Atomfall Review (Agent Smith)
I really wanted to like this game, but holy shite there is so much wrong. The story, while mildly intriguing, is chaotically orchestrated and almost exclusively told through the million small notes you NEED to find lying around if you want any sense of direction for quests.
This game wants you to think it's an action RPG, but the "action" is all manufactured by the player should you choose to kill everything that moves, otherwise combat is minimal, repetitive, and boring. As for the RPG elements, there is no actual leveling system. Skills are unlocked exclusively by finding books around the world, and skill points are focking lootable items, and don't get me started on the horrid inventory system! The game incentivises heavy exploration, almost to the point it's mandatory, but you're only allowed 12 inventory slots that will fill up about every 5 minutes, and item storage is so limited it may as well be nonexistent.
Wanna try a new weapon you found? Better not have 4 weapons already or you'll have to abandon one you use, or spend the 10 minutes walking to a storage tube and back because fast travel doesn't exist in rural England apparently. Honestly, I spent more time running to and from storage than actually experiencing the story because of how punishing the inventory system is for exploration.
When it comes to characters, none of them, and I mean NONE of them, feel like they matter, not even the player. Your character is a silent protagonist with amnesia that, as far as I know, you never see any defining features of. Even when looking at your arms and hands they're always covered (not like seeing your hands on its own is a huge issue, but it just cements in just how much of a "nobody" the character actually is). While it's a somewhat neat concept to allow you to kill literally any NPC in the game, aside from some apparently required to beat the game, there's practically no consequence for doing so.
Now let's talk enemies. Even amongst the different factions, there's effectively no variance in enemy design aside from the obvious robots aren't people, and people aren't zombies(?), but virtually ALL of the human enemies look the same. As for the AI behind them, it's about as basic as basic gets. Just walking down the street on one of your many inventory dumping runs? Too bad, now you're getting shot at by annoying outlaws or cultists that spotted you from fucking Ireland, but even on the hardest difficulty setting they give up about 3 seconds after you break line of site, so you effectively just take some damage and have to slap together another bandage. It's just a very dull gameplay loop that seems to punish p[layers for doing what the devs claim the game is about from the trailers and previews.
Honestly, I kinda regret not refunding it before putting in the 2 hours, but the first 2 hours were literally me screaming trying to find some way to manage my inventory effectively. I'm extremely disappointed given these are the people behind Sniper Elite and Nazi Zombie Army, which are 2 of the best sniper sims I think ever made. Idk, maybe they'll adjust some things in the future, but regardless don't waste your money on this game. Spend $11 and just get game pass for PC instead to try it, that way when you get tired of it you can at least try something else without spending more money.