The Atomfall Developers Knew It Would Be Compared to Fallout as Soon as It Was Revealed, Average Playthrough Around 25 Hours
At first glance, Atomfall might seem like a Fallout game—a post-apocalyptic adventure set in a post-nuclear England, not unlike its American counterpart. The first-person perspective, post-nuclear setting, and alt-history backdrop all draw immediate comparisons to the Fallout franchise. Rebellion's art director, Ryan Greene, acknowledges these similarities, stating that the team anticipated the comparisons from the moment Atomfall was unveiled. He notes that even Jason Kingsley, one of Rebellion's owners and a Fallout fan, recognized the parallels between survival in a post-apocalyptic world and the Fallout series.
However, Greene emphasizes that Atomfall is far more than just a "British Fallout." He cautions against the misleading nature of this comparison, explaining that gameplay reveals a unique and distinct experience. While appreciating the comparison to a skilled development team like Bethesda, Greene highlights that Atomfall, as a version 1.0 release from an independent studio, is a different beast entirely. It's an ambitious project for Rebellion, known for the Sniper Elite franchise, but not on the scale of an Elder Scrolls or Fallout title.
Atomfall Screenshots






Greene estimates an average playthrough at around 25 hours, though completionists could significantly extend that time. IGN's recent hands-on preview showcased the game's unique flexibility; Simon Cardy completed a playthrough by killing every character encountered, highlighting the game's adaptability to different playstyles. Greene confirms that multiple endings exist, allowing players to complete the game regardless of their approach to combat. Even killing every NPC is a valid path to completion.
AnswerSee ResultsAtomfall deviates from traditional RPG structures, eschewing a linear main quest and side quest system. Instead, it presents a complex, interconnected narrative structure. Greene describes it as a "spider web of connected story," where severing one narrative thread often leads to another, maintaining the overall narrative flow. Furthermore, a pacifist playthrough is entirely feasible, with Greene confirming he progressed approximately halfway through the game without killing anyone.
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