As a devoted fan of “TomFall”, it’s been merely two months since its exhilarating launch in March, and we’re already witnessing the unveiling of its first narrative DLC – “Wicked Isle”. This expansion offers a new, compact island for exploration, alongside some captivating fresh weapons and Skills. Frankly, it’s astonishing that such content is being released so close to the game’s initial launch. The question on everyone’s lips is, is it worth parting with $20 for this expansion? Well, opinions may differ, but if you’ve delved into the base game, “Wicked Isle” seamlessly complements it, even though the content itself might not fully satisfy all expectations.
Players can easily reach the Downloadable Content (DLC) by making their way to Wyndham port and conversing with the ferryman, one of the fresh Non-Player Characters (NPCs), stationed on the docks. Even novice players are encouraged to join in, as they can enter Wyndham directly from the initial stages of the main game.
Just as anticipated, most of this content unfolds on a secluded island separate from the primary locations in the main game. The DLC’s main storyline involves a return to the mainland as well, but let’s delve into that detail later. Now, you may wonder about the scale of the new DLC island. It’s roughly similar to other regions within the base game. Remarkably, this new island shares characteristics with the Casterfell Woods region – in terms of size and geographical traits. So, if you share my disdain for those druid-inhabited woods, be prepared for more of the same.
Absolutely, as an island, it’s surrounded by water all around its land area. My first demise in the DLC was due to a fresh batch of Aquatic Ferals, monstrous creatures resembling 1950s sci-fi horror mermen, who sprang from the deep waters of some beaches. They certainly pack a punch! There’s also a new enemy group that acts just like the druids in the main game. Apart from these two new enemies, which could be considered reskins, there’s not much combat-wise that players won’t have already encountered in the base game. Unfortunately, Wicked Isle doesn’t introduce any revolutionary boss fight mechanics or memorable encounters, which is a bit disappointing.
In simple terms, the game “Wicked Isle” doesn’t introduce anything revolutionary in its boss battles or memorable combat situations.
What makes the enemy more challenging is the recurrence of those persistent Mutant Plant enemies that never die. They’re strategically placed in frustrating locations, deterring exploration, especially in one significant area. Additionally, there are too many druid groups roaming throughout the island’s landmarks. As I mentioned earlier, Casterfell Woods was my least favorite location from the main game, and finding similar groups of druids in another wooded region was disheartening. While there are some areas of overgrown grass for a covert approach, Atomfall thrives on its intricate indoor level design, which this DLC lacks.
In comparison to smaller areas in the base game, Midsummer Isle feels particularly unreachable due to the absence of The Interchange. This transportation hub significantly improved movement within the base game by featuring hidden entrances scattered across each region. Unfortunately, without an entrance to The Interchange on the island, several issues arise.
Firstly, you can’t access your storage tube, meaning all the new loot you acquire has no place to be stored due to the restricted inventory space and lack of Interchange access. Your only alternative is to walk back to the mainland via ferry if you don’t want to keep everything on your person. Regrettably, this DLC doesn’t include fast travel options or inventory expansions.
Even though I didn’t feel the need for these features in the base game due to The Interchange, its absence here on Midsummer Isle makes traversal a tedious process. Instead of quickly moving between areas, you must manually walk to the boat, go through a loading screen, and then walk from Wyndham docks. This significantly slows down movement in this DLC expansion.
One reason why lacking Interchange access can be disappointing is due to the excessive backtracking required in the DLC’s quests, particularly fetch quests. In one instance, locating four keys to open a crypt is part of completing the DLC’s main quest. However, unlike the base game where key locations are provided, you must discover them yourself in this expansion. This is when Atomfall’s strongest design element comes into play – leads. Disabling lead tracking in the options menu allows the game to naturally guide the player towards objectives. Usually, this involves deciphering written texts, gathering information from NPC conversations, and observing environmental storytelling. Although this aspect remains consistent in the DLC, guidance is less effective, leading to instances of getting lost more frequently during the DLC than in the main game. Finding the new metal detector will be quite challenging since there are no clues or leads provided, making either luck or turning on objective markers essential for its discovery.
“I got lost more during this DLC than at any time in the base experience.”
When tackling the four keys, you have the freedom to pursue them in any sequence you prefer. However, it’s crucial to gather all clues together before trying to obtain each key individually since they are all located on different parts of the mainland. This could potentially require multiple trips to the mainland for some players. It’s worth noting that such backtracking wasn’t a factor in the original game due to the well-designed Interchange linking the various regions.
What adds to the disappointment is the lack of additional content provided for the mainland areas or familiar characters. The only thing you do with your new metal detector is use it in specific areas from the base game and then return to the island with the quest items. There’s no modification of earlier zones, no fresh conversations with old NPCs.
Revising this sentence to make it easier to understand: The design of this fetch quest reveals that we could use a quicker way to reach the mainland, like an Interchange shortcut, or an upgrade for faster travel. A significant amount of time spent in this DLC is on revisiting areas previously explored in the main game, but without any new content, locations, or characters to keep it engaging or novel.
In summary, while some parts of the game “Wicked Isle” may seem repetitive or re-used from the original, there are fresh elements to explore. The new blunderbuss shotgun offers an enjoyable shooting experience, despite its limited ammo supply, and the new daggers and cutlasses have an appealing appearance, even if they function similarly to their base game counterparts. Additionally, players can now utilize a new skill set, which grants resistances and abilities related to diverse status effects. One noteworthy skill is Decomposition, where investing points allows you to transform enemies into a cloud of spores that can be extracted upon stealth kills. How exciting is that?
“The new Decomposition skill turns enemies into a puff of spores that you can extract.”
While the number of new items and skills might not be mind-blowing, their quality certainly compensates for it (and it seems those new skills are quite pricey). Beyond some stylish new equipment, players will encounter side missions, numerous diaries and notes to explore, intriguing characters to debate with, and even a unique ending to engage if they complete quests and respond to dialogues appropriately.
When discussing characters, one of the most captivating personalities you encounter right off the bat is the boatman who transports you to the island. He carries a heart-wrenching backstory, and as the DLC progresses, his journey stirs up a great deal of sympathy. Similarly, the main adversaries in the DLC (though they might not be traditionally called that) communicate in an ancient English dialect that is delightfully charming to hear. The narrative spun by the ghostly Abbot and his entourage is one of the most captivating aspects of Wicked Isle.
The mysterious entity that descended from the heavens, its followers, and the 17th-century events that the player uncovers all seamlessly intertwine with the main storyline of Atomfall. The connections between these elements and the broader narrative are masterfully crafted. Wicked Isle offers a thoughtful perspective on how Britain 200 years ago might have reacted to Oberon, serving as an insightful counterpart to the reactions of more contemporary individuals with technology in the main game.
“The boatman who ferries you over to the isle has quite a tragic tale to tell.”
Despite the engaging storyline, Wicked Isle falls short of my expectations due to several drawbacks. As a third of the base game’s cost, I anticipated more substance from this DLC. The content provided in Wicked Isle didn’t captivate me as much as the original game. Traversing back to the familiar locations from the base game to collect keys wasn’t an enticing feature for me, especially considering the absence of fast travel or Interchange entrances. Furthermore, Wicked Isle seems rather thin on content compared to the original.
As an ardent fan of Atomfall, I must admit that the latest additions in weapons and skills might not be enough to lure players back into its captivating world. However, it’s worthwhile for die-hard fans who truly cherish Atomfall to consider a purchase. Wicked Isle serves as an engaging supplement to the main game, offering enriching and satisfying experiences that extend and deepen the Atomfall universe. Yet, it may not be compelling enough on its own to attract new players or rekindle the interest of previous ones.
This game was reviewed on the PlayStation 5.
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2025-06-10 17:12