HomeNewsThe Atomfall Developers Knew It Would Be Compared to Fallout as Soon as It Was Revealed, Average Playthrough Around 25 Hours
The Atomfall Developers Knew It Would Be Compared to Fallout as Soon as It Was Revealed, Average Playthrough Around 25 Hours
Mar 22,2025Author: Julian
At first glance, Atomfall might evoke the post-apocalyptic world of Fallout, perhaps even a British-set installment. The first-person perspective, post-nuclear setting (the name's a giveaway!), and alternate history elements all draw parallels. Rebellion's art director, Ryan Greene, acknowledges these comparisons, stating that the team anticipated them from the outset, especially given the involvement of Fallout fan and Rebellion owner, Jason Kingsley. He notes the inherent similarities between any post-apocalyptic survival game and the established Fallout franchise.
However, Atomfall carves its own unique path. IGN previously highlighted this distinction, emphasizing Atomfall's originality beyond a simple "British Fallout." Greene himself cautions against the misleading nature of the comparison, asserting that gameplay quickly reveals Atomfall's distinct identity. He emphasizes Rebellion's independence from Bethesda and the ambitious scope of Atomfall within the context of their other projects, clarifying that it's not on the scale of an Elder Scrolls or Fallout title. The game is version 1.0, a significant undertaking for the studio.
Atomfall Screenshots
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Greene estimates an average playthrough at around 25 hours, though completionists can significantly extend that time. IGN's recent hands-on preview showcased the game's flexibility, highlighting the possibility of completing the game by killing every character encountered. Greene confirms this, explaining that the game features multiple endings and routes, adapting to different playstyles. Even eliminating key characters doesn't necessarily block progress.
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Atomfall deviates from traditional RPG quest structures. Instead of a main quest and side quests, it presents a "spider web of connected story," allowing players to navigate the narrative even if they miss certain threads. Greene confirms the possibility of completing the game without killing anyone, having personally progressed a significant portion without resorting to violence.
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