english Archives - Gamecritics.com https://gamecritics.com/tag/english/ Games. Culture. Criticism. Fri, 11 Apr 2025 17:01:32 +0000 en-US hourly 1 https://gamecritics.com/wp-content/uploads/2016/05/cropped-favicon-32x32.png english Archives - Gamecritics.com https://gamecritics.com/tag/english/ 32 32 248482113 Atomfall Review https://gamecritics.com/ali-arkani/atomfall-review/ https://gamecritics.com/ali-arkani/atomfall-review/#comments Wed, 09 Apr 2025 11:00:00 +0000 https://gamecritics.com/?p=61426

HIGH Goodbye "Quests", hello "Leads"!

LOW Shallow gameplay mechanics.

WTF They "say less is more" but isn't it too little!?


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A Little Of This, A Little Of That

HIGH Goodbye “Quests”, hello “Leads”!

LOW Shallow gameplay mechanics.

WTF They “say less is more” but isn’t it too little!?


Atomfall is Rebellion’s timely break from the Sniper Elite franchise.

Officially called a first-person survival actioner, this work of historical science fiction is a reasonably-sized double-A project that does not want all of a player’s time and attention, instead offering a short, mysterious adventure filled with conspiracies and moral dilemmas.

Atomfall‘s story is set five years after the UK’s (real life) Windscale Fire nuclear incident of 1957. In this alternate take, a military quarantine protocol is enacted and players control of someone who’s had an accident that left him unconscious for five years. Upon waking up, the protagonist discovers that he’s lost his memory and now must find the truth behind the incident and a way out of the quarantine that’s been in effect for all this time.

Atomfall is played from a first-person perspective, and employs stealth and shooting elements. In the early stages, firearms and bullets are rare and combat is mostly focused on melee. Later on, different types of firearms such as revolvers, marksman rifles, and bows can be acquired through looting, exploration, or trading. The world consists of four areas that are connected through a hub-like facility called The Interchange. Different factions reside in each part of the world, and as one might expect, the factions can consider the player either friend or foe based on their choices.

Atomfall can largely be seen as two halves — the gameplay and the narrative.

Though there is a barebones skill tree that improves combat, stealth, and survival capabilities of the player, it doesn’t provide any active special abilities. As such, Atomfall largely plays the same at the end as it does at the beginning, resulting in the combat and stealth feeling shallow, especially since the mechanics (in general) are on par with something from the early 2000s.

For example, players can crouch or hide in bushes to prevent being detected and to take out enemies silently from behind but that’s all there is to it. The awareness of enemies is also incredibly high, which makes it nearly impossible to stealth without it eventually turning into a shootout. The same goes for combat. Melee is tanky and slow because there’s no dodge or deflect, and shootouts are all about hiding behind a rock and returning fire. There are no cover systems or special abilities to add depth or strategy to any of the action. In fact, the only good thing about combat is the weapon variety and the ability to upgrade later in the campaign, increasing a weapon’s stats and their looks.

With such straightforward action, Atomfall‘s narrative and story are certainly its strongest suits, and to be fair, its opening is a good one — imagine leaving an underground bunker, suffering from amnesia and the very first thing in view is an atomic powerplant on the horizon surrounded by strange cyan auroras. Before that sight can be properly digested, a nearby payphone rings and a monstrous voice on the other side requests the death of someone called Oberon! Just five minutes into the experience we’re already faced with so many questions — what happened to that powerplant? Who is Oberon? Who are these people living in this mess? And what is my role in it? Mystery is a classic way to kick off an adventure, and the team at Rebellion have nailed it.

Atomfall also tries to redefine the notion of quests and rebrands them as “leads” — and they don’t start and end in a traditonal linear way. Some of the leads players find at the beginning of the story will continue to get updated until the very end. Sometimes finding an object updates the log for multiple leads and adds entries about them. Every lead might be as important as the next, and players will find themselves in a web of interconnected leads whose value and importance are sometimes revealed only after their conclusion.

Further, Atomfall doesn’t believe in handholding when it comes to exploration and lead design. Players must follow visual clues such as a bloody set of footprints that lead to a waterfall to find a hidden cave behind it. Such do-it-yourself encounters are the basis of exploration which might result in finding rare resources, weapons, quest items, or more leads.

While Atomfall‘s ending isn’t a top-notch example in the genre, it is highly reflective of the choices players make and their interactions with NPCs. Supporting characters met along the way are well written and each have characteristics that make them feel like unique human beings with agendas and aspirations, and very often they’re in contrast with what someone else wants — for example, one might be focused on accepting what’s happening in the zone, another NPC asks you to fight against the odds, while yet another might suggest jumping ship and leaving everyone else to their fate. Credits will roll accordingly.

Atomfall is ultimately what I call a “chimera” game — it incorporates elements from different genres, but keeps their influence on a surface level. It has resource management and crafting mechanics of classic survival titles, multiple endings and choice-related story and gameplay outcomes akin to classic RPGs, and an emphasis on exploration usually seen in action-adventure counterparts. These are all good things at first glance, but the lack of depth in most regards makes it hard to recommend to dedicated genre fans while also making it relevant to any discussion on traditional boundaries of defining genre.

Rating: 7 out of 10

Buy Atomfall: PCPSXB


Disclosures: This game is published and developed by Rebellion. It is available on PC, PS4/5, and XBO/X/S. This copy was obtained via publisher and was reviewed on PC. Approximately 14 hours were spent in single-player and the game was completed. There is no multiplayer.

Parents: According to the ESRB, this game is rated M for Blood, Language and Violence. The site reads: Battles are highlighted by gunfire, cries of pain, and blood-splatter effects. Players have the ability to attack/kill bystanders and civilians, snapping their necks and/or slashing them repeatedly, with large blood-splatter effects. During the course of the game, players can encounter bloodstained corpses and/or blood on the ground. The words “sht” and “prck” appear in the game.

Colorblind Modes: Colorblind modes are not present in the options menu.

Deaf and Hard of Hearing Gamers: There are subtitles and visual options available in the game, all of which can be adjusted. There were no audio cues of note. This game is fully accessible.

Remappable Controls: The controls can be remapped.

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Ravenous Devils Review https://gamecritics.com/brad-gallaway/ravenous-devils-review/ https://gamecritics.com/brad-gallaway/ravenous-devils-review/#respond Wed, 11 May 2022 23:38:00 +0000 https://gamecritics.com/?p=45964

HIGH Dark subject matter. Clever controls. Very focused.

LOW This game is crying out for narrative branching.

WTF Oof, that steak table animation.


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The Sweetest Meat Is Closest To The Bone

HIGH Dark subject matter. Clever controls. Very focused.

LOW This game is crying out for narrative branching.

WTF Oof, that steak table animation.


After spending two months with a huge and intense experience like Elden Ring, I needed to shift gears and get my brain in a different headspace. I was looking for something much smaller — something more manageable, more compact, and something that didn’t require me to reference a wiki every four minutes.

The perfect game? Ravenous Devils.

Essentially a loving homage to Sweeney Todd, the game is a combination horror tale/cooking sim with a married couple who’ve abandoned their previous identities and relocated in a hurry. The husband is a tailor and the wife is a cook. They buy a multi-level building in a fictional English town and set up shop… But one important thing to know about this pair? They’re murderers and cannibals.

Ravenous Devils takes place entirely within the couple’s building. It’s a four-floor affair presented in 2D ‘ant farm’ style with the kitchen in the basement, a cafe at street level, a tailor shop/killing area on the upper floor and a top level containing an atrium and storage room. Players can quickly navigate between each of the floors to perform whatever task is necessary thanks to a clever control scheme.

On each level, the cursor is represented by a glowing orange circle on the floor. Players simply guide the circle to the appropriate station, click, and the task is performed. It’s especially elegant because each floor feels self-contained, so the player doesn’t need to hassle with moving the cursor between floors — it’s already there. There’s no need to manage characters, either. Each one is assigned to specific duties, so they attend their jobs quickly and seamlessly.

For example, navigating the camera to the upper floor to greet a guest (before stabbing them in the face) takes just a few clicks, and from there it’s just as easy to jump down to the kitchen to have the wife start assembling human sausage pie. It’s all extremely straightforward, and works marvelously.

It’s a good thing, because once play begins, murdering people and turning them into food can get a little hectic!

At the start of an in-game day, customers stream in and want to buy whatever food has been prepared. However, there can only be so much made in advance, so the wife will have to cook up new dishes with meat harvested from victims and (eventually) vegetables grown in the atrium. Customers will also go into the tailor shop upstairs to buy clothing (secondhand from past victims, of course!) but every so often one will want a personal fitting, and these become the raw materials that keep the shop running — as long as the player is attentive enough to nab them when they’re vulnerable, that is.

Once things are rolling and the player gets the hang of it, daily operations soon settle into a rhythm. Check upstairs for people in the fitting room and nab them when possible, make sure the display tables in the café don’t run empty, and as the game progresses and options are unlocked, players will be able to take orders for more complex dishes from customers at tables.

Ravenous Devils is ultimately a very simple, small experience, but I loved it for a few reasons.

First, because of the clever control system I detailed, but also because it’s so focused. I came to grips with it quickly, found joy in performing the duties needed to keep the shop running, and as money rolled in, I took great satisfaction from being a successful businessman, even if the venture was based on a dark foundation. The entire thing can be finished in four or five hours — it does exactly what it needs to do and then gets out.

I also appreciated Ravenous Devils because it’s a very positive, non-punitive experience in terms of its design. If a player has a bad day and mixes up orders or just isn’t very successful for one reason or another, the reputation of the shop takes a minor hit but it’s incredibly easy to spring back from that, and there’s no real penalty for failure. Players can simply dust themselves off and try again.

I also need to call out how wonderful it was to be able to keep working after the shop had closed. After hours, players are free to spend as long as they like catching up on anything they fell behind on, in order to better prepare for the next day. The ability to do everything that needs doing at my own pace was a grace rarely afforded by this type of management experience, and I adored it.

Ravenous Devils nails what I want from a small, compact play experience, but the rotten cherry on this blood-covered sundae is that there are just enough narrative touches to tie the whole thing together.

After every few days of normal operation, a brief story event will pop up to illuminate the couple’s situation, or to share brief snatches of their personalities. The story segments are quick and they always take a back seat to play, but these interludes add just enough flavor to show that these characters are more than vacant avatars wandering around a game field.

However, if I have any criticism of Ravenous Devils, it’s that I wanted the narrative to go even further. During the course of the campaign, there are many moments that seem like natural places to offer a choice, but as far as I know, the game progresses on a single track without variation. Even a simple ‘kill him/don’t kill him’ option here and there would have been amazing, and if there were different endings, I absolutely would have played through it again.

Unfortunately, there just isn’t as much narrative as I would have wanted. That said, my fellow critic Dan Weissenberger loves that the game touches on social status and class issues, as these characters are literally eating rich, fancy people and feeding them to the poor — and honestly, in light of the current political climate, it seems like an absolutely logical and sensible thing to do. Points awarded for that, to be sure.

For those not put off by the gory subject matter — and ye gods, brace for the “steak table” animation — it’s a petite, dark delight.

Rating: 8 out of 10

Disclosures: This game is developed by Bad Vices Games and published by Troglobytes Games. It is currently available on PC,PS,XB and Switch. This copy of the game was obtained via publisher and reviewed on the XBX. Approximately 5 hours of play were devoted to the single-player mode, and the game was completed. There are no multiplayer modes.

Parents: According to the ESRB, this game is rated M and contains Intense Violence, Blood and Gore, and Use of Alcohol.  

Colorblind Modes: There are no colorblind modes available in the options.

Deaf & Hard of Hearing Gamers: The dialogue here is subtitled, but the text cannot be resized or altered. I played about half of the game with the sound off and had no issues whatsoever, and no sound is needed for successful play. This game is fully accessible.

Remappable Controls: No, this game’s controls are not remappable.

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