**Atomfall Review: An Eerie British Catastrophe That’s Enjoyable, Imperfect, and Exasperating**


**Atomfall Review: An Original RPG That Struggles to Fully Deliver**

Rebellion Studios’ *Atomfall* offers a refreshing departure from the norm in a time when many high-profile RPGs require a 60 to 80-hour investment. After *Assassin’s Creed Valhalla* pushed the envelope on how much content a game could include—often resulting in diminishing returns—it’s gratifying to encounter an action RPG that invites players to take their time, explore, and simply *be* within its universe.

Rather than inundating gamers with an abundance of map markers, side quests, and fetch tasks that resemble chores rather than true adventures, *Atomfall* opts for a different strategy. It empowers players to advance at their own speed instead of incessantly nudging them toward the next goal. In 2025, such a perspective is a rare and refreshing pivot.

However, while *Atomfall* never drags on beyond its welcome, one question persists: Does its straightforwardness make it shine, or does it impede the game’s overall experience?

### Welcome to Cumbria

Set in Northern England during the 1960s, *Atomfall* unfolds five years after the real-world Windscale nuclear disaster—one of history’s most significant nuclear mishaps. Rebellion Studios reimagines this catastrophe as a fictional quarantine area, isolated from the outside world.

Players embody a nameless, silent character awakening in an enigmatic bunker with no recollection of the past. Their primary mission? Seek out the Interchange—a covert research facility operated by the British Atomic Research Division (B.A.R.D). As they journey, they encounter a variety of factions, including merciless outlaws, fragmented military groups, zealous druids, and locals desperately clinging to an illusion of normalcy. Compounding the intrigue is an enigmatic voice relaying messages via red telephone boxes.

All of this transpires in the hauntingly captivating rural region of Cumbria.

Unlike most RPGs, *Atomfall* abandons conventional objective-driven quests in favor of its “Leads” framework. Players must deduce their next moves through dialogues with NPCs, dispersed letters, and vintage cassette tapes instead of following waypoints and checklists. An omniscient map marker isn’t present—just the hints players accumulate and any notes they record. Nevertheless, players can manually mark compass points to keep track of items of interest.

This narrative technique is engaging and intuitive, something more games should explore. While titles such as *Elden Ring* and *Dark Souls* utilize similar mechanics, they often enshroud their lore in esoteric item descriptions. In contrast, *Atomfall* creates an organic world, transforming each revelation into an authentic “aha” moment rather than merely another chore.

For instance, upon arriving at Wyndham Village—controlled by The Protocol, a military faction abandoned in the quarantine zone—players are halted at the entrance and instructed to consult with Captain Sims. Wary of outsiders, Sims provides information only in exchange for reconnaissance. He seeks to uncover whether any villagers are hiding secrets, as many scurried into the woods post-disaster to establish a cult.

This initiates a sequence of discussions with key villagers, each concealing their own truths. Players can choose to betray them to Sims or assist them, navigating a town steeped in suspicion.

These moments highlight *Atomfall* at its peak. However, despite its unique presentation, the Leads system ultimately reduces to a familiar quest format—just without the flashy objective markers.

The game’s six possible conclusions also adhere to a predictable sequence. Each NPC providing an escape path follows a similar structure: two main missions, culminating in a final decision regarding the Interchange. Players can destroy its contents, leverage it for someone else’s agenda, or unleash chaos by eliminating every NPC in the game. While the last option is amusing, the endings themselves lack impact.

Even more frustrating, the game presents contradictory messages. Despite its action-centric combat—where nearly every foe attacks immediately—the endgame messages chastise players for “opting for a violent approach.” Given the context, this feels misaligned with the overall gameplay experience.

At its essence, *Atomfall’s* Leads system is an intriguing concept with promise, but its implementation leaves much to be desired. The idea is strong, but it doesn’t fully connect.

### A Different Kind of RPG

Despite its *Fallout*-like appearance, *Atomfall* is not a Bethesda-style RPG. It leans more towards action than survival, featuring only light RPG elements. Combat, crafting, and NPC interactions are all relatively simplified compared to games like *Fallout* or *S.T.A.L.K.E.R.*

And truthfully? That’s perfectly fine.

Combat feels modern and impactful. Firearms exhibit realistic recoil, while melee encounters are slow and punishing. A heart rate (stamina) mechanism introduces tension, affecting aiming and melee efficacy. Players must prudently manage their stamina, adding a layer of