Atomfall turns usual RPG conventions upside down and then obliterates them.

Atomfall turns usual RPG conventions upside down and then obliterates them.

      Even the finest RPGs adhere to the mechanical and stylistic norms of their genres. Avowed impresses with its intriguing world and well-crafted, relevant narrative. However, it is built upon the foundation of Pillars of Eternity's worldbuilding and artistic direction, and its gameplay isn't significantly more innovative than that of The Elder Scrolls V: Skyrim from over 14 years ago. If you appreciate games that fully immerse themselves in their genre while daring to take more risks, then Atomfall should definitely be on your radar.

      Atomfall is a new first-person survival RPG from Rebellion Developments, the studio behind Sniper Elite, and I haven’t been able to stop thinking about it since I sampled a pre-release version at a preview event in London. Setting the game against the backdrop of the Windscale Disaster lends it a unique character not seen in other nuclear-themed RPGs like Fallout or S.T.A.L.K.E.R. 2. Mechanically, it replaces the usual RPG quest structure with a “lead” system that makes discovering and completing story elements feel more organic.

      Additionally, it incorporates survival elements such as a heart rate that influences player accuracy, scarce ammunition throughout the environment, and a bartering system focused on items rather than currency. This kind of creative thinking is what I would expect from a studio venturing into a new genre for the first time, suggesting that Atomfall could very well be a hit upon its release later this month.

      Reimagining the Windscale Fires

      Rebellion’s Head of Design, Ben Fisher, explained to Digital Trends that the concept for Atomfall originated from co-founder Jason Kingsley, who observed that many games are set in post-nuclear disaster quarantine zones, yet none focus on the world’s first major nuclear incident: The Windscale Fire. After developing this idea, Rebellion recognized that this setting could provide them with a distinct angle and atmosphere in the nuclear survival RPG niche.

      In Atomfall, players assume the role of a silent protagonist who wakes up with amnesia in a quarantined area of the UK following the Windscale disaster. It envisions a world where the Windscale Fires caused catastrophic effects, possibly involving supernatural elements, resulting in a Chernobyl-like exclusion zone within the UK. From a narrative standpoint, Fisher believes Rebellion has imbued Atomfall with an authentic British essence.

      Some developers involved in the project were raised near the site of the Windscale Fire. The team also drew inspiration from characters and narratives seen in earlier seasons of Doctor Who, The Quatermass Experiment, and The Wicker Man. This foundation helped shape the setting and informed Rebellion Developments about the type of game that would suit it best.

      “We didn’t want it to be a run-and-gun shooter because that didn’t seem fitting for the Lake District in the UK. Firearms are scarce here, yet the location is under military control. Through extensive worldbuilding and game development, we allowed the setting to dictate the mechanics needed to balance the gameplay,” Fisher conveyed.

      Leading the player on

      Fisher noted that while Atomfall evolved into an RPG by its final form, that wasn’t its initial structure. “Earlier in development, we had a more conventional quest system. The game's design resembled a Metroidvania, gradually unlocking a series of sandbox maps with explore-able dungeons,” Fisher disclosed. “The game felt overly linear, so we reevaluated our approach and asked ourselves what would happen if we opened all the doors and allowed players to explore freely. We don’t guide the player on what to do; they navigate the world as they wish.”

      From the moment I began playing Atomfall, I found the decision to change the structure to be a successful one. I was first instructed to investigate a herbalist named Mother Jago in the mines near an irradiated forest. Before long, I stumbled upon a crashed helicopter with an audio log from Dr. Harrow, a scientist who had crash-landed in the quarantine zone. This encounter provided me with a new lead that occupied my attention for the remainder of my time with Atomfall. Instead of traditional quests, the game breaks story objectives into individual leads that players can pursue at their own speed.

      “What we did was turn quests upside down,” Fisher explained. “Quests typically dictate what you should do as you explore. We thought, ‘Why not log what the player has discovered, their understanding of the game world, and treat them more like a detective?’ It’s akin to a case briefing; as you explore and uncover elements of the world, you start piecing together how everything fits. The game assists in organizing the information, but you get the sense that you're gradually compiling clues like a detective to understand the game world. This means you can open and close pathways through your actions at any time.”

      Atomfall represents a game that does not coddle its players, and the popularity of titles like Kingdom Come: Deliverance 2 demonstrates a genuine demand for RPG

Atomfall turns usual RPG conventions upside down and then obliterates them. Atomfall turns usual RPG conventions upside down and then obliterates them. Atomfall turns usual RPG conventions upside down and then obliterates them.

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Atomfall turns usual RPG conventions upside down and then obliterates them.

Atomfall is developing into a distinctive and experimental RPG inspired by the Windscale Fires incident in the U.K.