Atomfall: How a forgotten nuclear disaster inspired a video game | BBC News
By BBC News
Key Concepts:
- Atam Fall: A survival action game set in a fictionalized 1950s/60s England quarantine zone.
- Windscale Fire: The real-world 1957 nuclear disaster that serves as the inspiration for Atam Fall's backstory.
- Photogrammetry: A technique used to create 3D models of real-world locations and objects for the game.
- Creative Pillars: Consistent design principles that guide Rebellion's game development.
- Game Pass: A subscription service that offers access to a library of games, including Atam Fall on day one.
- New IP: A brand new intellectual property, in this case Atam Fall.
Atam Fall: An Overview
Atam Fall is a survival action game set in a quarantine zone in 1950s/60s England. The player wakes up with amnesia and must investigate the mystery behind the quarantine, which was triggered by a fictionalized version of the Windscale fire, the world's first major nuclear disaster in 1957. The game is described as a detective-style investigation within a period sci-fi setting.
The Windscale Inspiration
The Windscale fire, caused by generational plutonium production for bombs, served as the trigger point for the game's alternate fiction. While the real disaster didn't result in mutants or glowing plants, it was a serious event that provided an interesting spin-off point. The game draws inspiration from British science fiction works like Doctor Who, Quatermass, Day of the Triffids, and Chrysalids.
The Lake District Setting and Photogrammetry
The game is set in the Lake District, and the developers used photogrammetry to create a realistic environment. They took thousands of photographs of locations and objects with permission and rendered them into 3D models. The team, which included international members, focused on capturing unique British details, such as dry stone walls.
Regional Differences and British Culture
The developers aimed to lean into specific regional differences, focusing on the UK and avoiding a London-centric setting. They incorporated British expressions and gesticulations into the game, even those that might be considered rude. The goal was to introduce players to the more "salty" aspects of British culture.
Independence and Creative Freedom at Rebellion
Rebellion is an independent company owned by Jason and Chris Kingsley, without external investors or shareholders. This independence allows them to self-fund their projects and make the games they want to play. They believe that starting with a blank piece of paper leads to unique creations like Atam Fall.
Creative Process and Team Engagement
Rebellion encourages team feedback and self-criticism. They believe that if they like a game, there's a good chance others will too. They don't rely heavily on market analysis or data grinding to determine what makes a game fun. The creative process involves prototyping and iterating until they find the fun.
Game Pass and its Impact
Atam Fall debuted on Game Pass, which the developers see as a positive for creativity and game sales. Game Pass allows players to try the game at low risk, leading to word-of-mouth and increased sales for those who don't have the subscription service. It also helps games with smaller marketing budgets reach a wider audience.
Risk-Taking and New IPs
Rebellion believes that not making new games is the biggest risk. While they do sequels, they also prioritize innovation and new concepts. As an independent developer, they can afford to take chances on games that might not be greenlit by larger organizations. They want to push the art form and create games that keep them awake at night.
Conclusion:
Atam Fall represents Rebellion's commitment to creative freedom, regional specificity, and risk-taking in game development. By drawing inspiration from real-world events and British culture, utilizing innovative techniques like photogrammetry, and embracing platforms like Game Pass, Rebellion aims to deliver a unique and engaging gaming experience. Their independent status allows them to pursue passion projects and push the boundaries of the art form.
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