3/5 ★ – RANDYz_nRAGED's review of Atomfall.

I wrapped up Atomfall in about 9 hours, and honestly, it felt like a hollow experience—like a game that had big ideas but never quite filled them out. The world itself was pretty to look at, with some nice visuals that caught my eye, and the storyline piqued my curiosity at first. I wanted to know what was going on, but by the end, I was left with more questions than answers. It just didn’t deliver the payoff I was hoping for. The world felt lifeless. Take Wyndham Village, the main town—it’s supposed to be the heart of the game, but you can only enter four or five buildings. Everything else is boarded up, and there’s barely anyone around. I think I talked to maybe six people there, another two in a different spot, and that was it. The whole game had this empty vibe, like it was missing the bustle or tension that could’ve brought it to life. You visit maybe four distinct places total, and aside from the Interchange—which was kind of interesting—and the prison, they all blended together. Samey landscapes, samey vibes, just not much to sink into. Combat didn’t help either. It was dull, and the enemy variety was thin—only a couple of types to deal with, which got old fast. I started with a rusty blade and ended with it too, because ammo was practically nonexistent. I got some from a girl once, but she never restocked, so I was stuck swinging that same blade the whole time. Apparently, you can upgrade guns, but I didn’t even notice that until after I’d finished—not that it would’ve mattered much with no ammo to use them. It’s a shame, because you can feel the potential here. The pieces were there for something bigger, something more gripping, but it’s like they forgot to flesh it out. Atomfall isn’t a total disaster—the world’s looks and the initial mystery of the story had me intrigued for a bit—but it’s a shell of what it could’ve been. Bland combat, a sparse world, and too many missing pieces left me disappointed by the time the credits rolled.