Atomfall is a unique action survival game, offering something fresh in its genre. It’s set in a fictional quarantine area created after the Windscale nuclear incident in the Lake District of England. This game offers diverse biomes for exploration, an unconventional narrative system that allows players to shape their own story journey, and numerous NPCs and factions to engage with. Role-playing elements emphasize observation and interaction, there are both melee and ranged weapons to use, and the continuous need to monitor health and heart rate as players strive to survive.
Game Rant had an interview with Ben Fisher, the head of design at Rebellion, focusing on different aspects of gameplay in Atomfall. He explained the diverse play styles the game offers, detailed the assortment of weapons players can utilize, mentioned the implementation of a trading system instead of conventional currency, and shared why they chose to incorporate “light RPG” features rather than a classic action RPG setup. Fisher also emphasized Atomfall’s distinctive Leads system, which substitutes traditional quest markers or objectives with guided directions. (For better understanding and conciseness, this transcript has been revised.)
Atomfall’s Guidance System: Leads, Not Objectives
Q: What’s your approach to difficulty in Atomfall?
A: Atomfall offers various playstyles tailored to each player’s preference. Some might choose to engage in character interactions and puzzle-solving, while others may opt for a survival action adventure. To cater to these diverse tastes, the game allows you to customize combat aggression levels, enabling players to shape their unique story. We believe the game is most captivating when all aspects such as exploration, combat, and survival present significant challenges, but we encourage everyone to enjoy the game according to their preferred playstyle, without any impact on achievements or game options. In other words, play however you like in Atomfall!
A: What key aspect did Atomfall’s gameplay need to be perfected, and at what point did its enjoyment become apparent? In other words, where did the fun of playing Atomfall initially reveal itself?
It was when we began shaping the investigative gameplay of Atomfall that we truly felt we had made a breakthrough. Striking the right balance between providing space for exploration and guidance to maintain momentum proved to be quite a task. Similarly, keeping the player in a state of suspense required some unusual approaches. For instance, adjustments were often made not in areas like ammo levels or gun positions on screen, but rather by refining details OFF the beaten path.
A: Why did you opt for providing players with general instructions rather than placing map markers, as is common in many games? Can you explain the reasons behind this decision for Atomfall’s guidance system?
In the game “Atomfall“, instead of conventional quests or missions, you’ll encounter Leads. These Leads can be obtained through dialogues, discovering letters, or finding specific items within the quarantine zone. Each new Lead provides clues about your next destination, but they are essentially puzzles that require self-assembly. The path each Lead takes you on is uncertain, and it’s unclear if you’re being guided correctly because your informants may have conflicting agendas. We adopted this method to keep the player focused on the “observation” element of gameplay. A traditional quest marker might guide the player directly to their target, discouraging observation and potentially creating a sense of a single, correct route through the game. By minimizing the use of quest markers, we aimed to reduce that feeling.
A: Was the possibility that some gamers might find this system frustrating addressed during development? If so, how was that concern handled?
As a gamer, I can tell you that we offer extra assistance for those who like a more structured gaming experience through our accessibility settings, such as a detailed objective system. But, by not automatically enabling this feature, we aim to foster a sense of strategic thinking among players, making them pause and ponder their moves.
Essentially, Atomfall’s leads prioritize the value of self-discovery and flexibility. If we had a single path to follow for achieving an objective, hints would become tiresome. Instead, Atomfall’s leads offer a more open-ended approach, enabling players to embark on their journey from various starting points. These leads can also develop in multiple directions, implying that there isn’t one correct method and encourages experimentation at times.
Atomfall’s Weapons And Survival Mechanics
A: Can you provide some insights on the incorporation of survival elements in the game? How do these aspects enrich the gaming experience, and how have they evolved or undergone refinement during the development process?
In our game, we aim to make the inner parts of the quarantine zone, separated from Wyndham, feel like a wild and perilous wilderness. Since resources and weapons are scarce in this area, players must carefully search for and gather items scattered across the landscape. The items they find can be used to brew antidotes necessary for exploring more radioactive regions, as well as fabricate ingenious weapons to combat some of the deadlier enemies. These survival aspects emphasize the constant hardship within the quarantine zone, which is isolated from modern civilization and its abundance.
Question: How does the essential aspect of monitoring health and heart rate contribute to the gaming experience?
Including a heart rate monitor in addition to the health gauge intensifies the feeling that each combat situation is a life-or-death scenario. Our intention was to create intense, gritty battles where players must strategically employ various weapons, some of which are makeshift, to simply survive the encounter. When your heart rate escalates, your aim will be affected, and the damage both players and enemies can inflict is reduced – leading to fast-paced, frenetic combat encounters.
Question: In what ways does the game foster exploration, and could you describe the core element of Atomfall’s investigative game mechanics?
In our Leads system, we subtly guide investigation through hints for areas to scrutinize next, rather than traditional quest markers. This isn’t a game where you trace pins on a map. Moreover, tools such as a metal detector prompt you to peer beneath the surface of your surroundings.
As an ardent admirer, let me share with you my creative process behind the weapon design of Atomfall. To ensure a captivating gameplay experience, I aimed to strike a harmonious balance between melee and ranged combat.
In terms of the equilibrium, neither melee nor ranged combat is inherently more powerful than the other; instead, each has its unique strengths and weaknesses. Melee weapons provide swift and direct attacks, making them ideal for close-quarters combat, while ranged weapons offer the advantage of attacking from a distance, providing strategic maneuverability.
However, this balance isn’t static but dynamic. Players must adapt their strategies to capitalize on the strengths and mitigate the weaknesses of each weapon type to emerge victorious in Atomfall.
In the game Atomfall, I found myself grappling with the scarcity of resources within the confinement zone. This necessitated a constant hunt for supplies and an ingenious approach to weapon crafting. Remarkably, even the strongest arsenals were held together by nothing more than adhesive – a testament to survival ingenuity!
In our game design, we’ve aimed to make both close-combat and long-range weapons equally effective to give players flexibility in choosing their strategy according to their playstyle. Yet, be mindful that ammunition for long-range weapons can be hard to come by, so relying solely on shooting might not always be a viable option. It’s wise to carry a melee weapon as a backup at all times!
Q: Do you have any particular favorite weapons you can share?
A cricket bat should be considered among the highest representations of British culture – nothing epitomizes Britain quite like using a cricket bat in an unexpected brawl!
Atomfall Features “Light RPG” Mechanics And A Barter System
Q: Why choose light RPG features as opposed to going full-blown action RPG?
In our design for Atomfall, we aimed to create a unique experience by combining various genres. Overemphasizing one aspect, such as action RPG mechanics, could have alleviated the game’s tension, potentially affecting the detective/observation elements negatively. Instead, we opted to provide the player with a subtle advantage as they advance, but not so much that it becomes effortless. Fundamentally, Atomfall is a mystery game, and therefore, it was crucial to empower players to shape their own exploration of the mystery.
Q: What can you tell us about the design of the skill trees and how they interact with gameplay?
As I delve deeper into Atomfall, the skill tree becomes my secret weapon for enhancing my gaming experience. It’s all about scavenging, staying alive, and kicking some serious in-game butt! The key to unlocking these skills? Track down hidden training manuals scattered throughout the post-apocalyptic world of Atomfall. Every dilapidated house, dark cave, and secret bunker I explore brings me one step closer to mastery.
A: Is it possible to talk about the fact that both peaceful and ruthless character paths can work effectively in the game Atomfall? Let’s explore the reasons behind this and understand how these playstyles affect the narrative and gameplay experience.
In Atomfall, players get to weave their unique storyline. The game presents various conclusions based on the decisions you make along your adventure. Some interactions may result in eliminating or upsetting specific characters, which can limit the paths or stories they might have guided you towards.
In our plan to transform the realm of Atomfall into a free-roaming playground and swap traditional Quests for Leads, we pondered over the possibilities: “What transpires if all characters are eliminated, or none at all?” This contemplation led us to design mechanisms that enable players to make such choices.
A: What if instead of using traditional currency, the game Atomfall employs a trading system? Could you clarify why this choice was made and how it enhances the gaming experience within Atomfall?
In the quarantine zone, survival is paramount and the concept of money has become almost irrelevant. Instead, a primitive barter system similar to medieval times has emerged, where individuals trade essential goods for their daily needs. As a player, you’ll need to make strategic decisions regarding resources, as different people value different things. If you pay close attention, you can make smart judgments about what each person values most.
A: In games with a bartering system, managing loot and items becomes more crucial compared to other games. Could you elaborate on how Atomfall handles these aspects?
1: Bartering offers us an opportunity to focus on the strategies of observation and planning, bypassing issues like players excessively collecting lower-level resources for currency in economic terms. With our game being compact in scale, we aimed to prevent power imbalances from developing over time and keep the gaming experience engaging, and bartering provides a unique method to accomplish this goal.
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2025-03-21 16:12