The builders behind Atomfall have shrugged off any Fallout comparisons, dubbing them “deceptive,” however admitted they at all times anticipated they’d emerge.
Set 5 years after a nuclear catastrophe in northern England, Atomfall is a post-apocalyptic world with an alternative-history design, identical to Fallout does, however it’s there the place the comparisons finish as Atomfall is its “personal factor.”
Talking to IGN, artwork director Ryan Greene admitted that Fallout comparisons have been inevitable given the design decisions, however in terms of enjoying the sport itself, Atomfall has loads of variations with the long-standing Bethesda franchise.

“When you play it for a bit, you’re like, oh, that is its personal factor for certain,” he mentioned, although admitting that the comparisons are one thing they respect as there’s a “skillful workforce” behind the Fallout franchise.
One of many main variations with Fallout is the story, each in the way in which it operates and the general size. In keeping with Greene, the typical playthrough will take round 25 hours, although completionists can lengthen that.
Atomfall doesn’t have a linear story to observe like many different video games, together with Fallout, and as an alternative showcases a “spider net of linked story.” If one thread is severed, one other will lead you again to the bigger thriller at play, with a principal quest line seemingly prevented altogether.
Greene’s feedback match up completely with Dot Esports’ personal early expertise of Atomfall, the place we found there’s no super-soldier method and survival is a problem with scarce assets and difficult fight.
There are numerous outcomes to ending the sport, with Greene fairly certain it’s doable to finish with out killing anybody, revealing that he’s at present round 9 hours right into a playthrough with out ending a life.
That freedom to create your personal path is thrilling, because it at all times is, however essentially the most intriguing factor right here is the seeming lack of a principal quest line, with the story as an alternative progressing at a tempo determined by the participant in whichever route they select.
I fairly like the concept of happening a very completely different path to a pal within the recreation and having a completely completely different expertise, so this side is thrilling and, for as soon as, I’m truly fairly glad that we’re not going to see a Fallout-like method.
That is principally as a result of I positively fall into the completionist class and my historical past in Bethesda video games has seen me act like a pack mule at each alternative, carrying every part from random items of cutlery to a group of stuffed toys, simply because I can.