Atomfall might have been an apocalyptic classic if it wasn’t for all the walking | Dominik Diamond

The Lake District after the 1957 Windscale nuclear disaster is a great setting for a game – and gorgeously rendered. That doesn’t mean I want to endlessly keep traversing it‘Fast travel”. The greatest two words in gaming. Greater even than “infinite lives”, Clive Sinclair or “moustachioed plumber”. It is to go from one location in a game where you are doing something important to another location in the blink of a loading screen, cutting out the repetitive kerfuffle in between. (Trivia break: Repetitive Kerfuffle might have been the working title for Tetris!)We’ve had it since the 80s. Dragon Quest had a Return spell and the original Zelda had the recorder to take you to different dungeons, and even they were preceded six years earlier by a certain big fat yellow mouth who had dots for supper and ghosts for dessert. Because that guy could go out of one side of the screen and appear on the other instantly. That’s fast travel isn’t it? My advocacy for this is however tempered by the depression I feel that PacMan may have thought going off the right hand side would mean an escape from his corridor hell, only to return, Sisyphus-like, back where he started. Continue reading...

Apr 25, 2025 - 10:07
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Atomfall might have been an apocalyptic classic if it wasn’t for all the walking | Dominik Diamond

The Lake District after the 1957 Windscale nuclear disaster is a great setting for a game – and gorgeously rendered. That doesn’t mean I want to endlessly keep traversing it

‘Fast travel”. The greatest two words in gaming. Greater even than “infinite lives”, Clive Sinclair or “moustachioed plumber”. It is to go from one location in a game where you are doing something important to another location in the blink of a loading screen, cutting out the repetitive kerfuffle in between. (Trivia break: Repetitive Kerfuffle might have been the working title for Tetris!)

We’ve had it since the 80s. Dragon Quest had a Return spell and the original Zelda had the recorder to take you to different dungeons, and even they were preceded six years earlier by a certain big fat yellow mouth who had dots for supper and ghosts for dessert. Because that guy could go out of one side of the screen and appear on the other instantly. That’s fast travel isn’t it? My advocacy for this is however tempered by the depression I feel that PacMan may have thought going off the right hand side would mean an escape from his corridor hell, only to return, Sisyphus-like, back where he started. Continue reading...