British Apocalyptic Fun: Atomfall’s Quirky Take on Nuclear Doom
Heart of Chornobyl, whose atmosphere was as grimy as tobacco stains, this game is vibrant, clear, and distinctly British in its charm. Upon exiting a bunker, the first sight that greets you is a telephone booth nestled amidst breathtaking valleys – a striking contrast of unusually rich hues, as fresh as autumn apples, accompanied by a clever visual humor. As you move closer, the phone rings, setting up a comical scene, but it’s an accurate reflection of the end times – a solitary alarm signal amidst nothingness, with everything at stake.
As a gamer, I’ve found myself immersed in Atomfall, a creation by Rebellion Developments that seems like an evolution of their previous projects, particularly the Sniper Elite series. It’s as if each new Sniper Elite game loaded, and the team was given some breathing room to envision something unique. I assure you, I hold the Sniper Elite games in high regard, and I’m not suggesting they lacked heart or precision. Karl Fairburne, their protagonist, would vouch for that. And while he’s quite skilled with a rifle, I wouldn’t dare suggest his work was merely filling gaps.
Despite some reservations, it’s hard to deny that the latest game seems to have been created by an enthusiastic team: it’s set in a first-person perspective, offers a unique setting, is survival-oriented, and filled with intriguing references. One of the towns you discover is named Wyndham, after the author of The Day of the Triffids. The soldiers who guard this town exhibit a controlling demeanor towards the locals. Their leader, Captain Sims, appears mysterious; he’s often found in shadows, wearing a knitted sweater and a green beret, and tasks you with spying on villagers, suggesting a game about entrenched regimes and conflicting allegiances. The bartender in the local pub confides in you and sends you on missions that Sims would undoubtedly disapprove of. And as you might expect, the story – tinged with mystery and oddity – unfolds based on the decisions of characters who speak cryptically.
The structure is reminiscent of the classic “Fallout” series, which essentially involves a post-apocalyptic world held together by factions and various missions. More specifically, Rebellion seems to have taken inspiration from “Fallout: New Vegas,” a game developed by Obsidian Entertainment that is highly regarded among dedicated “Fallout” fans due to its emphasis on player freedom and high stakes with no limitations. In this game, you could choose to eliminate key mission providers and watch the plot unravel, if that’s your preference. The developers understood that as long as the players had control, their progress would never be significantly hindered, and they would continue to return for more; the house always wins, no matter how unconventional or precarious the situation may seem.
In this game, Atomfall, the expense lies in immersive storytelling, which it lacks. Throughout the game, I never felt the urge to unravel the enigmas surrounding the scientists in white coats or the airborne blue vines. This isn’t due to a lack of originality; on the contrary, Rebellion excels at pulp, delivering comics-like and genre-inspired elements that enhance the game’s backdrop and propel its progression. Familiarity with the game’s elements doesn’t necessarily hinder enjoyment; it can provide a comforting rhythm. However, the primary focus of the game lies in its playgrounds rather than its narrative. The gameplay is divided into several large hubs, connected by loading screens. These zones resemble those found in Sniper Elite, offering dangerous territories to explore for hidden secrets and optimal routes. These areas are not so much tied together by a story as they are by a shared sense of lively chaos.
This new game, Atomfall, leans more towards the playful danger of We Happy Few compared to the cold, fractured ending presented in Everybody’s Gone to the Rapture. Instead of a bleak, desolate world, we find ourselves dealing with quirky adversaries like hulking robots, cultists, and even druids who build large wicker men. The setting seems less like a vibrant Swinging Sixties makeover and more like a lunatic asylum enclosed within a fence. It’s almost as if the incident at Windscale caused a meltdown that not only kept people out but also drew them in, creating a surreal atmosphere where everyone appears to have sought refuge among the ruins.
In this situation, it’s advisable to prepare yourself with suitable weapons, and for Mr Fairburne, that includes a collection of weapons, though they may appear rusty: handguns, submachine guns, rifles, shotguns, along with an assortment of grenades. Adding a bit of humor, there are also cricket bats. The battles are intense, accompanied by a satisfying sound effect. The limited ammo supply (particularly in the beginning) gives each bullet significance. Unlike some games, there’s no X-ray kill camera to slow down your shots and display them as bone showers. Instead, it seems the creators at Rebellion chose to fill the setting with their creative ideas – destroyed barns, dead livestock, helicopters wrecked on the hills like fallen insects – trusting that would be engaging enough on its own.
Generally speaking, I was never particularly excited about the idea of a fight, especially when playing games. Stealth wasn’t much more exciting, mostly involving hiding in tall grass – a useful tactic if you’re outnumbered by enemies and feeling defeated. Similarly, the crafting system was simple yet unremarkable, like turning a rag into a molotov cocktail. However, what keeps you engaged is the game’s setting. If you were brought up on the ruins depicted in ‘Threads’ or the eerie tension of ‘Quatermass and the Pit’, you will appreciate the revival of that distinctive British horror theme, complete with a dose of humor. That’s what makes ‘Atomfall’ stand out. It manages to transform grim subject matter into something other than monotonous grinding. Last year saw a resurgence of British horror games; they seem determined to delve deep into the darkness and unearth doses of irony and humor. And rightly so. So whether there’s been an accident at the nuclear plant, the scientists have evacuated, and the military has arrived – go to the pub, take a walk, lose your mind, but remember: It’s not the end of the world.
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2025-03-21 17:13