by Sarah May 07,2025
Join me on a thrilling journey through the English countryside with *Atomfall*, the new survival-action game from the creators of *Sniper Elite*, Rebellion. Recently, I had the opportunity to experience a hands-on demo at a pub in North London, and the game's open-ended mission design and eerie atmosphere left me both intrigued and, admittedly, a bit unhinged. Let me share why.
In *Atomfall*, every NPC can be dispatched, from the most inconsequential grunt to the pivotal quest-giver. As I embarked on the demo, I set out to test this feature with a rather chaotic approach. Within minutes of exploring this digital rendition of Cumbria, I triggered a tripwire alarm, forcing me to neutralize three alerted guards using nothing but a cricket bat. This weapon, now baptized in blood, became my tool of choice for the ensuing mayhem.
Later, I acquired a bow and arrow, which I eagerly equipped, satisfying my love for archery in video games. This allowed me to engage enemies at various ranges and give my cricket bat a much-needed break. The game's world is segmented into multiple "open zones," and I encountered a towering wicker man, a clear nod to the folk horror elements underpinning *Atomfall*. These elements contribute to an unsettling atmosphere, enhancing the mystery of what caused this once serene part of England to become irradiated.
My musings on the mystery were interrupted by a group of druids, likely connected to the wicker man. They became my test subjects for the bow, and as they fell, I couldn't help but feel like Robin Hood. The bow's mechanics felt satisfying, but it was *Atomfall*'s innovative stamina system that truly piqued my interest. Instead of a traditional stamina bar, the game uses a heart rate monitor that increases with physically demanding actions. Sprinting, for instance, can push your heart rate over 140 bpm, affecting your aiming precision. I discovered a Bow Mastery skill manual that mitigated the impact of a high heart rate on archery, though the skill tree itself seemed straightforward rather than complex.

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With a trail of dead druids behind me, I sought a clearer purpose in the Casterfall Woods region. A note directed me to Mother Jago, a herbalist living near an old mine. Along the way, environmental storytelling hinted at the larger narrative, with a shimmering, oily swirl above a power plant suggesting its role in Britain's post-apocalyptic state. A ringing phone box and eerie warnings added to the game's tense atmosphere, reminiscent more of *Stalker* than *Fallout*.
The path was dotted with intriguing details, like an old boathouse with a disturbing alarm system and a mound of skulls, enhancing the game's eerie vibe. After another druid skirmish and herb looting, I met Mother Jago, who resembled Angela Lansbury with a twist of dark magic. Her vague responses to my questions echoed the investigative nature of classic point-and-click adventures. She offered valuable information in exchange for her herbalism book, which was held by the druids in their castle.
*Atomfall*'s freeform design allowed me to approach the castle from any angle. I chose a side attack, engaging a druid patrol at an abandoned petrol station. The combat, while not the most sophisticated, provided fun moments, though it seemed more of a side attraction to the main focus on uncovering the world's secrets.
Inside the castle's walls, I found a locked hut with a note hinting at distant keys. *Atomfall* eschews objective markers, encouraging players to manually mark their maps. After exploring the central keep and finding no book, I followed the coordinates to a poison plant monster, which I bypassed using tactics from *Skyrim*. Returning to the hut, I found only ammo and a perk point, not the book I sought.
Venturing deeper into the castle's underbelly, I encountered druids, their High Priestess, and various items but no book. My demo time ran out before I could explore a new questline hinted at by an atomic battery. I later learned the book was in the castle, on a table I had overlooked. Frustrated and fully embracing my character's violent tendencies, I killed Mother Jago, finding a recipe on her that could have helped with the poison monster.
### Xbox Games Series Tier List*Atomfall*'s story can take between 4 to 25 hours to complete, with varied experiences for each player. My fellow demo participant had a completely different adventure, encountering killer robots and mutants. The game's obfuscated quest design may challenge some players, but it rewards those who delve deeper, blurring the lines between main and side objectives and allowing each player to craft their own narrative in this mysterious, irradiated landscape.
As my demo ended, with my hands stained from the blood of innocents and the path of destruction I left behind, I embraced my British roots: I picked up my cricket bat and headed to the pub, waiting for the chaos to subside.
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