Atomfall’s Open World Feeds an Ever-Escalating Sense of Investigation and Urgency

When immersing yourself in apocalyptic games such as Fallout 4 or S.T.A.L.K.E.R. 2: Heart of Chornobyl, one thing that immediately catches the eye is the map. While some may find the dialogue and repetitive responses in Fallout 4 a bit off-putting, the breathtaking visuals and relentless hounds in S.T.A.L.K.E.R. 2 might be more appealing. However, when you unfold that map, there’s a sense of wonder at the vastness and grandeur of the world, as you recognize landmarks and gradually populate it with your discoveries.

For me, it’s a thrilling experience to explore vast open-world games like Ghost of Tsushima, where much of the map remains veiled in mystery. But there’s an indescribable joy when I take in the entire scope of the world all at once. Some players might find themselves overwhelmed or even intimidated by the abundance of content, potentially frozen by the sheer choice they’re presented with.

As a devoted admirer, let me express that Atomfall stands out in a unique way compared to the norm. Being the latest creation from Rebellion Developments, it breaks free from their traditional Sniper Elite series, offering a blend of genres instead. There’s a hint of survival and crafting, yet it lacks the intricate hunger and thirst management systems found in similar games. The dialogue system reminds one of first-person role-playing games, but rather than pursuing approval, you navigate through a vast ocean of emotions, selecting the most fitting response for each situation.

Firearms can be useful tools, but due to their unpredictable projectiles, sneaking and hand-to-hand combat may seem more appealing. The tasks or missions you’ll encounter, though not formally called “quests,” can be thought of as leads. If you choose to follow these leads, you might avoid killing everyone. Ultimately, your goal is to exit the quarantine zone safely.

What truly captivated me was undeniably the intricate world-building. This story is set in Northern England following the Windscale fire, and you find yourself as an amnesiac character navigating the landscape, seeking understanding. The mysterious skybeam emanating from the Windscale nuclear facility hovered ominously throughout, although I was too far away to fully comprehend its significance.

Around the few-hour mark, my first clue pointed towards locating Jago at the Old Mine within Casterfell Woods. Consulting the map, two standout locations emerge – the Old Mine and what appears to be an abandoned dam. There’s not much else on the map, nothing that indicates priority or certainty about finding Jago or surviving the encounter. Unlike other quests with icons like question marks urging me to explore, blast some rocks to activate nodes, clear monsters’ lairs, embark on a treasure hunt, or unwind in a hot spring, this lead seemed more like a gentle nudge rather than a definite instruction. However, there were no such indicators on the map.

As I gazed upon this single piece of the larger puzzle that was the game map, veiled in mist, it didn’t seem to loom as intimidatingly vast as some other open-world games I’ve explored, like Assassin’s Creed Odyssey. Yet, a leap or two, not epic odysseys, seemed to separate me from the allure of Casterfell. The map itself didn’t tell the whole story of the world, and that mystery was part of its enchantment.

While traveling towards the mine, I came across a wrecked helicopter site under a collapsed bridge without stopping for closer inspection. Somehow, my journey led me to an old dam, and upon encountering druids there, I hesitantly ventured into their encampment, which, as you can imagine, they weren’t particularly welcoming about.

Without managing to attack their fortress, I turned around and headed northeast, eventually stumbling upon a radio tower that needed its power sources activated to work. Joyce Tanner’s voice, kindly, informed me of this while also sharing the coordinates to her hidden shelter.

As a gamer, I found myself venturing into unknown territories once more, with no waypoints or markers to guide me. Instead, I relied on my map-reading skills and intuition, constantly scanning for any signs of my target. Though she didn’t fully trust me, I stumbled upon the enigmatic Interchange, a potential key in our mission to restore power.

Beneath the surface, the Interchange is a complex network of lines branching out in various directions, disregarding the dilapidated sections that required fixing or the Outlaws rummaging for resources (and they weren’t exactly welcoming towards me). Eventually, I stumbled upon the remnants of a town where Protocol soldiers were on duty. Inadvertently straying into their watchtower and receiving gunfire, I opted to avoid direct encounters with them. If I had entered the main part of the town and possibly engaged with their leadership, would the outcome have been different?

In addition, I discovered the importance of caution when dealing with Feral, the region’s mutated humans, as their physical attacks can be painful. Similarly, a mysterious entity known as “The Voice” seems capable of communicating with me, much like stepping into a room filled with spores in the Interchange. Interestingly, this same “Voice” is also audible to the Druids, and Jago appears to have some connection to it. Lastly, there’s another voice on the phone that seems to have an intense desire for Oberon’s demise.

In this specific area of the vast map, what struck me was how conveniently close everything was situated. While a sprawling open world can be impressive, there’s also charm in navigating a compact space brimming with diverse elements.

In “Atomfall”, an appropriate blend was achieved – nothing seemed excessively sparse requiring random meetings to compensate, yet there was always something intriguing to uncover at a steady pace. The unusual setting of Northern England adds to its appeal, as it remains populated and authentic even after a nuclear catastrophe, with the game’s developers carefully studying the real-life counterpart to include all the subtle details.

As I sat down for an exclusive chat with IGN, art director Ryan Greene shared some exciting insights about the gameplay duration. He mentioned that a typical playthrough might last around 25 hours or so, but for those who like to leave no stone unturned (like me!), there’s plenty more content to explore, effectively extending your gaming time. During my hands-on session with Rebellion, they threw out some intriguing numbers – 15, 20, and 25 hours – with one team member admitting they were at the 20-hour mark and hadn’t even interacted with half the characters yet! It all becomes clear when Greene describes the game as a “spider web of interconnected stories,” suggesting there’s a rich tapestry of narratives waiting to be unraveled.

You have the freedom to eliminate any character or group in the game, should you wish. This won’t affect the overall progress as there are various ways to complete it. Some paths might lead to dead ends due to violence, but don’t worry, Greene assures that you can always find another path leading back to the main mystery.

The game Atomfall intrigues me as there’s always something new to explore even after completing the main storyline. As per designer Ben Fisher, players can uncover a “single significant narrative” during their initial playthrough, but upon revisiting, they might stumble upon an entirely different experience. Whether it will help clarify the main plot or reveal additional stories, I can’t predict; however, I’m eager to jump in and discover what lies ahead, despite Rebellion’s concerns that some elements may not work as intended.

Please keep in mind that the opinions shared within this piece are solely those of the writer. They do not necessarily reflect the perspectives or stance of GamingBolt as a collective entity.

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2025-03-19 20:43