An enormous open-world RPG with a beautiful map and very little underneath it. Ambition is not the problem here; conviction is.

There is a moment near the start of Atlas Unwritten, cresting the eastern ridge with the whole map opening below you, that is as good as this year gets. The world is beautiful, the scale is real, and the promise is enormous. We would love to tell you the next seventy hours honour it.

The trouble is that the map is the whole idea. Within ten hours the side content has shown you its complete hand — three activity types, relocated and re-skinned, forever. The camps you clear are the camps you cleared. The relic hunts resolve identically. A world this large needs either density or restraint, and Atlas Unwritten has chosen neither.

Its systems have the same shape. Crafting, standing and the much-advertised charter mechanic all arrive with a tutorial, deliver exactly what that tutorial described, and never develop further. The choices are the most disappointing part: the game stops, tells you loudly that this decision will matter, and then routes you back to the same corridor within an hour. Announcing weight is not the same as having it.

None of this comes from incompetence. The art team has done superb work, the score is lovely, and there are individual quests here — a village dispute in the southern marsh, in particular — with more craft in them than most games manage all year. They are stranded inside something far too large to have been finished. At ninety dollars, that is not a trade we can recommend.

The Long Stay 73 hours in

Seventy-three hours is long past the point where Atlas Unwritten has anything left to show you. Everything the game does, it has done by hour twenty; the remaining fifty are the same activities relocated. That is the clearest verdict we can offer on staying power.

Reviewed on PC, PS5, Xbox. Play time is logged by the reviewer and published with every score — see how we score for the full rubric.