In the upcoming FPS action survival game by Rebellion Developments, titled Atomfall, players will journey through a serene slice of the English countryside that hides ominous and perilous secrets beneath its picturesque facade. The story unfolds in the early 1960s, drawing inspiration from the actual event at Windscale nuclear power plant in England in 1957, and launches into an alternate timeline five years after the disaster. Blending elements of period sci-fi and folk horror, the game centers around the mystery of what has befallen the protagonist and their connection to the isolated region surrounding Windscale.
The gameplay of Atomfall significantly influences its narrative, similar to the story itself, which has intriguing plot twists and turns in its development. In an interview with Game Rant, Ben Fisher, head of design at Rebellion, shared insights about the studio’s approach to Atomfall. He explained that initially, it was conceived quite differently from the open-world, choice-driven game it eventually became. The change, as he noted, was crucial and beneficial in shaping the final product.
Atomfall Dev On Why it Pivoted From Being a Metroidvania
Atomfall Started as More of a Traditional Metroidvania
Fisher detailed the preliminary strategies for the project named Atomfall, mentioning that in its formative stages, it was intended and designed with a strong resemblance to a standard Metroidvania game. Players would interact with numerous familiar and anticipated mechanics of the genre, including gathering a variety of tools and learning different abilities, which would grant them more opportunities to delve deeper into the world and survive within it.
As a gamer, I’d say eventually, players like me would have all they need to wrap up the relatively straightforward story within the Windscale facility itself. However, after spending some time in this structure, Rebellion started considering ways to break free from some of the limitations that Metroidvania games can pose while also building upon some of the key design elements found in Atomfall.
Atomfall’s Move Away From Metroidvania Design Injected it With Greater Freedom
During the development process, Fisher noted that the team had reached a certain point and started questioning whether they could push their creativity even further. Specifically, they pondered if they could expand their creative efforts not just within the developer’s sphere, but also impact the player experience in Atomfall, making it more interactive and responsive. For instance, this might mean giving players the freedom to eliminate any character in Atomfall.
Instead of merely appreciating that this game was excellent on its own merit, we decided to step out of our comfort zone and fully rely on our creative foundations. This led us to ponder questions such as: “What would transpire if we eliminated the linear progression and allowed free exploration? What if every character could be chosen freely? What if characters could be harmed or even killed? What if there were no predefined quests at all?
In refining its approach to these matters, Rebellion moved away from their original Metroidvania concept and introduced innovations such as the Leads system in Atomfall, which offered a more fluid way of delivering quests. Fisher observed that this approach played a significant role in shaping many aspects of Atomfall’s non-linear gameplay and diverse decision-making options. This guidance system helped players navigate a branching storyline that ultimately led them to the iconic Windscale Power Plant, despite its non-linear structure.
In some aspects, Rebellion’s design for Atomfall still echoes its initial Metroidvania concept. However, by venturing beyond these boundaries, they’ve given players a wider range of choices and intriguing methods to tackle situations and battles. By relinquishing the traditional constraints of the Metroidvania genre, Rebellion is afforded more creative liberty to innovate, intending to use this freedom to provide an equally engaging experience when Atomfall launches on March 27, 2025.
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2025-03-20 18:40