Atlas Fallen feels like a dream.

Not because it’s incredible, but because it’s already hazy.

After that, there’s honestly not much to spoil.

Cover image for YouTube video

The main problem is that all the conflicts and relationships and animated backstory cutscenes are purely functional.

This is a mid-budget B-action-film in video game form.

The game instead plays everything with a straight face, which is definitely mismatched with the over-the-top goings on.

Screenshot from Atlas Fallen, showing a mechanical red construct towering over a landscape of a bridge.

But that flow is also constantly in flux and rarely feels like the same experience twice.

Atlas Fallen accessibility options

Option to display subtitles, subtitle backgrounds, and speaker names during conversations.

Option to disable camera shake and controller vibration.

Screenshot from Atlas Fallen, showing a group of armoured knights from third-person camera view.

Option to remove parts of the on-screen HUD.

But the bigger worry is the mind-numbing open-worldisms that pull Atlas down.

Or make the monster-slaying cooler with upgrades.

Screenshot from Atlas Fallen, showing a 2D animated cutscene of two ethereal figures pointing in opposite directions.

Sometimes your noggin needs a break from working overtime to slide on rolling deserts and hammer monst

Screenshot from Atlas Fallen, showing the player character jumping toward a monster mid-fight

Screenshot from Atlas Fallen, showing the player character in mid-air with The Watcher and the clouds in the background.

Screenshot from Atlas Fallen, showing the player character falling into ruins.

Screenshot from Atlas Fallen, showing the armour customisation menu.

Screenshot from Atlas Fallen, showing the player character sliding through sand with an enemy worm in the background.