Expressing it another way: I’m not just looking forward to Atomfall; I can hardly contain my anticipation! This game has been generating buzz for quite a while now, and for good reason – its distinctive world and the talent of the team developing it make it a highly-anticipated release.
During a beer tasting event in central London, I found myself sipping on an Atomfall Ale and feeling incredibly fortunate. However, my luck quickly vanished as I encountered a group of Druids who mercilessly attacked me while we were playing.
If you were to imagine me as a mad scientist passionate about gaming, and if you gave me the freedom to create a single video game combining all my preferred elements and design concepts, it’s plausible that Atomfall bears a striking resemblance to such a game.
The game boasts an intricately designed open-world map, thrilling action sequences, strategic stealth elements, and a narrative that gives players autonomy without any guidance. Yet, despite the upcoming release, there might still be some who are uncertain about the essence of Atomfall.
I recently had the opportunity to chat with Ben Fisher, the mastermind behind Rebellion’s design team, about everything related to Atomfall. Here’s a sneak peek of our conversation as we delve into the mysteries of this peculiar and twisted rendition of the Lake District that will surely captivate you!
Talking All Things Atomfall With Ben Fisher
Is there an effort made in the game to connect with real historical events related to a nuclear incident in Britain, or does it present a completely fictionalized account of those events?
The approach we chose was conducting research, during which our teams traveled to local villages for reference purposes. Simultaneously, we aimed to create a wide-ranging, cultish adventure atmosphere. I believe the concept really took shape when we began exploring contemporary British speculative fiction from the 1950s and 60s.
During a time when fantasy and science fiction were still intertwined, as exemplified by early Doctor Who, Quatermass Experiment, and even shows like Wicker Man and The Prisoner, we noticed a common theme in their tone.
In the early days when fantasy and sci-fi genres hadn’t fully diverged, series such as Doctor Who, Quatermass Experiment, Wicker Man, and The Prisoner all shared a distinctive mood.

Everything began to coalesce when we started viewing it from the perspective of fiction, where various tones converge to form a broader narrative. Yet, we were careful to ensure that our game remained respectful of the real-life event as well. So, we considered our portrayal to be somewhat fictionalized, similar to how someone might have told the tale of a comparable disaster back then.
A: One unique feature of this game is its captivating setting. While Britain isn’t often used as a standout setting for exceptional games like this, and when it is, it usually centers around London, why did you opt to place Atomfall in the Lake District? Was the decision to explore the Windscale disaster what influenced the choice of location, or was there always an interest in a UK setting?
The event served as the spark that ignited this concept. Once we had that, we began pondering, if we are going with a rural backdrop, what would be the amusement park equivalent? In the Lake District, various landscapes harmoniously blend, making it an ideal fit.

The topic was teeming with depth, much like an unexplored wellspring brimming with concepts. It also contained numerous cultural touchpoints, such as cricket bats and other familiar items. This made it an ideal canvas for new ideas, and we deliberately chose to exclude urban settings and the stereotypical London dialect. Our aim was to showcase the rich cultural tapestry of the UK, as we believe there’s still much more to explore in this regard.
A: Given the game’s playful, witty style, heavily influenced by British humor, it’s likely that incorporating these elements was a regular part of the development process. For instance, when I was playing, I remember killing someone and an NPC exclaimed, ‘Goodness gracious on a bicycle!’ This was quite amusing. While players might already be familiar with cricket bats and red telephone boxes from the game’s promotions, what are some of the other delightful British references you included in the game?
I really enjoy the hidden Easter eggs in our game. I believe we will be the first to include a nod to Last of the Summer Wine, and there are also references to Mr Bean. There are many more subtle hints that aren’t integral to the gameplay, but they’re there as surprises for players who recognize them.
A: In several articles it has been mentioned that the aspects and layout of Atomfall are experimental. To provide more insight, could you explain which specific mechanics you’re referring to and why these choices were made during development?
Several elements in the game were influenced by its setting. Transforming it into an action-packed shooting game in rural England didn’t feel fitting. Instead, you could find a farmer armed with a shotgun, or come across a military presence in the region.
In this scenario, we provide reasons for the inclusion of weapons, acknowledging that all characters are confined within a quarantine zone. To create an authentic atmosphere, we’ve designed the battles to mimic rough, unpredictable pub brawls. These encounters are grimy and uncertain, with no guarantee of survival, and the consequences are severe for both parties. The fights carry a palpable intensity, fitting better with a game concept where you assume the role of a detective rather than a superhero, someone grappling with everyday challenges in a tough situation.
Many of these experimental decisions originated from that point. Additionally, another significant aspect of our experimental approach was a shift away from an earlier, more structured narrative where information was gradually released to the player, layer by layer. This structure felt overly guided. It seemed as though someone else had already experienced an exciting adventure, and we were merely unraveling it for them.
Instead of sticking with traditional questlines, we decided to dive headfirst into innovation and make our storyline completely open-ended. Now, players have the freedom to decide who lives or dies within the game, or choose not to take a life at all. The most daring aspect was eliminating conventional quests and replacing them with something new, offering guidance only where necessary.
As a gamer, I’m leaning towards creating a game that offers a more immersive experience, rather than following the traditional role-playing game (RPG) format. Instead, I aim for an Immersive Sim approach where the world feels alive and interactive, allowing for emergent gameplay and multiple solutions to problems.
Absolutely, that’s correct! Some games in that genre definitely shaped the mechanics as well. You piece together clues to form your unique interpretation of the game. We never dictate what’s right or wrong, nor do we indicate when you’ve opened or closed threads during gameplay. These clues are constantly present, happening concurrently throughout the game. We wove these clues into a complex narrative, making it a vast interconnected web that forms the storyline of the game.
A: Regarding combat, it’s well-known that you excel particularly in the Sniper Elite series. Could you explain how the gunplay and combat from that series have influenced the combat in Atomfall?
In our game, certain aspects are inspired by Sniper Elite, such as the heart rate monitor feature. Unlike in other games where there’s a stamina system, here your exertion levels increase your heart rate, which affects your aiming skills and more. We assumed players would anticipate a typical Rebellion game experience, so we aimed to honor that expectation.

Furthermore, the environment and setting significantly transformed the fundamental aspects of the game. Instead of being a seasoned military sniper with long-range marksman skills, you’re an ordinary individual, a survivor. This shift had a profound influence on the player’s durability, the amount of ammunition accessible, the balance between weapons, and the range each weapon can cover. In essence, this change echoed throughout the entire game.
A: It seems there has been much discussion comparing Atomfall to Fallout, through trailers, gaming news, and online forums. Although this comparison can be annoying, I’d like to ask the question: Which games have influenced the creation of Atomfall? If relevant, you may mention Fallout in your response.
In creating Atomfall, we’ve drawn inspiration from various elements of Rebellion games, particularly in terms of map design. We aim for maps that are both focused and expansive, much like Sniper Elite. However, the behind-the-scenes work is more intricate to ensure a specific player experience. As for Atomfall, it’s also been influenced by Fallout, with Fallout: New Vegas being particularly significant due to its narrative structure that unfolds in layers across one large story.
A: Do you mean is that the reason we have dialogue choices connected to different emotions in this game, much like the speech and skill checks in Fallout: New Vegas?
Absolutely, you’ve hit the nail on the head. There are undeniably shared aspects, and it’s fascinating how these esoteric elements seamlessly contribute to the overall narrative. Games set in a nuclear containment zone, such as STALKER and Metro, have been particularly helpful comparisons.
In developing the narrative structure for our game, we drew inspiration from games such as Dark Souls, which relies on players navigating potentially hazardous situations where death is a part of the learning process. As such, we incorporated various elements from numerous sources to create a complex and engaging experience.
To summarize, what aspect of Atomfall do you believe will attract players the most? What unique characteristic or feature makes this game stand out?
The overall feel and ambiance of the game, along with how this impacts the mechanics and pacing, really sets it apart for me. It seems as though you’re immersed in an old-style British sci-fi television series adventure. I can’t think of any other games that offer a similar experience.
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2025-03-07 17:48