In my gaming journey, as I neared the conclusion of Atomfall’s demo, it struck me like a well-aimed shell finding its mark – that satisfying clatter echoing within my aged yet formidable shotgun. Inspired by the worn state of my arsenal and James’ Gamescom review, I attempted to navigate Rebellion’s alternate ’60s FPS in the style of S.T.A.L.K.E.R., conserving ammo and minimizing conflict as I stealthily traversed an English forest teeming with druids warning of atomic mushrooms.
I had managed to penetrate deep into the druid settlement – a National Trust castle, usually half wedding venue, half souvenir shop – only to find myself at a standstill in a grand banquet hall. I was in possession of a key that seemed nowhere to be found, perhaps hidden within one of the tents outside the castle or tucked away in the surrounding caves?
After exiting, I pondered the clever paths I’d navigated through the patrols leading to the castle. The last words from Mother Jago, a woman in an impressive hat, echoed in my mind as she’d tasked me with retrieving a book, saying it wasn’t worth fighting for. As the clock ticked down on my gameplay session, I found myself reaching for my shotgun and unleashing a barrage of shots. It was at that moment I understood I had been misinterpreting Atomfall.
Despite what that untrustworthy James may lead you to believe, this isn’t S.T.A.L.K.E.R.; instead, it’s a Far Cry adventure that ventures beyond Ubisoft’s typical tropical landscapes and into the heart of grim industrial mill towns. Unlike my past experiences with games that evoke a sense of harsh desolation and slow-building dread, where death can be elusive, this game encourages you to charge out of tall grass and whack comically dressed foes with a cricket bat. It’s a game in which you lure swarms of mutated wasps by tossing fragrant bait onto campfires. It’s a game where enemies often march mindlessly into your sights, forming a conga line, and yet, you find humor in their obliviousness because the combat sounds are amusingly absurd.
The man with colorful braces bellowed for me to stop complaining as he hit me with a pipe. ‘Blimey!’ he shrieked, as I threw a fire axe at his head. These lines may not be funny on their own, but when used in the heat of a rapidly escalating shootout, they create a delightful theater that highlights the AI’s tactical shortcomings. Additionally, the option to unleash creatures against humans recalls specific memorable instances from Far Cry 3, such as when I’d circumvent an outpost, hearing the chaotic sounds of pirates being attacked by a cassowary.
In essence, Atomfall shares several similarities with S.T.A.L.K.E.R., as you’ve noted. This game is set in the picturesque Lake District after a genuine nuclear incident, which Rebellion’s authors have transformed into a catastrophic supernatural experiment. The landscape is dotted with wrecked tanks and helicopters, and the residents living under quarantine have divided into various militaristic groups. Apart from the druids, there’s also mention of an entire town persisting despite the chaos, reminiscent of We Happy Few.
1. The leak from the reactor has mutated local wildlife into different types of monster creatures, while instilling sinister, fungal whispers in some people’s minds. This place gives off a strong sense of horror reminiscent of “Annihilation” and a touch of low-budget cultish filmmaking. In an underground cavern, I discovered altars adorned with skulls and a deep pit filled with glowing blue fungi that seem like tree ears, with a reactor core bubbling softly at the bottom.
2. The radioactive spill from the reactor has caused local wildlife to turn into monstrous versions of McMonster, and certain humans are hearing ominous, mushroom-related voices in their heads. There’s an eerie atmosphere here that feels like a combination of “Annihilation” and old-school B-movie witchcraft. In one hidden underground chamber, I found altars decorated with skulls and a deep hole filled with luminescent blue ear-like mushrooms, while a reactor core gurgled softly at the bottom.
3. The toxic leak from the reactor has led to local animals transforming into grotesque McMonster species, and some people are hearing malicious, mushroomy murmurs in their thoughts. This location exudes an unsettling mix of “Annihilation”-like dread and cheesy B-movie supernatural vibes. In a hidden subterranean chamber, I found altars embellished with skulls and a vast pit filled with glowing blue mushrooms resembling tree ears, as a reactor core bubbled softly beneath it.
4. The contamination from the reactor has caused local wildlife to evolve into terrifying McMonster varieties, while some individuals are hearing ominous fungal whispers in their consciousness. The atmosphere here is a blend of the chilling ambiance of “Annihilation” and the campy supernatural feel of old-school B-movies. In a concealed underground chamber, I discovered altars draped with skulls and a deep pit filled with luminous blue mushrooms resembling tree ears, as a reactor core burbled softly below it.
5. The radioactive spill from the reactor has resulted in local animals transforming into monstrous McMonster types, and certain people are hearing predatory, cordyceptic whispers in their minds. This place exudes an unsettling amalgamation of “Annihilation”-like tension and the kitschy supernatural vibe of old-school B-movies. In a hidden underground chamber, I found altars adorned with skulls and a deep pit filled with luminescent blue fungi that resemble tree ears, as a reactor core gently fizzled at the bottom.
This landscape is surprisingly eerie, yet unintentionally so. It brings back memories of the Lake District in rural Britain, with its stone arch bridges, unique zebra-striped signposts, and quintessential red telephone booths (occasionally delivering cryptic, strange calls – I suspect it’s due to some sort of fungal growth). A mountain outside the demonstration zone resembles Scafell Pike. However, all these details are integrated into a strategic blueprint for a stealth game, requiring an optimal arrangement of paths, vantage points, and hiding spots, with key groups of enemies and resources placed strategically, and evenly distributed patches of greenery to blend in.
In a nutshell, I find it intriguing how games often reimagine settings, and this game is no exception since I have some personal knowledge of the location depicted. However, I’m not particularly fond of the dungeon-like environments featured in the game, such as caves and cellars, which follow a rather conventional design with tripwires to leap over, secret letters hinting at sinister activities, and hidden crawlspaces leading to stockpiled treasures. The repetitive nature of these elements is somewhat offset by the requirement to collect clues about the quest’s destination instead of just unlocking a waypoint. There are letters and dialog references that need to be pieced together, although I didn’t find them particularly memorable during my demo. Caught up in the tactical maneuvering (flanking), I rarely took the time to check the map screen.
The gameplay has a hint of ‘raw’ survival simulation, yet it doesn’t fully deliver on this aspect. For instance, there’s a stamina system that makes aiming shaky when you exert yourself, but it’s simple to avoid this by not sprinting frequently, so it becomes less of an issue over time. Some weapons require extended reloading times, initially discouraging me from engaging in combat, but the demo was overflowing with ammo and equipment, allowing me to fill my inventory quickly. After infiltrating the castle, I found myself shooting just to clear some space in my inventory.
The quick-change feature for weapons and the variety of items you can create offer a flexible strategy for confrontations. Instead of backing off during gunfire, you simply switch to your backup pistol and keep firing. The guns, which include SMGs, single shot rifles, and revolvers, are enjoyable to use once you factor in reloading time. In his report from last August, James described the game’s melee as disorganized, but it seems to have been improved since then; hitting enemies with various tools felt functional in the updated version I played, with impacts appearing realistic.
In this game, there are rewards to acquire that are reminiscent of Scout achievement badges, such as silencing your takedowns or quickening the pace at which you draw a bowstring. However, it doesn’t seem like a comprehensive system for customizing playstyles; instead, it appears to be focused on smoothing out aspects of combat, stealth, and exploration that might not appeal to you. (I used to belong to a local Sea Scouts group as a child, but I don’t recall earning any badges for silent kills, though we mainly played crab football.)
I wasn’t expecting the Lake District to be a fitting backdrop for a game like Far Cry, but given that it is now available, I’m all for it. It’s not so much that I find the Lake District enchanting, rather, it’s been a while since I’ve played a Far Cry (since 2018 to be precise).
However, I do have some concerns about certain aspects of Atomfall that could potentially clash with the Far Cry series. For instance, the possibility that there might be narrative repercussions for indiscriminately killing peaceful pagans due to a quest item being hidden in their sacred sites. While I appreciate a well-crafted plotline, Atomfall, my main objective is to have fun and laugh at the men covered in woad, galloping through bullets while wearing sleeveless cardigans.
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2025-03-07 17:41