The upcoming addition to the series of regionally specific post-nuclear disasters offers a uniquely British perspective, with the game titled Atomfall being set in an alternative history triggered by the Windscale Incident.
Game Rant had a chat with Ben Fisher, Head of Design, delving into the correlation between the game ‘Atomfall’ and the world’s initial severe nuclear incident.
How the Windscale Incident Informed Atomfall
On October 10, 1957, a devastating fire occurred at Unit 1 within the Windscale Nuclear Facility situated on England’s northwest coast in Cumberland. This incident was classified as a level 5 (out of 7) on the International Nuclear Event Scale, leading to approximately 250 instances of cancer, with around 100 resulting in fatalities. In reality, this disaster had regional implications; however, in the fictional universe of Atomfall, the repercussions were significantly more severe.
Reflecting on where it all began, the original concept that hooked me was the premise of the game set in the fictional aftermath of the Windscale incident. The idea of exploring a world dramatically altered by this catastrophic event, and uncovering its secrets, was incredibly intriguing.
Our CEO, Jason Kingsley, observed that there are numerous games categorized as “nuclear quarantine” (essentially a unique sub-category), yet none centered around the world’s first major nuclear disaster, the Windscale Incident. Since Rebellion tends to be drawn to wide-ranging, dramatic themes with a distinctly British flavor, it appeared to be an appealing foundation for development.
In addition to this, Jason has always held a strong interest in crucial historical events, specifically those significant moments that have the ability to alter the course of history. Consequently, the Windscale Incident offers us an opportunity to deviate from traditional history and essentially delve into a hypothetical timeline influenced by 1950s science fiction and British folklore.
Q: How familiar should players be with the Windscale incident?
As a movie critic, I found myself immersed in “Atomfall,” a captivating tale spun from the shadows of the Windscale Incident, an often-overlooked event in British history. The authorities at the time chose to minimize its gravity, resulting in limited public knowledge about the true events. However, the game provides a brief introduction to the incident’s basics before allowing you to piece together more details as you progress through the storyline. So, while you may not be well-versed in the Windscale Incident beforehand, “Atomfall” offers an engaging opportunity to delve deeper into its aftermath and unravel its mysteries.>
Could you explain the methodology behind the study of the Windscale Incident? Is the alternate history called Atomfall solely centered around this event and place, or does it extend to broader global implications? What is the overall range or expanse of this alternate history?
The game, titled “Atomfall,” unfolds within a containment area, which was isolated by the government post-Windscale Incident. Since the catastrophe 5 years ago, both the outside world and those confined within the containment zone have had minimal interaction. A significant aspect of the game revolves around the psychological impact of this isolation on the inhabitants, so we aimed to maintain a strong focus on this central theme.
Life beyond the quarantine perimeter remains shrouded in enigma for those confined within, as no one has ventured out since the catastrophe. The atmosphere of suspense, uncertainty, and survival against an ominous, vast unknown foe mirrors a narrative theme prevalent in 1950s/60s British literature, making it a fitting backdrop for our fictional tales.
Question: Regarding both those who are acquainted with Atomfall and those who aren’t, what have been the most significant alterations in Atomfall since the Windscale Incident compared to our real-world environment?
In our reimagined narrative, we’ve taken the occurrence as a starting point to blend genres such as science fiction by considering alternate scenarios. Various aspects of the world will retain a sense of familiarity, as we have drawn inspiration from the real-life location of Cumbria to create a sort of “miniature model” or caricature of rural Northern England, emphasizing characteristic elements like the distinctive red telephone boxes.
Living conditions necessitate the emergence of groups, and lawless groups of marauders wander across the terrain. Your decision whether or not to engage with them lies entirely in your hands, but should you decide to do so, remember to be well-prepared.
Players will discover new foes and personalities who have undergone transformations due to a reimagined Windscale Incident. These individuals possess distinct characteristics and powers as a result.
In addition to science fiction, I have mentioned folk horror and the Cold War as key inspirations for the game, “Atomfall.” Let me elaborate on how these influences are reflected within the game:
1. Folk Horror: This genre often explores the darker side of rural communities and their connection to ancient traditions and supernatural forces. In “Atomfall,” this is exemplified through the eerie, isolated setting of the village and its mysterious, pagan-influenced rituals and legends that are intertwined with the nuclear disaster’s aftermath.
2. The Cold War: The tense atmosphere and paranoia of the Cold War era are evident in “Atomfall” through the abandoned military facilities, secretive government actions, and the ever-present threat of radioactive contamination. The game also touches upon themes of mistrust, propaganda, and the blurred lines between friend and foe that were characteristic of this period.
In our journey to define the unique voice for “Atomfall”, we gained significant traction when we drew inspiration from the storytelling approach prevalent in 1950s/60s/70s Britain. During that era, genres were not yet clearly defined as they were still evolving. Consequently, we sought to identify commonalities, and found striking similarities between folk horror and cold war fiction. These genres often depict a tenuous peace masking deep-seated secrets and deceptions. Unveiling the truth in these narratives is perilous and agonizing. They both delve into themes of cultural and ideological conflict, such as tradition versus modernity, urban versus rural, and east versus west.
In-game, this is expressed in various forms. To create the right ambiance, we blend elements from folk horror, cold war literature, and even a touch of period sci-fi. The game world’s scenarios are portrayed as morally complex, with no obvious hero or villain, but many individuals making tough choices in challenging situations. Furthermore, the characters you encounter in the game might be deceiving or manipulative, so it’s crucial to stay vigilant and observant throughout your journey.
To say anything more specific would be a spoiler, so I won’t!
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2025-03-20 16:24