Why Fallout and Elder Scrolls Should Embrace Atomfall’s Top Feature

Why Fallout and Elder Scrolls Should Embrace Atomfall’s Top Feature

Atomfall, the newest release from the developers of Sniper Elite, Rebellion, has been frequently compared to the beloved Fallout franchise. While these comparisons may not be entirely accurate, Bethesda could benefit from taking a closer look at one of Atomfall’s innovative features that could enhance future action RPG titles.

Upon its announcement, Atomfall was quickly dubbed “British Fallout” by fans, a label that is partly justified given its setting in the wake of the real-life Windscale nuclear disaster and its inclusion of formidable robots wandering the Cumbrian countryside. However, as players venture beyond the confines of their bunker, they quickly realize that Atomfall leans more toward a harsh survival experience rather than just mimicking Bethesda’s style.

Redefining Exploration in Open Worlds

One of the most alluring aspects of any open-world game lies in the freedom it offers. Players can explore expansive maps filled with countless adventures, knowing that every distant mountain or castle is within reach. However, many games maintain a tight grip on the player’s journey with clear quest markers and maps that guide them toward mission objectives. While this can be beneficial for navigation—especially in vast worlds like those found in The Witcher 3 or Kingdom Come: Deliverance—it occasionally detracts from the immersive experience.

Atomfall addresses this concern with its unique Leads system. Instead of providing an outlined path or marking significant locations on the map, players begin their journey with an entirely blank canvas. As they step out into the sprawling hills of Britain, they know their objective but are free to choose their direction to fulfill it.

Screenshot of countryside in Atomfall
Rebellion

In Atomfall, locations remain unmarked until players engage with characters or uncover notes hinting at potential nearby villages. This creates a wholly organic exploration experience; every significant discovery that aids in piecing together the overarching narrative or finding a vendor with essential supplies brings a remarkable sense of achievement, making players feel as if they’ve genuinely uncovered those elements themselves.

A standout feature is Atomfall’s ability to save every significant interaction or read note in the Leads menu. This ensures that when players reach a dead end or take a break from the game, they can easily revisit potential story threads to track their next steps. With no clear markers dictating direction, every interaction and side quest becomes integral to the main story, making even the most trivial encounters feel impactful as players stumble upon their next adventure.

This exploration model could significantly enhance future Fallout and Elder Scrolls games. Bethesda is renowned for crafting expansive worlds that invite exploration, and relinquishing some control to allow players the freedom to discover at their own pace would create a more rewarding experience. Imagine if players could choose to climb a mountain in Skyrim only to encounter a dragon unexpectedly perched at its summit.

However, Atomfall’s approach may not resonate with everyone. Some players prefer a streamlined narrative experience without the burden of side quests. To accommodate different play styles, introducing an option to toggle this feature on or off would provide flexibility, similar to what Atomfall already offers.

With Elder Scrolls 6 still years away and the next Fallout installment uncertain, it would be exciting to see this Leads system implemented when those games finally arrive. Such an approach could provide open-world experiences that captivate and intrigue players like never before.

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