![]() It’s almost like the developers were ashamed or unsure of the world and game they were creating so they decided to be self-deprecating as a defense mechanism. In the case of Atomic Heart, it’s kind of hard to lose yourself in that world and that narrative when your character is not only constantly talking but is often saying things designed to break or mock aspects of that world and that narrative. Games in that genre are meant to emphasize atmosphere in ways that will compel you to lose yourself in their worlds and narratives. BioShock and Prey even belong to the “Immersive Sim” genre that Atomic Heart is clearly modeled after. Those games used protagonists that never (or rarely) talked because those games were designed to offer immersive experiences. You can see aspects of all of those games in Atomic Heart, but the biggest thing they all had that Atomic Heart does not are silent (or laconic) protagonists. I’m talking about games like BioShock, Prey, Fallout, and Doom. Still, that almost constant flow of dialog got me thinking about some of the games that Atomic Heart was clearly inspired by (to say the least). He’s also a fan of saying the unexplained catchphrase “crispy critters” over and over again which…ok, that one grew on me over time. Their constant chatter leads to not only an unusual amount of exposition but repeated exposition. Your character is rarely quiet for prolonged periods of time, and too much of their dialog consists of them saying how ridiculous it is that they have to open another lock, fetch another item, or generally continue to participate in the campaign. In Atomic Heart, though, the big problem with that style is often the quantity of dialog as much as the quality of it. That writing style obviously became incredibly popular in recent years, and the reason it’s so divisive is that there are those who will defend it as adamantly as others criticize it. I found that dialog to often be awkward, blunt, not particularly funny, and strangely overflowing with profanity (another Forspoken similarity), but it’s already clear that some players love much of the game’s dialog. Like Forspoken, there’s obviously a degree to which your enjoyment of those constantly quipping characters will depend on how much you like Atomic Heart’s dialog. In fact, by the end of Atomic Heart, you’ll probably find yourself wishing you lived in an alternate utopic version of 2023 in which the silent video game protagonist never fell so far out of favor. It’s obviously a fantastical premise, though there is certainly something compelling about alternate histories and other “What If?” scenarios. As a soldier named Major Sergey Alekseyevich Nechaev, you are tasked with trying to end the chaos and hopefully figure out what went wrong along the way. ![]() Unfortunately, a problem with recent developments in that technology seemingly caused some of the bots to go rogue. ![]() Most notably, that new substance allowed Soviet scientists to create advanced robots that became the backbone of a kind of utopia.įollowing a catastrophic end to WWII that resulted in the death of millions of civilians, many across the world began ordering those robots to help replace the workers that were lost. It’s set in an alternate version of our own history in which the USSR developed a new substance in the 1930s that resulted in incredible technological innovations. Atomic Heart is a new action-adventure FPS title from developer Mundfish. ![]()
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