While it was The Surge that put Deck13 Interactive's name on the map, it's Atlas Fallen that will henceforth be considered the studio's best game to date. Switching the Souls-like structure of its past titles for a more traditional open world adventure with difficulty options, it boasts of excellent traversal and a fun combat system in a sandy setting ruled by an evil god. Lingering AA jank holds it back from greatness, but Atlas Fallen holds its own in amongst the year's more significant hitters.
Some of that weighty energy from The Surge 2 is still felt here, particularly in the combat system. Having created a character, you defy your oppressors (your kind are essentially slaves referred to only as Unnamed) after finding a Gauntlet with the power of a god trapped inside — it's this that gives you magical powers to glide across the sands and take down Wraiths patrolling the dunes. While movement feels so incredibly freeing, it's the abilities the Gauntlet grants you that feel heavy and deliberate. In tandem, the two features strike a great balance that makes gameplay in Atlas Fallen the true king.
It's sort of like Forspoken meets Monster Hunter, with double jumps and triple air dashes making traversal feel responsive and finely tuned. Then, combat is all about targeting specific limbs to down enemies and earn better rewards. The Gauntlet is also sentient in the same way Frey Holland's Cuff is, but it's nowhere near as annoying or quippy. In fact, it takes your character pretty seriously for the roughly 12 hours needed to roll credits.
What extends your playtime is side quests, odd jobs, and fun open world activities, all of which test your skills across the title's two main focal points: movement and combat. The former is mainly built upon with more uses of each ability, sourced from upgrades buried throughout the open world. They allow you to cross bigger gaps, get about quicker, and access previously hidden areas. The latter, though, is much more experimental.
Despite living under their tight iron fist at the start of the game, there are no human enemies in Atlas Fallen; only Wraiths. Mythical beasts that take the shape of burrowing snakes, birds, and increasingly large mammals, you must target and then destroy each of their limbs before they go down for good. Without any stamina bars to manage, fights are much more offensive-focused than The Surge.
Taking advantage of your nimble nature, you can dash around the battlefield, quickly taking down enemies with sword hits, whip slashes, and powerful slams into the ground below. The game is gracious with its abilities, to the point where simply hitting an enemy restores a use of your dash, allowing you to stay in the air for long periods of time and juggle your damage between foes. It feels so liberating and versatile in the moment; there's never a moment where you're held back.
Then, across three different tiers making up a total of nine slots, you can customise your protagonist with new attacks and abilities. Named Essence Stones, they're activated as you fill up the Momentum Gauge by landing hits on enemies. Temporary buffs are triggered automatically while special attacks can be stored for the right moment. From summonable hurricanes and huge magical axes to damage and defensive upgrades, there's a lot of variety that adds flair to your base play style. With a satisfying parry also that freezes monsters in time and space, there's a lot of enjoyment to be gained from playing around with what's on offer.
There are well over 30 different powers to equip, which combined with Idols that modify your base abilities, really gives you a lot of room to experiment with. The game allows you to quickly switch between three different loadouts, letting you kit your character out for specific situations. It's an impressive level of build customisation that goes a long way to making your character feel distinct from a friend's - a proper boon during co-op play.
The end result is an experience where you always feel like you're improving. This even extends to your character's core abilities: you're still unlocking new powers mere hours before the end of the game. This gives reason to backtrack and solve conundrums you couldn't previously interact with.
Unfortunately, our compliments of the narrative's main objectives don't track quite as positively. Particularly in the second half of the story, some tasks start to feel like repetitive busywork. You'll need to perform the same actions at multiple points across the map, or backtrack constantly between cities and the dusty wasteland. It slows the pace of the game down to a frustrating crawl, to the point where the cracking combat and traversal can't quite paper over the cracks. Most of Atlas Fallen's gameplay is a highlight, but you will have to put up with a few deeper valleys along with the highs.
Still, there are always the optional ventures of the open world to distract you. There are platforming challenges to master, elite Wraiths to beat, and timed tasks to overcome. It's nothing you haven't seen before, but they're welcome interferences with guaranteed rewards, materials, and currencies at the end.
It's likely the technical setbacks of the game will get in the way at some point, though, as the title feels like it's lacking that final layer of polish. The visuals themselves aren't particularly great, there are spelling mistakes in the menus, and the transitions between cutscenes and then into gameplay can be quite clunky. Then there's a lot of texture pop-in and UI elements that linger on screen for so long that they start to feel like a glitch.
Load times on PS5 could be a lot better too. They're generally pretty acceptable during fast travel, but you'll be waiting quite a bit longer than you'd like when returning to the action following a death. At least the frame rate remains mostly steady throughout, targeting 60fps at 1440p on the default mode. The other option is a 4K resolution at 30fps, but given the speed Atlas Fallen moves at, it's best to leave the setting be.
With fairly common issues under the hood, the game isn't quite as cohesive and consistent as it could be. While gameplay is pretty fantastic, the connective tissue holding it together is anything but.
The environments aren't anything to write home about, either. It's certainly cool to glide across the sands, but each location blends into one another with no real unique features. You'll be constantly referring to the pause screen's map as it's virtually impossible to get your bearings simply by taking in your surroundings. It's a lot of sand, a few crumbling cities, and bits of rubble sticking out of dunes.
Conclusion
Atlas Fallen is a valiant effort from Deck13 Interactive that will go down as its best game so far. With fantastic traversal and a fun, engaging combat system, the developer has nailed the gameplay in every sense. What holds the experience back, though, is a lack of polish to iron out the technical issues and potentially long load times. It's disappointing to come up against a few too many flaws, but when Atlas Fallen is on form, its marriage of movement and fighting shines through.
Comments 39
N.i.c.e. i enjoy both the surge games.atlas fallen looks really good.word up son
My copy should be arriving tomorrow 🤞 I thought this looked interesting from day one so it’s good to hear it isn’t completely awful. Looking forward to playing in the morning.
Between this and Forspoken, 2023 feels like the year of open world games made to appeal to me specifically and I very much appreciate it.
Apologies if I missed it, but is it more along a souls genre for combat or more DMC type?
Too many (hopefully) good games coming up to spunk anymore money on a 7/10.
Might have to get this as I liked Forspoken.
@Dirk_Diggler Love your username.
Boogie Nights.
Shouldn't be no issues
with loading anymore with the SSD.
@KaijuKaiser thanks, will keep an eye out for a sale then
I want to play this game since the reveal trailer. I sure will as soon as I can!!
Already pre loaded it might play it tonight
I'd argue that the lords of the fallen put deck 13 on the map not the surge at least for me anyway. I'll wait on a sale for this as it seems good but not good enough for a day one purchase.
Those screenshots look like a ps1 game
@Enuo What is it in those games you find appealing? Genuine question.
@AdamNovice fluid movement and flashy combat. It's not that complicated
Loved both Surge games, so been keeping an eye on this since it was announced. It looks right up my street so I’m thinking a 7 on push square might feel more like an 8 (or even a 9 🤞) for me.
Ahh sounds like it’s a decent pickup down the line when there’s a discount
Desert games. Go figure.
I'll pass. No way I can support a game that has the technical/visual issues as this does. Spelling errors along with both UI and transition are inexcusable in 2023, especially the spelling errors.
I'm glad that it seems to be entertaining for the people willing to overlook the game's flaws, but between plenty of other stuff coming and issues that shouldn't be there, I won't be one of those people. Enjoy though.
Too bad it's open world, I was really looking forward to it. The two The Surge games are my favourite soulslikes but I doubt even this developer can make an open world game interesting
Waiting for the PS+ addition.
@tallythwack I'm guessing you never played a PS1 game.
Good enough for me
Glad to hear this turned out well. I don’t love the art direction on this one, but Deck13 is a solid AA developer. I truly enjoyed both of the Surge games. Hopefully they can patch up some of the technical issues and “jank” down the road.
To me this is my Darksiders 2 successor, it has it's own uniqueness in Atlas Fallen too which is good to see besides a hack n slash with hub/semi-open world design. It's like ReCore hub based and a desert (other biomes/regions maybe differ). I guess, sand, platforming gaps and structures, underground and the odd enemies to fight with some strategy to them.
Snow/sand are hard to do in games to get them right let alone be 'interesting' locations so I respect them doing it. Naughty Dog did forests, snow and deserts in their games and showed how and well any devs trying their hand at making a desert interesting enough by how dead it is (or corrupted worlds with more aliens/fantasy like elements too is a challenge) so I'm intrigued in the mix of buildings and open sand/gaps/underground.
Fighting in mid air, more than just oh jump, attack, drop, is great. No on rails fighting like many intense fights in hack n slashes you can fight in mid air for longer, dash 3 times. I want more of that in games. Will it get praise no clearly not. Do other games do this no. So why wouldn't it because it's not convincing enough to what people want it seems. It is to me, most people nope. It's still a good mechanic and many others in this game I care for. AAs do things AAA don't. AAA have the budget but if they offer story, same old mechanics and garbage I don't care about their budgets are wasted with fluff moments than being AAA to me just big budgets wasted on nonsense in areas that don't need it than it being a plus factor to praise them on for wasting more money. In other areas no doubt but in some I can get by with the basic. I mean you don't have cutscenes in Half Life or Borderlands and they are both AAA too then more particular cutscenes for example.
Enough of that cut out in AAs makes them so much more appealing as much as the other two examples of AAA. Shorter games, less filler content, less cutscenes I don't care about. If less high impact moments sure understandable they can't pull of animations, or set locations for the characters to do it that's what AAA can do with that extra budget and time. But if it doesn't add enough am I missing out not really. If I wanted more gameplay and not fanciness wasting my time it's less value lost and more fluff added.
Is the voice acting good I mean as much as a AA can offer I guess. I do think some dialogue from reading subtitles seems a bit over done but terrible not sure. I can't say yet.
The game isn't perfect (some pop in, distracting yes, game breaking no, some lighting but otherwise no issues that make it terrible or a 6-7 to me it's an 8 (even AAs to me are game of the year wins let a lone I play and watch 8 out of 10 games and shows) and I haven't even played it yet, but may change my mind when I do) and no not because of budget it still gets what it needs to done, I don't think it's missing anything because oh 'AAA does this and this' couldn't care less it offers enough that I'm happy or if it met it's goals by all means the team did a great job.
The combat and additions are really interesting. It's not Valkyrie Elysium element stuns but that's fine. The parry/dodge, the 3 tiers of abilities for the momentum bar and passive/secondaries that activate for you (while I'd have liked control) is still a nice bonus. The weapon altering and combos change is an interesting idea, not sure how awkward to learn they could be or they make it still close enough then throwing people off each momentum bar increased tier. Still a great system. I'm not into skill trees or passives as much but if it flows well to not think about and things work of stats and the secondaries I think it's completely fine.
Can't say I've played a game with that system at all. Or seen any. Could be but I mean when so many are skill trees (I think the game may have one but the other parts are still there at least) or other elements eh. I look for games with world items I can use as upgrades.
The cosmetics around I hope isn't like Jedi Survivor I had no interest in them.
The armour upgrades is an interesting idea then just loot I was surprised by that. I'm for it just was surprised. It's not Ratchet Size Matters element armour combinations (sludge, ice and fire if I want [I wish games had this more whether the objects not particles or actual armour combos more not oh well we have magic, yeah and???], that isn't a combination but if it was a preset one it did acknowledge I could use it besides the full set bonuses) but still.
I know a weird game to compare to but I mean when Rift Apart was just 'enemy percentage here' (really boring, what strategy.....) and many games focus on stats of attack/defence or perks (I play some RPGs mostly tactics these days though not action RPG so forgive my lacking understanding there) you do wonder with so many loot focused goals in games and skill trees what the enemy encounters or actual stats you want with characters really I guess (besides the dexterity, agility, constitution and otherwise of old tabletop ones I guess too) what a game will do with 5 types of armour, what makes them different. I don't know yet but I'm curious. Are they elements? We see the blue but is it ice I wasn't sure if it was the blue feedback to dodge besides the red to parry? Or actually ice and fire.
The world seems fine to me. Works for movement, buildings and NPCs seem within reach maybe?
I enjoy many AA games of this type for sure so regardless of budget it gets the job done I don't need a grand story, the best cutscenes, I don't need millions of dollars into cutscenes and effects and dialogue that doesn't hit me emotionally ever anyways (so many tropes or so much budget I won't cry or care, if it drags on or is fluff dialogue it depends but if you try to get me emotional I do not care I'm not going to AAA games your not good at it, you may others I won't fall for it) and never will because they just don't hit for me.
Tropes are what they are but still. Parodies I can take but others it varies how effective they are many don't. If the gameplay is good I'll probably be more happy enough if I'm not then well your story/emotional moments aren't going to make me care especially.
If I experience new gameplay ideas which this game has of mid air fighting, it has the unique skill/momentum system but do people count it no, we have reviewers saying oh been done before yeah by the quests, sure the world isn't the best but it's still compelling for the momentum system, moving around like Spiderman or Forspoken, Sunset Overdrive (tower defence segments, where are they in open worlds these days then just items with whatever value, killing enemies and more and platforming quests not just that I like but spikes/lasers, versus gaps, versus heights, versus enemy obstacles, versus more have more than an item quest, killing various enemies with different attacks also has it's benefits, no one else did it it's not overdone) and Gravity Rush were fun, the combat has depth no other has I think at least.
Maybe it's re-contextualised I'll agree with that but I mean when you have DMC/Bayonneta/Astral Chain have summons I go eh didn't want that they don't add anything at all, besides that if Spectrobes on Wii did it years ago I mean does it matter, the gauntlet I do wonder when it talks, let alone the armour/3 weapons system then more loot focused we 'usually' see a lot these days. I think a companion works if the dialogue does (I prefer get the job done then overly talking ones but what can I say if devs do it sigh.....) I didn't mind them in previews at least, if you overlook the new stuff elsewhere it still has NEW gameplay ideas to the genre/game doesn't it hmmmmm reviewers. Not oh AAA did this, and so. Ignored many features in sixth gen too for the big games as well or didn't get them. It's why racing games suck now.
European jank isn't in all games. Piranha Bytes Risen/Elex have it still which is sad to see. But others you don't see it at all just minor bugs same as AAA does.
Budget differences are what they are but some don't push over their weight, others get new gameplay ideas, some familiar of course (I mean even platformers you saw the ambitious being a bit eh but those safe with a few ideas that were cool in them worked well then the worse ambitious back then a safe Scaler and ambitious but awkward Vexx), others stick to linear, some do push open world and have a fair attempt at it. If they offer something new I'm all in, if they have some fair core elements I'm in.
I bought Wanted Dead and I love it. Give me Hack n Slash shooter, no one wants to give it to me Devil's Third successor yes please. Other AAA won't do it, then by all means give it some chances of existence in different ways. It has it's jank too both games. XD But did I finish Devil's Third I did and it had no updates either. Says a lot. Wanted Dead no updates, minor jank to it. Some dialogue is awkward but what's here of gameplay is good to me at least.
We don't see dual wielding anymore besides VR even.
The platforming/use of items, give me it more in level design devs not static level design that bores me to death, I'm constantly sick of being stuck to the ground and whatever nonsense lore and I can't really discover much, I do think codex can be hit and miss to care about too, give me 3 dash gaps to jump or altering the platforms/more ways to explore, or making platforms appear/disappear. Give me things to care about in the world then oh a biome, oh lore but I don't really care unless I get up this mountain, no make climbing the mountain fun not whatever ordinary climbing is like let me jump up it, build a way up (because I can or it's preset locations).
Been waiting for quite a while now for this to drop. Its my wife that told me about it when the reveal trailer came out. So I will probably get it and the fact it turned out pretty good is definitely positive. Good job on the review also ^^
@PsBoxSwitchOwner Def not sounds like looks more like darksiders to me
Just bought this off the PS Store, keen to jump in this weekend!
@DennisReynolds you guessed wrong
Wow never even heard of this game - worried it won't have a chance in hell to get much of an audience in such a packed year. Still, I've been craving a decent AA game - will definitely give it a go if it hits one of the sub services (which I imagine it will before the end of the year).
Cool review - my most anticipated game this year cant wait!
enjoying the game so far on my lg c1 and the games performance mode is running good nice graphics
@tallythwack then your memory clearly failed you because that's not what ps1 games ever looked like. Not even ps2 games.
@KilloWertz I know, right? No matter how much fun I'm having with a game, as soon as I see a spelling error, I immediately delete from it my hard drive and my memory. Just unacceptable. Perfection or nothing.
@naruball I know you're mocking my post, but I'm not wrong that there's really no excuse for a game to have that in 2023. It'd be a bit different if it was a JRPG being localized, but that's not the case. Also, skipping a game because of multiple things (spelling errors included, not just them) is different than enjoying a game already and then noticing spelling errors.
Not looking to argue or anything, but I did feel the need to respond to the unnecessary mocking of my original post. I was only giving reasons as to why I wouldn't be buying the game.
@naruball regardless ,they are terrible screenshots
I tried it, I was highly dissapointed. I am perfectly fine with the AA style lower budget games, I actually wish we got more of them, the Darksiders franchise is a perfect example of a AA game done right. As with both Remnant: From the Ashes games.
I found the story, characters, and voice acting in Atlas Fallen to be abysmal. Again, I don't need it to be on par with something like Uncharted or The Last of Us, but Atlas Fallen just doesn't cut it. I feel Forsaken's story, characters, and voice acting were leagues above Atlas Fallen, and I thought those aspects of Forsaken were also horrible.
As for the combat, it's OK, and I like the idea of the momentum system, but I just don't think it works in some ways. I absolutely do not like how unlocked skills are tied to tiers of the momentum system, especially with how easy it is to lose momentum.
The combat isn't difficult, but the horrible lock-on makes it needlessly frustrating, which is part of the reason losing momentum is so easy. The lock-on system just never works properly. It has the tendency to automatically lock onto larger enemies when I'm trying to lock-on to smaller enemies to clear out ads and quickly build momentum.
Having the parry tied to a cooldown is also a poor design choice in my opinion. If this was about 1-on-1 combat it'd be ok, but when multiple enemies can hit you at once, making it easy to miss a parry despite its generous timing window, it just further exacerbates the issues I have with combat and how easy it is to lose momentum due to issues with parry but primarily the horrible lock-on. Manually targeting enemies and avoiding the lock-on-feature doesn't help, it still feels as though the game has some form of soft lock because my attacks still get drawn toward enemies I am not focusing on.
It's a shame, I was really looking forward to this. That being said, I hope this is successful because I want more AA games and I want publishers to see they can succeed and not every game has to be AAA with and outrageously bloated and unnecessary budget.
@KilloWertz I still find it ridiculous, but by all means, you do you.
A nice concise review. It reads as a buy when cheaper (£20) which is what I did with Forspoken. That is a great game when it only sets you back £20.
Thanks for the review.
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