I remember seeing Atomfall advertised around the same time I was still playing through Fallout London and was excited at the chance to explore what seemed to be the post-apocalypse in the English countryside after experiencing it in London. It was finally on a deep sale of like $20 on the PS Store, so I picked it up.

The first thing anyone should know going into Atomfall is, this is not a Fallout game. After watching a few reviews, I kinda knew that going in and tried to set my expectations accordingly. Still there are a few online pundits that refer to it as British Fallout, because that's the most well known post-apocalyptic franchise. Like how Atomic Hearts was an Eastern European take on BioShock, Atomfall is a British take on STALKER. The game is set during an alternate reality 1960s, but besides the robots there's not much retro-futuristic about this game. The guns are all regular post WWII guns, the village looks like a normal English village. If you take out the robots, there wouldn't be anything retro-futuristic about Atomfall, outside the atomic plant itself.

I wouldn't call Atomfall an RPG. You do have scavenging and crafting that's important, but you don't have a skill tree, and there's no skill checks or XP. Instead, Atomfall handles upgrades more like Far Cry 5. You collect skill points through the world, framed as “training stimulants” here, that you can then use to buy any skill that helps with combat, healing, or crafting. You can unlock any skill you've got the points for, none are locked behind a per-requiste skill. You also have a limited inventory, so inventory management is an important skill. You can only carry 4 long weapons along with healing items, small weapons, and grenades. I don't think I ever came across an increase carrying capacity boost either. I was a little annoyed that you can hotkey weapons to your quick item menu, but you can't hotkey any healing items. I can admit this could be an intentional thing, but I didn't like having to dig through my backpack to use a bandage in the middle of a firefight.

Exploration is a big part of Atomfall, it's how you uncover new weapons, skill points, and side quests. They do something I like with quests, where you get a note with some location mentioned with either coordinators or a name and you have to explore the area to find it. There's everything from abandoned manors to underground bunkers. There's 4 main world spaces, they aren't huge, but not small either. It's a good size, but there's a lot of backtracking through the game and having a fast travel of some form would've been nice. There's two areas that are rolling fields, one that is the deep woods, which I didn't visit often, and the village of Wyndham, which serves as a hub area. Anyone familiar with Fallout's vaults know they can be these long, winding things that I think overstay their welcome. Luckily most of the bunkers here are usually short dungeons that aren't too winding and long. I prefer it because they aren't too short, but also don't feel like I'm making a 5 hour investment every time I go into one.

When it comes to combat, you need to pick and choose your battles, especially early game. You can find guns early on, but it takes a while to build up a substantial amount of ammo for them. I never found I was desperately low on ammo, but you also can't carry around 100 rounds of pistol ammo. There's enough that I could use firearms in fights, but not enough that I could be wasteful with my shots. Luckily, most enemies go down with one headshot, only towards the end do you come across some bullet spongy enemies. There's melee combat as well, and it is what seems you have to start with at the beginning of the game, but I found the melee controls to be lacking. Enemies always seemed to be better at melee and there's no block button. You are also a glass cannon. You can't take a lot of damage, usually only a few shots or a couple punches are enough to knock you out.

Early game, I found stealth to be the best option. One thing I do like is that if enemies do see you, they often tell you to clear off, it's not go time the moment they see you. That is undone some when after they chase you off, they'll then start searching for you. I do wish there was some form of distraction tool, even just throwing rocks. It's easy to hide places, but if you are trying to sneak into a place, you can't redirect guards. The only way to interact with enemies is through active combat, which then often alerts all nearby enemies.

A majority of enemies you come across are just guys with guns or melee weapons. They are dangerous, especially in large groups, but easy to dispatch once you've got ammo of your own. There's the Outlaws which is your generic bandit faction. They dress like they're headed to a football game and the game uses them most as filler enemies to repopulate areas you've cleared out of the original tenants. Then there's the British Army, going by the name of Protocol, as they are enforcing the Quarantine Protocol. I assume they call themselves Protocol and not just the Army because STALKER's factions had names like Duty & Freedom, They are cut off from the main British military and have set themselves up in Wyndham as “benevolent occupiers”. There's a lot of tension between the military and the villagers, who often view the soldiers heavy handed rule as Gestapo like. The soldiers have the better weapons and robots to fight with them. The final faction is the druids. These are people who didn't take the quarantine well and have gone back to the woods and reignited the pagan practices. I didn't have to deal with them often, because they mainly reside in the woods area I didn't visit much, but they are constantly talked about. The conflict between the Army and the druids is one of the main points of the story. They use bows and poisons when fighting, but aren't as tough as the soldiers. There is that narrative vs gameplay disconnect where this village must have had 5,000 people living in it to explain all these roving bandits and druids.

The other 10% of enemies you'll come across are people infected from the atomic plant explosion. The common infected are basically feral ghouls, but they come with a ranged spit attack. The Thralls are the bullet sponge enemies I mentioned earlier. These are spooky enemies because they just march at you slowly with glowing blue eyes. Their design reminds me most of the Ghost People from New Vegas' Dead Money DLC. Fighting them was the one time I was concerned about my ammo supply. There's also hostile plants that can explode like proximity mines and others that work like stationary artillery, they also soak up way too much damage.

While there are plenty of hostile NPCs in Atomfall, I was surprised at the number of friendly NPCs you can come across. I'm used to survival games like these having maybe one or friendly NPCs in the whole game. Obviously, there's the town of Wyndham that has plenty of NPCs, but you also come across friendly NPCs in certain dungeons throughout the wild. And this game takes the Morrowind approach where you can kill any NPC you meet, and then live with those consequences. I ended up losing a trader because I wanted to get in good with the Protocol forces. The NPCs aren't particular deep or engaging. Most have a side quest or trade items, but your dialogue choices are mostly for you to flavor your character, not learn more about the people around you. The one benefit of talking with NPCs is they can give you new locations or intel that help with your exploration. Trading with NPCs works on a barter system. There's no money in Atomfall. You aren't collecting pounds, or caps, or bullets to use as currency. I was a little annoyed at this at first, but I came around to the idea. It makes trading more impactful “Are you willing to trade your 3 grenades and a knife for that crafting recipe?” and avoids the common late game issue of being a millionaire who can buy whatever. It keeps you grounded in that survival mindset.

So, the story of Atomfall. Again, I wouldn't quite call this game post-apocalyptic. It's like STALKER in that the rest of the world is doing fine mostly, there's just this one area where everything's gone to pot. You are in the Windscale Quarantine Zone. The game totes it's based off real events, the only thing it shares with real history is that there was a Windscale plant in England. It caught on fire, whereas the one in Atomfall exploded. That's where the based on true events stops. You play as an unnamed, silent protagonist who wakes up in a bunker in the zone with no memories. A dying scientist tells you to find the Interchange and to leave before he becomes something 'else'. It's effective at setting up the tone. When you leave the bunker, there's a red phone booth with a ringing phone. I admit, I do like that cliché of a random pay phone ringing. Answering it, there's a robotic voice that simply says “Oberon Must Die”. Then you go out and explore the world, learning about the druids wanting to return society to the soil, the military trying to get out after being trapped here with the villagers, the villagers wanting to get rid of the military boot on their throat, and the weird fungal growths spreading across the land. You meet people who promise to help you escape and so your main goal is getting into the Interchange, stopping Oberon, then escaping. The game does have alternate endings depending on who you help, how many people you interacted with, who you killed, how you defeated Oberon, etc.

Spoiler parts, but we find out that the atomic plant was actually a front for a mining operation that was harvesting an alien asteroid and it's gooey organic interior, Oberon. It's one of the rug pulls I really like because the villagers remark that if the nuclear plant exploded we should all be dead with radiation, but we're not, so that's fishy. Instead it's a tale as old as time, science gone wild. The scientist were using the asteroid to build batteries for the robots and the organic material to enhance human intelligence. They dug too deep though and the explosion turned them into the ferals and thralls and caused the fungal growths in the zone. The druids want to help spread the fungus to the rest of England, everyone else wants to destroy it in some form or another. You get a shot that is supposed to make you more resistant to the fungal spores, but I wonder if my game glitched, because I still took a lot of damage every time I walked into the spore fields.

The game is surprisingly short. I got through it in 14 or so hours. I wasn't expecting a 100 hours long RPG, but I did expect this game to be a little longer, especially if I'd paid full price for it. I think there was plenty of things the story could have developed that just weren't. Like our protagonist, I've never been a fan of silent protagonists. Unless it was buried in a random document somewhere, we never learn who we are or why we were locked in that bunker. I guess you could say we were just one of the test subjects or a solider from the wrecked convoy that tried to enter the zone. I just wanted something more about our character's background and how they ended up in that crumbling bunker. I get silent protagonist are for you to make your own story, but even New Vegas explained why you were in that shallow grave, you were a mailman with a dangerous package.

In it's attempts to be a STALKER like, I think Atomfall lacks a certain part of the charm that makes those Eurojank games endearing. Those games from the former Soviet bloc often have these philosophical idea underlying them, where our hero or NPCs will wax on about 'what truly determines a man's value' or 'do we truly deserve our hapiness'. They may not always answer them the best, but the fact they go for it is, what I consider, an important part of the mold. Atomfall instead plays it pretty straight and is more focused on the mystery plot. I do like the slow burn of the start of the game as you work to piece together what happened, what's Oberon, whose left, etc. The mysterious phone booth caller shows up a few other times and while I usually like this type of mysterious character with unknown intentions, it gets squandered. It's a delicate balance of being vague and being obtuse. The phone voice loves to talk in half sentences and most of the dialogue is just 'hey don't trust that person you just met'.

All in all, I enjoyed my time with Atomfall. The gameplay was fun if a bit limited. Being able to explore around and find things based off clues in notes was fun. While not retro-futuristic, the world was fun to explore. I do think the story was a bit too thin in parts, leaving it a bit forgettable. I've always considered Rebellion to be a solid developer, but also the most AA developer ever, and Atomfall continues to prove they're painfully average. It's a fine game, but very much limited in scope. I would recommend this game, but only for a sale price given how short this game is.