Atomfall

Atomfall

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Am I playing the game right?
Is there repercussions or missions? I kinda walked around lost and confused, snapping people necks and strangling everything, keep finding power things.. I got vague idea what to do, but doesn't make sense half the time to me, if something mentioned I kinda just walk there and nuke everything, then anther clue. next area I clobber everything.

I just feel little lost with no purpose. :O I still enjoy the game, it's awesome fun.. just worried next time stream it, still doing same thing nothing changes.
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Showing 1-6 of 6 comments
The game is more old school in regards of piecing the story together yourself by paying atention to clues. There are no waypoints and hold your hand like in ubisoft style of modern slop
Originally posted by kidandresu:
The game is more old school in regards of piecing the story together yourself by paying atention to clues. There are no waypoints and hold your hand like in ubisoft style of modern slop

Yeah I mentioned it's good its old school and it doesn't hold your hand or coat everything golden paint or big markers, Iv been finding thing with ease, just. order of it or.. if im meant to be doing this, I'm doing whole idiot savant thing, real mr bean skit.. :BarmanUpset:
The initial goal is to get into the interchange. Closest entrance is in Slattendale inside the outlaws territory, you can sneak to it. Taking on outlaws there can result in being overwhelmed by numbers, as they will be attracted by noise of a fight. That will get you into the central control, where you first discover you need atomic batteries, luckily there is one in the control room. It also powers up the turrets at the entrance. I leave them up as they kill outlaws coming in, you can loot the bodies for ammo and weapons. Next you need to visit Wyndham village. That's enough of a starting clue.
jonbob Apr 9 @ 2:40pm 
You've hit on the second worst* aspect of the game: nothing you do really matters in the end. The difference between killing everyone you meet and being a goody-two-shoes is one voiceover line in the ending slideshow. Kill all the Protocol soldiers in their camp? Fine, the ones in the village will still ignore you, unless you admit to freeing the Doctor from prison or start shooting the ones in the village first.

Speaking of the power thingys, you find many more in the game than you actually need. You can sell them for a lot but you have no idea how many you should have kept until the game is over and so, naturally, you never sell any while you can. Altogether you need at most (I think) seven for the entire game. One at the start, three more in the Interchange, two at the very end and one for an optional achievement.

*The inventory tops the list, especially if you want to do any weapon upgrading.
Originally posted by bobbie046:
The initial goal is to get into the interchange. Closest entrance is in Slattendale inside the outlaws territory, you can sneak to it. Taking on outlaws there can result in being overwhelmed by numbers, as they will be attracted by noise of a fight. That will get you into the central control, where you first discover you need atomic batteries, luckily there is one in the control room. It also powers up the turrets at the entrance. I leave them up as they kill outlaws coming in, you can loot the bodies for ammo and weapons. Next you need to visit Wyndham village. That's enough of a starting clue.

thanks! I kinda did thing little backward considering where I go... from my exploring I started an odd ball curve and somehow avoided that village and then into it, specially somehow dodged first interchange entrance meant to enter? *i think* yeah I left turret on cause I had no idea if it breaks or not hahaha.
Originally posted by jonbob:
You've hit on the second worst* aspect of the game: nothing you do really matters in the end. The difference between killing everyone you meet and being a goody-two-shoes is one voiceover line in the ending slideshow. Kill all the Protocol soldiers in their camp? Fine, the ones in the village will still ignore you, unless you admit to freeing the Doctor from prison or start shooting the ones in the village first.

Speaking of the power thingys, you find many more in the game than you actually need. You can sell them for a lot but you have no idea how many you should have kept until the game is over and so, naturally, you never sell any while you can. Altogether you need at most (I think) seven for the entire game. One at the start, three more in the Interchange, two at the very end and one for an optional achievement.

*The inventory tops the list, especially if you want to do any weapon upgrading.

glad I'm not being complete psycho, I'm sick of playing games finding out I didnt do them right, Iv honestly shot most thing iv come across and killed allot friendly NPC cause that strangle animation has me wheezing out how goofy it is, mostly assumed allot npc came across have nothing good to tell me or important as most them just tell me a tidbit then sell me thing, i just go wack. my stuff back, with those power things. VERY worried limited, I kinda spent them in interchange thing and back nd forthed into difference places entrances. just messy how iv played. routes took.
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