In simpler terms, “Atomfall” is a new game that blends survival and action elements, created by Rebellion Developments – known for producing the “Sniper Elite” and “Zombie Army” series. This game is set in an alternate 1962, five years following the Windscale nuclear disaster in North England. In this quarantined zone, players will encounter cultists, mutated creatures, and rogue government agents. Similar to many post-apocalyptic games, players must traverse the post-nuclear landscape, gather resources and weapons, and unravel the secrets behind the catastrophe.
Initially, the game ‘Atomfall’ appears impressive with some truly innovative concepts. In truth, it’s among the most visually stunning games in recent times and its ambition is commendable. However, beneath its attractive exterior and noble goals, a significant issue arises: many of Atomfall’s best ideas are overshadowed by difficult game design and unnecessary mechanical hurdles. After completing approximately 30 hours of play, the game leaves an impression visually but fails to make a lasting impact.
Atomfall’s Pride and Joy Is Its World
Atomfall’s World Is Gorgeous, Immersive, and Eerily Unsettling
From a glance at Atomfall, it’s clear that its focus is on providing players with a visually stunning and intriguing environment to traverse. Rebellion has meticulously crafted Atomfall’s world, ensuring that the visuals are engaging, the destinations enticing, and the discoveries rewarding. Contrary to popular belief, Atomfall isn’t an open-world game but rather a semi-open world divided into several substantial zones, each distinct in many aspects yet filled with similar flora and fauna. Additionally, there are numerous smaller areas to explore, such as caves, mines, underground shelters, and even a castle.
Unlike other post-apocalyptic games such as Fallout, which depict barren wastelands with sparse vegetation and radioactive water pockets, Atomfall stands out by presenting a world teeming with lush, verdant landscapes, making it one of the greenest post-nuclear game worlds ever. In a twisted manner, the abundance of plant life in Atomfall offers players a fleeting sense of hope amidst an environment where nearly everything else poses a threat to their survival. Despite this, the sight of this vibrant greenery remains invigorating and never fails to captivate me throughout the gameplay.
In Atomfall’s vibrant universe, don’t let its teeming life fool you; it can be downright chilling. Hidden in its shadowy recesses lie moments that will make players frantically reload their weapons to avoid being devoured by a Feral. Frankly, nothing is more petrifying in Atomfall than the sound of a Feral breathing and growling as it stalks down the corridor searching for its next victim. Once it picks up your scent, it’s nearly impossible to ward off. The overall ambiance of this world is deeply unsettling, blending elements of folk horror and classic British sci-fi to create an experience that feels more akin to BioShock than Fallout.
Atomfall’s Exploration-Based Progression Is a Refreshing Change of Pace
As a devoted fan, I can’t help but admire the deep connection that Atomfall seems to have with its vibrant world. Unlike many games that focus on traditional experience-based progression systems, Atomfall invites players to delve into every hidden corner of its stunning landscape if they wish to enhance their characters and acquire new skills. This is achieved by discovering Training Stimulants within B.A.R.D. containers and other locations, which can then be used to purchase desirable abilities. This shift in gameplay dynamics sets Atomfall apart, making it more about immersing oneself in the atmosphere rather than just slaying every enemy or completing every mission.
In the game Atomfall, there are four main skill categories: Ranged Combat, Melee Combat, Survival, and Conditioning. Each category consists of nine skills, many of which function passively. Initially, players start with three skills in each category that can be activated using Training Stimulants. The remaining six skills are obtained upon discovery of the corresponding Training Manuals through exploration. These manuals may be discovered in various locations across the game, such as chests or tables, and locating them is a rewarding experience. However, some players might find this progression system to be a disadvantage since it’s possible not to have access to certain skills if all Training Manuals aren’t found.
Regardless of whether players manage to locate every Training Manual in Atomfall’s verdant landscape, the adventure is consistently satisfying due to the abundance of crafting resources, weapons, lore fragments, and other rewards scattered everywhere. Every expedition promises some form of reward, making it hard to call any trip entirely unrewarding. Even if no tangible benefits are gained, the vividly detailed surroundings, high-resolution textures, and captivating ambiance make the journey worthwhile. However, the gameplay experience is marred by some noticeably poor performance issues that can be quite jarring.
Atomfall’s Gameplay Is Rough In, Through, and Around the Edges
If Atomfall’s world serves as its first born, then its gameplay functions as the second. Essentially, while its world creation might be meticulously crafted, its gameplay seems to be self-reliant. In many aspects, Atomfall’s gameplay gives off an early access vibe.
Atomfall’s Enemy AI Is Buggy and Anything But Intelligent
The main issue with the game Atomfall lies in its artificial intelligence for enemies, which is so poorly designed and full of glitches that it frequently disrupts your involvement in the game’s world. Occasionally, problematic enemy AI can result in amusing and memorable gaming experiences, but Atomfall leans so heavily on this flawed design that it becomes challenging to play as intended. Rather than inspiring you to think creatively about solving real problems, the AI in Atomfall often necessitates creative problem-solving around inconsistencies in their behavior, making the challenges more artificial than engaging.
One aspect that makes gaming fun in Atomfall is the way enemies respond realistically when targeted with a gun, verbally and physically. However, that’s pretty much where the enjoyable aspects of the game stop.
In the game Atomfall, it appears that the developers aim for players to employ stealth tactics whenever feasible, given their focus on detection meters and the potential for chaos during combat. Regrettably, the stealth mechanics in this game are often unreliable, making them more of a hindrance than a help. This is because stealth scenarios seldom unfold as expected, potentially leaving players vulnerable like sitting ducks. Moreover, ammunition isn’t particularly scarce for those who invest time in exploration and have good aim for headshots, which makes opting for gunfire more advantageous overall.
In the game Atomfall, enemies can be unpredictable and seem to possess an uncanny ability to sense your presence. They appear to detect you even when it seems they shouldn’t, often altering their course or turning back when you get too close. Interestingly, despite this heightened awareness of your location, enemies can also be quite dense at times. For instance, if they see a comrade meet an untimely end right before their eyes, they might react with bafflement using familiar lines such as “Must have been my imagination”, which are reminiscent of the stealth-focused games like Assassin’s Creed.
During my gaming experience with Atomfall, I encountered recurring issues with the AI of the enemies that were more annoying than endearing. I yearned to fully immerse myself within the game’s universe; however, technical glitches such as these made it difficult for me to do so. Occasionally, I observed large clusters of enemies moving together, which might not seem like a problem based on the description alone. However, their strange placement and peculiar behavior indicated that this was not part of the intended game design. In such instances, I could tell that my presence in an area would initiate enemy spawns, but instead of appearing in their designated patrol zones, they would assemble at a small central point and then march towards their destinations in unison.
Atomfall’s Leads System Is a Great Idea That Misses the Mark
One standout feature of the game Atomfall is its innovative Leads system, which swaps the conventional quest structure common in many other games for investigative leads – subtle hints about where to explore and what actions to take. This system aims to draw players into the game’s storyline instead of turning both main and side missions into a list of tasks to check off. I appreciate this unique approach as it tackles the issue often found in open-world games, commonly known as “open-world chores.” When players discover a Lead, it provides a general direction for their objective rather than explicitly pointing it out. The more Leads they find, the clearer their path becomes.

The plotline of Atomfall unfolds in this manner, yet despite being a key aspect of such a game, its narrative seems somewhat unoriginal and fails to stand out notably compared to similar games. However, it does foster exploration and player decision-making, elements crucial for a game like Atomfall. Some gamers might find the story progression less engaging due to the extra effort required compared to typical expectations. Games such as Atomfall are often at their strongest when they narrate stories instead of fragmenting them, but since Atomfall chooses the latter approach, the narrative can become somewhat confusing.
In the realm of Atomfall, I found myself often grappling with the Leads system not quite hitting its mark. The purpose of this system, as I understand it, was to weave me into the game’s captivating narrative and side stories, instead of tying me down to a checklist. However, there were significant factors that seemed to work against this immersive experience.
For one, the open-ended nature of the Leads system could make accomplishing certain objectives quite challenging. I found myself lost at times, wandering aimlessly and even overlooking items I was supposed to discover because the hints provided were too vague and unhelpful. A Lead I encountered, for instance, simply instructed me to “Find a book in a castle.” This gives you an idea of the type of guidance I was dealing with.
In Atomfall, it can quickly become overwhelming to handle leads due to their quantity, making the stories hard to track, confusing, and often difficult to engage with. This leads to an inconsistent narrative flow and pacing, especially because players can tackle leads in any order they choose. Although you can see the intention behind Atomfall’s leads system and even admire its ambition, it might be worth considering a middle ground instead of completely discarding the traditional quest system, as it has proven effective for so long.
In Atomfall, players can activate a compass and set waypoints by adjusting their Exploration Playstyle to either Casual or Assisted in the Options menu. However, it’s important to note that Challenging mode is considered the default setting for Atomfall, meaning this is the intended way the game should be experienced.
Atomfall’s Combat Lacks Responsiveness and Fluidity
In the game Atomfall, the combat system is a significant drawback, as it fails to provide the necessary responsiveness and smoothness. The melee combat in particular is disappointing, with minimal hitstop that makes each strike seem more like hitting a cushion than a person. It’s also excessively slow and unresponsive, and this becomes particularly evident when enemies in the game can launch rapid melee attacks much faster. Additionally, Atomfall‘s main character can throw punches and kicks, but there seems to be no way for them to block or dodge, leaving players vulnerable to attacks if they can’t keep enemies continually stunned.

In the game Atomfall, firing weapons isn’t necessarily problematic, but the enemy hitboxes can make even expert players seem like they’re missing their shots as easily as a Star Wars Stormtrooper. The enemies in this game are remarkably accurate and swift with long-range weapons, forcing players to run away when spotted by a sniper or take a chance on getting a headshot while hoping for the best. To make matters worse, using a gun often attracts every enemy nearby, bringing attention to Atomfall‘s stealth system flaws. If stealth were more effective in Atomfall, players could avoid the chaos of a gunfight altogether.
As a devoted fan, I found myself disappointed with my experience in Atomfall due to its less-than-ideal combat and stealth systems. These aspects, which could have been among the game’s strongest points, unfortunately fell short. The freedom to choose whether to kill or spare every Non-Player Character (NPC) was intriguing, but the combat system often made it a tedious task. I couldn’t fathom why anyone would persist with killing every NPC given the usual combat dynamics.
However, it’s been mentioned that you can indeed kill every single NPC in Atomfall and still win the game. Yet, the idea of doing so seems counterintuitive considering the typical combat experience. On the other hand, the game promises a non-lethal path, where one could complete the game without taking a single life. Unfortunately, the stealth mechanics aren’t reliable enough to guarantee going unnoticed or unharmed, which makes attempting a stealthy approach more of an aggravation than it should be.
Atomfall Readies Its Aim But Never Really Fires
The game titled “Atomfall” aspires to deliver an exceptionally immersive and distinct experience, but it occasionally trips over its lofty goals. Although its visuals are mesmerizingly beautiful and intriguing to traverse, providing a visually captivating and atmospherically deep journey, the gameplay falls short of that quality. The Leads system, an innovative departure from conventional quest systems, can sometimes lead to more annoyance than engagement, and the combat lacks the smoothness required for a game emphasizing survival aspects. Its stealth mechanics, enemy AI, and unresponsive controls only intensify these frustrations, making progression feel like a battle not just against the game’s environment, but the game itself.
In spite of its flaws, Atomfall still has its strong points. Its unique environmental storytelling and dedication to a chilling, folklore-inspired horror atmosphere make it stand out among other post-apocalyptic games. It’s evident that Rebellion had an idea – one that, with a touch more polish, could have led to something remarkable. Yet, in its present form, Atomfall is a game that frequently seems at odds with itself, giving players a world they might appreciate but find hard to fully savor in the end.
The game titled “Atomfall” is set to launch on March 27, 2025, and will be available on PC, PlayStation 4/PlayStation 5, Xbox One, and Xbox Series X/S. For those who opt for the Deluxe Edition, you’ll receive early access three days prior. Game Rant received a PC code for this review.
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2025-03-21 17:07