the castle, I killed the High Priestess and her followers, discovering new items but still no book. It was only after my demo ended that I learned the book had been on a table I'd overlooked.
Frustrated and confused, I returned to Mother Jago, killed her in a fit of violence, and found a recipe that could have helped with the poison monster. Rebellion informed me that Atomfall's story could take 25 hours to complete, with varied experiences for each player. My fellow demo participant had a completely different adventure, encountering killer robots and mutants.
While some might find Atomfall’s objectives too obscure, the game rewards those who engage deeply with its quest design. The blurred lines between side and main objectives add tension and allow players to craft their own narrative within the game's world. Despite my violent rampage, I'm eager to see how my story unfolds, which will likely differ from others' experiences.
As my demo concluded, with my hands stained from the chaos I'd caused, I embraced my British roots: I took my cricket bat and headed back to the pub to wait for the storm to pass.
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