Stepping out from the shadowy depths of a quarantine bunker and into the vibrant greenery of England’s Lake District in the early moments of Atomfall, my thoughts instinctively drifted not to the renowned Fallout series by Bethesda, as I anticipated, but rather to the immersive world crafted by FromSoftware in Elden Ring. The comparison lies not so much in its scale, but in Atomfall’s open-world, enigmatic approach. It drops players into an unfamiliar landscape with minimal guidance and relies on subtle clues to guide them through its challenges. This design, reminiscent of Elden Ring, captivated me for the entirety of its 15-hour journey. I found myself constantly intrigued, despite some hurdles during unpredictable combat scenarios against opponents who are as formidable as they are distinctly British.
Atomfall draws inspiration from real history, specifically the 1957 Windscale nuclear disaster in Northern England. Set five years later, it weaves its story within a meticulously crafted quarantine zone surrounding the damaged reactor and its surroundings. This isolated environment fosters tension among its inhabitants, with military forces opposing various factions. As players, we face morally complex decisions regarding whom to support — a dynamic reminiscent of the nuanced choices in Fallout: New Vegas rather than the more black-and-white morality found in Fallout 4.
Adding to the tension were mysterious calls from an unidentified voice via the iconic red phone booths scattered across the landscape. These interjections had me questioning allegiances, reminiscent of prank calls from the enigmatic Agent Fox Mulder.
Beyond the central quest to unravel the Windscale mystery, players encounter numerous side stories and puzzles, discovered through dialogues or hidden in discarded notes across Atomfall’s interconnected maps. Early in my playthrough, distractions were abundant; whether investigating a murder at Wyndham Village church or probing the secrets of a locked room above the bakery, I found my curiosity leading me down ever more intriguing paths. These side mysteries often resolved through negotiation or, at times, combat, enhancing the game’s engrossing narrative tapestry.
What sets Atomfall apart is its subtle navigation system. Rather than using a guiding compass, the game provides faint hints and subtle environmental cues — like columnar smoke or cryptic coordinates — to guide exploration. This freedom makes every new discovery feel genuinely rewarding, encouraging deep engagement with the environment and allowing curiosity to drive the adventure. While a more guided experience is available in the menu options for those who prefer it, I savored the sense of autonomy from leaving the waypoints behind.
A truly unique aspect of Atomfall is its quintessentially British charm. From characters that echo familiar figures from British culture to the crafting elements like using a pub glass for a poison bomb, the game richly embraces its setting. Despite parallels to the Fallout: London mod, Atomfall’s rendition of Northern England stands out as its own entity — a vivid, culturally resonant landscape. For someone like me, raised on British entertainment, it strikes the right balance of the exotic and the familiar.
The quarantine zone, crafted with influences from iconic British sci-fi and folk horror, perpetuates a sense of eerie displacement. Whether it’s observing flora straight from The Day of the Triffids or spotting wooden idols reminiscent of The Wicker Man, the atmosphere is steeped in rich cultural references. Occasionally, I caught glimpses of what seemed like a famous blue phone box, only to find it mysteriously missing upon closer inspection.
Interestingly, while Atomfall’s setting is steeped in British ambiance, the perpetual sunshine defies typical UK weather expectations. This constant daylight throws the dark, underground bunker explorations into stark relief, presenting one of gaming’s less dreary apocalyptic scenarios.
The underground installations are where Atomfall’s combat truly shines, filled with thrilling battles against a diverse lineup of adversaries. Unlike other games where players might be immediately formidable forces, Atomfall roots players in realism with a character who requires careful strategy and methodical weapon handling. Mastering this slow, deliberate combat style became its own reward as I adapted to each deadly environment, particularly once I acquired a bow for stealthy takedowns — an approach that left me less reliant on scarce ammunition.
While engaging in stealth played to Atomfall’s strengths, I found areas for improvement compared to Rebellion’s own Sniper Elite series. Though stealth tactics are present, like neck-snapping and crouching, certain options — such as creating distractions or masking escapes — felt missing. Considering Atomfall’s penchant for hiding secrets, it would be no surprise if unexplored crafting recipes waited in some murky corner of its world.
Combat varied from exhilarating to erratic. I encountered abrupt deaths at times, caught by surprise due to AI flaws or environmental glitches, yet also moments of comedic incompetence from opponents. These unpredictable elements added a quirky charm, reminiscent of the occasional unpredictability found in Fallout’s DNA.
Travel in Atomfall relies solely on foot, avoiding unnecessary conflict due to non-hostile roaming NPCs. Still, a fast travel option would have been a welcome addition to mitigate lengthy backtracking, even with the network of shortcuts like sewers and tunnels.
Character progression follows a streamlined skill tree across categories such as ranged and melee combat and survival, aligning with Atomfall’s concise narrative scope. Crafting is refreshingly uncomplicated, facilitating the creation of essential items and equipment upgrades on-the-go, avoiding the need for cumbersome workbench sessions.
But perhaps the most gratifying crafting Element of all is your own story outcome. Players’ decisions lead to varied conclusions — at least five by my estimation — each offering different fates for the protagonist and their allies. As threads tangled and new paths revealed themselves, I found myself eager to revisit and explore the branching storyline further, ensuring no corner of this compelling world went unexplored.