
Atomic Heart is a closed-world first-person shooter with role-playing elements, from Russian developer Mundfish, taking place in an alternative historical timeline. It also features four DLCs that conclude the story and improve upon the base game. Fans of shooters with stats that aren't quite immersive sims might be interested in Atomic Heart.
Warning: Because this review deals with all of the DLC, there will be spoilers.
Peace, Land, and Lead!
Atomic Heart takes place in an alternate 1955, in a retrofuturistic wet dream of Soviet glory where the communists made cool science goo and robots instead of famine and genocide. World War II came and went, but not before the Nazis unleashed a terrible plague that killed millions of people, thus pushing the USSR to create advanced robots, to replace all the lost manpower, and Kollektiv 1.0, the network that unifies robots all over the world. While they were at it, they also created polymer, the science magic stuff of the AH world that lets the Soviets do just about everything that would be completely impossible in 1955, including desktop computers, gloves that can shoot lightning with SHOK power, and loads of other squishy science fiction elements.
Aside from visuals and some language flavoring, Atomic Heart is only superficially Soviet. There’s no real delving into the history of the USSR except for the historical cliffnotes. If you were hoping for, or dreading, a game that extols the virtues of communism, look elsewhere. The communist utopia works, and that’s all you need to know. The brains behind most of these innovations, Dimitry Sechenov, also created THOUGHT, a special device that lets people control robots with the power of their minds. Now humanity is sitting on the cusp of a new age with the upcoming launch of Kollektiv 2.0, a massive neural network that will wire up all of humanity and not be completely exploitable by a select few at the top of the politburo or anything like that.
Now You Do Eventually Plan To Have Gameplay In Your Game, Right?
The game begins the way most modern games do, with a thirty-minute-long exposition with zero agency. The protagonist, Major Sergey “P-3” Nechayev, gets lore dumps, meets important characters, and learns the basics while meandering around the retrofuturistic paradise, which is bubbling over with joy and mirth due to the upcoming launch of Kollekltiv 2.0. While this is all going on, Sergey is having an ongoing conversation with CHAR-les (Charles), the AI living inside of his magical polymer glove. And then, at last, all hell—and player agency—breaks loose when the robots suddenly go mad and begin killing everyone for no reason; now it’s up to P-3 and his talking glove to explore Facility 3826 to find out what’s happened and fix it. This is also where it becomes obvious that Mundfish were victims of their own ambitions.
Roadside Moshpit
The developers frontloaded the game with action, especially the giant borer robot crashing into everything, making huge holes in the environment. I thought I’d be dodging it for a good portion of the game while I avoided crazy trams and other various haywire gizmos. Unfortunately, the really exciting stuff only makes up about five percent of the game, and once it's done, the vast majority is spent in the very large, very banal Facility 3826. It looks like an amusement park from hell with bright, colorful scenery, well-trimmed foliage, and cute flower cameras that bring down hordes of robots. What it really is, however, is a long unpleasant trudge in a walled-off sandbox. The robots never stop coming in the overworld; an endless supply of flying repair drones sees to that. The nature of the overworld makes it a war of attrition. Taking damage is inevitable, and healing consumables take up inventory space, of which there’s a limited amount, so there’s some management involved between guns, ammo, and healing. Capacity can be upgraded, thank God.
The element of danger is fun for a time, but stealth falls apart when you realize how slow it is to creep across the facility. Enemies can be disabled quietly if you sneak up on them, but it requires a QTE event to eliminate each one and just isn't worth it. It’s easier to go guns blazing and keep moving, avoiding cameras when convenient. Sergey can disable them with his SHOK ability or smash them outright, but broken cameras get repaired, so it's a stopgap, and while it is possible to temporarily halt repair droids, it's exactly that: temporary. Disabling repair bots also requires going out of your way to disable every single electronic device in the area, which can impede progress. Fortunately, there are unattended Ladas sitting around the facility waiting for someone to steal them and drive off, and a car makes it much easier to get away from enemies.
Smash Those Metal Mothers to Junk
Atomic Heart has a lot of different crazed robots and biological horrors that need destroying, and they have different vulnerabilities to exploit. These vulnerabilities are revealed through the scanner that P-3 gets at the beginning of the game. Or, I should say, they can be revealed if you can keep enemies in the targeting reticle long enough. The scanner’s main function is to highlight enemies, loot, and plot coupons among the scenery, something it does far better than most games' highlighters by virtue of seeing through walls and filtering out needless visual details. It's so much better than a tacky outline around an object to separate it from useless props.
AH features a large arsenal with additional exclusive weapons in the DLCs. Sergey starts off with a meager ax and gradually acquires new weapons around Facility 3826. Save for the ax, all of the base game weapons come in blueprints that require crafting at NORA, the psychotic, lovesick AI-powered weapon manufacturer. She has an unhealthy crush on Sergey, almost literally at the first encounter.
The base game features five different melee weapons, three energy-based weapons, and a group of ballistic weapons. I ended up skipping most of the melee weapons since they were only slightly different from one another. Ballistic weapons require their own exclusive ammo, while energy weapons run on some kind of upgradable battery that Sergey has on him. Weapons start out a little anemic and improve once they've had a few upgrades. AH's weapons have several exclusive upgrade paths, like the Zvezdochka, a fun sawblade on a stick, which can be upgraded with either a killer uppercut, or a magical homing sawblade that makes quick work of everything. The special melee attacks drain energy to prevent rampant abuse. Most firearms have the typical iron sights feature, but I rarely used it because it takes too much time to aim when a killer sawblade on legs is trying to carve me up. All of the weapons are satisfying to use, and I never got tired of seeing robots getting smashed to pieces, especially after how times they knocked me off my feet.
When the big Dominator energy gun became available, I recycled my puny Electro pistol, since weapons take up inventory space and you can only have six slotted at any given moment for use. Honestly, there are too many weapons, and it seems that Mundfish agreed with me because half of Atomic Heart's base game weapons are never heard from again in the DLCs. The DLCs introduce a couple of new weapons that are much better designed anyway, like the Secateur, a combination ballistic-energy weapon. Crafting requires a blueprint and enough resources. Some resources are common and found hidden inside trunks, shelves, and drawers, while others are found on the corpses of robots and organics. Ammo and blueprints are also found inside of stashes. Weapons, upgrades, and consumables can all be made once the corresponding blueprint is found.
This brings up one of the most time-consuming parts of the game: scavenging crap everywhere you go. Everything lootable is highlighted; just get close enough and push the “loot” button, and the magic glove does the rest. The glove continues to pull loot so long as it grabs something within a certain time frame, and then it turns off, requiring the animation to cycle before you can turn it on again — since not everything is neatly lined up in a row, this means multiple sweeps of countless rooms. Sergey's backpack has an infinite capacity for resources and any supplies that don't fit in inventory go to storage that can be accessed at NORA.
It’s not something which you can opt out of, unless you want to take on every robot with melee weapons and skip over resources and upgrades. The endless looting combined with the infinite nature of enemies in the overworld make the pacing of Atomic Heart painful. I chose to visit every optional location to maximize my weapons, but I was left wondering if I could have ignored most of that stuff and been done a lot sooner. Upgrading stuff is fun; having to stop constantly to scavenge isn’t. The one mercy in all of this is that AH doesn’t punish you for trying new things. All resources are refunded on weapons and abilities if you go a different route at your nearest NORA booth.
Metal and Flesh
Enemies in Atomic Heart are divided up into two categories: robots and organics. Robots make up the majority, but there are enough organic enemies to consider specializing one or two of your weapons in dealing damage to fleshy things, since you can always switch them out without penalties. Most of the robots in the facility are everyday worker droids that happen to have secret combat modes installed. Humanoid robots, like Vovas, designed to assist in lab work, are also experts in hand-to-hand combat. Agricultural rotorobots with swinging scythe blades slice through flesh as through it were grain. The enemy designs are top-notch, memorable, and satisfying to smash into bits, whether it’s the irritating little turrets that roll onto the scene and start rattling Sergey with bullets and rockets, or the disturbing mutants that infest some of the laboratories.
Organic enemies are human corpses infused with experimental plant life and capable of attacking with various elements, like setting P-3 on fire or leaving behind toxic clouds. Plants are birthed from orifices growing on the walls, from which they seek out dead bodies to infect, or just come at Sergey directly. Individual enemies and small groups are fun to fight; it’s the endless plodding combat across the surface of the facility that takes the fun out of it. Boss fights are few and far between—too few for my tastes; even the ones I didn’t like much were an oasis in a desert. Some bosses are glorified versions of basic enemies, while others are grand and intimidating foes like the Hedgie: a massive survey robot designed to collect rare plants and rocks, which also does a great job of firing explosive projectiles and smashing the human body to a bloody pulp. It’s another area where Mundfish did a good job, though; most of the bosses are massive and intimidating, even if they go down in a heap to the Zvezdochka’s homing saws.
Most enemies in AH have standard attacks and special criticals that they telegraph with an orange, rippling wave effect. That’s the signal to dodge out of the way or take a lot of damage and potentially get knocked down. Dodging in AH is your standard “tap button to dash in that direction” with a limited number of regenerating dashes. Sergey can also dash in midair, helpful for reaching ledges.
I died a handful of times, mostly to bosses or falling to my death, so I'm not sure what to say about the difficulty curve. The standard enemies aren't too difficult on normal, just endless. I had a surplus of healing supplies waiting for me if I ever started running low, except towards the end of the Blood on Crystal DLC. There’s enough variety with resistances and tactics to leave the player needing to swap between melee, energy, and ballistics on a constant basis, but enemies can typically be brute-forced when all else fails, to say nothing of the polymer magic glove.
Glove At First Sight
The polymer glove runs on neuropolymer, the tech goo that lets Major Nechayev upgrade his stats and do all kinds of science magic—which is where the role-playing comes in. Aside from general stat upgrades that include damage resistances, more health, and stuff like not breaking every bone in his body when falling from a height, Comrade Major can also zap foes with electricity, shield himself in polymer, and freeze enemies solid, among other powers. There’s no mana in AH, only a recharge rate for each ability, but you can only have two special powers slotted at any time, aside from the electric SHOK.
Since I found stealth to be a complete joke, combat was constant, so the most useful abilities in AH were crowd control and damage reduction. I became a big fan of the polymer shield and lifting enemies into the air so I could shoot them at will, and didn’t get a lot of use out of things like freezing or coating them in polymeric goo. The goo lets Sergey amplify elemental attacks like electric, ice, and fire; there’s an upgrade that lets him attach elemental cartridges to his weapons to give them additional effects. The DLCs feature different abilities that often can’t be swapped out, in a “what you see is what you get” model, and they’re far cooler than what the base game had to offer. As the DLCs go on, the illusion of choice gets whittled away until there’s almost no choice at all. The final DLC strips Sergey of upgrading abilities altogether. Instead, he swaps them out on the fly at special kiosks as puzzles and combat demand. It plays smoother than the base game because there’s a lot less scavenging around for resources, and since there's no need to scavenge neuropolymer to upgrade abilities, it means more time is actually spent playing instead of looting.
That Thing On Your Hand—It's a Convenience
Most of AH goes like this: P-3 has an objective somewhere in the facility and needs to either drive or hoof it to said location, do whatever the quest marker tells him to do, and then repeat in another area while slowly working his way across the countryside searching for a pair of rings that everyone is trying to find. The rings end up being nothing more than a MacGuffin since Sergey throws them into the sea shortly after he gets a hold of them. (One of the DLCs is all about recovering them, oops.) Most of the exposition is provided by ongoing dialogue between Sergey and CHAR-les with occasional messages from other characters and "chirpers," small handheld devices that act as audio logs. Computer terminals also provide additional information, including audio files and pictures that are sometimes used to solve door puzzles.
Aside from that, AH’s attempts to make me care about the world and lore fell flat. The stuff I read on terminals was immediately forgotten and rarely interesting enough to add any telling to the game’s showing. A lot of the audio logs are this way as well; unimportant messages and further lame attempts to be funny that left me groaning. Good lore can add seasoning to good visuals, but none of the filler resonated with me.
The optional content involves stopping by various research “polygons” to get access to special upgrades to weapons in what amount to mini-dungeons. These dungeons contain movement-based puzzles that often require altering the environment in some way—reminiscent of Portal, complete with narration in each polygon explaining the purpose of the tests. The rewards for completing the challenges are sectioned off into three tiers: bronze, silver, and gold, with the best stuff being in the final chest, though I can’t imagine anyone would leave one of these places half-done. Getting into the polygons is a challenge itself, as they’re locked and often require searching around to find an unconventional way to get inside. Other puzzles involve everything from moving glowing spheres through plastic tubes to playing a game of memory. The puzzles are varied though not necessarily engaging, but going into the polygons to do platform puzzles was a relief at times, just to avoid more waves of enemies in the overworld.
Tonal Whiplash
Being from a Russian developer doesn’t spare Atomic Heart from the modern Western gamedev curse: P-3 runs his mouth constantly, commenting on almost everything he sees. Sergey is a foulmouthed, ultra-violent goon who shuts down anything intelligent-sounding from CHAR-les in favor of wanting to shoot or smash stuff. His profanity-laced speech doesn’t make him sound tough or edgy, only immature, and I quickly came to detest him. He also has an odd verbal tic—"crispy critters"—which he says constantly. As the game progresses, it becomes obvious that he's been designed to play the role of an obedient stooge who starts to realize that something is amiss, but his "dumb lackey" traits are exaggerated far too much so that it becomes his entire character, though he does start to develop after the base game.
Nearly every important character in the game is quirky with nothing else to define them. Right from the very beginning I encountered a gun-toting, gritty babushka who turned out to be one of the most important characters in the game and a major in the Soviet intelligence agency. Not only did she have surveillance technology to rival the KGB, but she also flies around in a jet-propelled cottage. At one point in the third DLC I had to defend a bunch of talking dolphins from an onslaught of robots while they put on a show in order to progress. In the first half of AH, Comrade Major needs to access a train to get to the other side of the facility, but the engineer robot won’t let him without a ticket. This requires talking to a lot of dead people; this is possible because of the residual memories in their THOUGHT devices. Being able to talk to dead people is neat and one of the few original ideas in the game, but the process of getting a functional ticket is a load of back and forth between pestering corpses for their passes only for the robot to deny Sergey over and over, all the while he gets furious in his overblown, petulant fashion. It’s another thing that's supposed to be funny, but I didn’t laugh.
If the game had been designed around this in a light-hearted, dark humor fashion, that would be one thing, but Atomic Heart goes back and forth between irreverence and the desire to be taken seriously. As such, when the game wants to have a serious, emotional moment, the story beats fall flat because nobody has any genuine substance to them.
After AH
After a few big reveals, P-3 is left with one of two choices: confront Sechenov to prevent the launch of Kollektiv, or turn his back on everything and leave. The four DLCs continue the storyline after the main game is finished, and this is where Atomic Heart improves, first, by virtue of not being a bland sandbox, and second, by the benefit of being able to focus more on location and story. The first DLC, Annihilation Instinct, deals with the non-canon ending of Sergey walking away from Facility 3826 without stopping Sechenov. The DLC is an “all just a dream” sort of thing that gets explained later on, and this is where Mundfish realizes that Sergey doesn't have to swear constantly. He begins to grow as a character and even acknowledges—and finally drops—his annoying verbal tic.
Special mention should be made of Trapped in Limbo, which sits at “mostly negative” on Steam for good reason. TiL is a pastel-colored nightmare that plays entirely different from the rest of Atomic Heart. After the canon ending, Sergey finds himself in Limbo, a hallucinogenic world he goes to when the implant in his head kicks in to stop him from losing his mind, or when someone else takes over to make him do bad things.
What this means for the player is surfing off of giant slices of cake and trying to wallride to the next checkpoint while being fed bits of exposition from manifestations of his dead wife and other characters. I fell off so many pieces of cake so many times trying to find the next place to go that I almost quit out of frustration. There’s also a lot of wall climbing and a battle against a gingerbread man boss that requires smacking colorful versions of the robotic enemies into him to do damage. The DLC contains gold coins to collect that can be spent on weapon skins that make your guns look like big pieces of cake and candy, oh goodie! Playing this DLC is like ice fishing: it feels great when you stop, and my advice to anyone who chooses to play Atomic Heart is to skip this DLC entirely and just watch the important parts online—it’s that bad.
Enchantment Under the Sea introduces a whip ability to the glove that doubles as a grapple, giving the player new environment-based puzzles to deal with. It sticks around for the fourth and final DLC and generally makes the game a lot more fun and challenging to play. Enchantment also introduces Sergey's companions, an unlikely group of weirdos who come together to help P-3 and add more silliness to the game, and a very nice weapon, KM-4 Kuzmich autoloader shotgun, with an alternate grenade launcher. Too bad it didn't stick around for the final DLC.
The most recent and last DLC, Blood on Crystal, peeled away the last of the role-playing elements, leaving behind a science-fantasy shooter in its wake. This is the longest of the DLCs, though a mixed bag of strong environments and puzzles that outstay their welcome. I enjoyed my time on the submarine and the return of the plant mutants, but the big, expansive warehouse areas and electric wiring puzzles started getting long in the tooth before it was over. There were several locations that look like map chunks directly lifted from the base game and painted over. I wish I could say that the grand finale was an amazing send-off to a game with a shaky start, but the final boss fight left something to be desired, and the truth is that Mundfish proved they could make engaging bosses earlier on, so I was disappointed. There were some plot twists in the end that I genuinely wasn’t expecting and appreciated, but staring at Sechenov's naked rear while he delivers a lame speech on the future isn’t how you should wrap up a game.
I clocked forty hours total with all the DLCs, doing all the optional content in the base game, while skipping over most of Limbo; no way was I subjecting myself to any more of that torture just to get a bit more exposition or weapon skins.
Conclusion
Atomic Heart appears to be the victim of too much ambition, from developers without a clear idea of what they wanted their game to be and writers unwilling or unable to commit to serious characterization. It would have been a lot better if Facility 3826 had only been a small stop along the way of a more varied base game. AH’s greatest strengths are the visual and audio designs. There are several arena battles set to techno versions of classic Soviet tunes because someone out there must have really liked that part in Bioshock where you fight splicers to Waltz of the Flowers. A selection of techno remixes of classic Soviet songs and original works keeps the action moving, but everything else from story to pacing gets tossed on the back burner. I can at least say Sergey grows as a character, and he grew on me a bit by the end. And while the DLCs (besides TiL) are an improvement, the irreverent, silly tone never goes away. It remains to be seen if Mundfish learns enough from this experience for the already-announced sequel.
If you’re interested in a shooter with a load of style and limited substance, and you have a high tolerance for modern, silly tones, then you might enjoy Atomic Heart. Otherwise, you'll probably want to skip it.



