gameplay preview. Shows npcs, dialogues, combat, inventory, journal, skill systems, looting, crating, etc etc.
the game uses goal-based quest system where you're just given some abstract objective that can be reached in a variety of ways
sounds like a mind-map from Pathologic 2.https://www.gamesradar.com/games/surviv ... -district/
"Right from the outset, you can do whatever you want. You can follow whatever lines of investigation that you want. Now, given that you'll be poorly equipped, some choices may lead to bad results". You'll meet a lot of characters along the way who will have their own angles on that too, and you're free to believe them if you want to. Even though we don't feed it to you in a nice, sequential way, our setup makes for a really rich story. It's kind of like one of those 'Choose Your Own Adventure' books we read as kids."
Atomfall doesn't have a traditional quest system. It's one of the largest differentiators between this new Rebellion IP and Bethesda's Fallout. There are no quests, only leads. Put another way, there are questions – a lot of questions, and few distinct answers. You awake in 1962, five years after the historic Windscale disaster, without any memory of who you are or where you came from. Leads intersect with one another, contest with, and ricochet off from one another; there's friction inherent to the storytelling as every character you encounter offers their own perspective on the world around them, and present their own leads that you can pursue, leading to different outcomes. Follow the leads you want to, disregard the rest – maybe you'll form a perspective of your own, and get some sense of how this radioactive quarantine zone came to be.
Leads don't cast judgment on a situation, only provide context, allowing you to follow your intuition and form a moral compass. As for how characters around you respond to your actions, well, results can vary. "There's a giant spider web of leads. There are situations where you might do something that befriends one person or upsets another, and there's loads of that happening all the time," says Ben Fisher, creative director for Atomfall. "We signpost that you've found a lead, but we don't tell you if you've lost a lead."