Both the film and the progress of Avalanche served to generate unexpected hype around the game of Mad Max , and not have them in suspense, is I’m going to say it’s a good delivery, especially when you remember that it is a licensed, but very specific problems with its structure prevented it reached more.
It is clear that this is not a direct adaptation of the film, but the conceptual pillars are the same, only takes Charlize Theron and Tom Hardy: I speak of a post-apocalyptic world where only the strong survive and the car as an icon, boasts an air of divinity. As a video game, on the other hand, Mad Max is open world with elements of action and RPG.
Needless to say, we take the role of Max, who after being stripped of his beloved and powerful vehicle, embarks on the slope and help build a new one, incidentally, to dwell in the wilderness, besieged by forces of The savages inhabiting Great White and its surroundings. This translates into hundreds of kilometers of desert travel, combat between cars, clean fist fights and LOTS of looting. It is not a story of Gabriel García Márquez or anything, but just even enough a stamp like Mad Max .
The result is an open, visually splendid and saturated with activities, but repetitive and rigid set; without surprises and with few additional reasons to explore. That means that if you travel a specific region of the map, the icons displayed represent all available to interact … everything else is dust. Except recurrent storms and enemies patrol vehicles, you will not find anything unexpected that, over time, lead to a sense of monotony.
There are 2 large facets, one on your car-the Magnum Opus- and another outside of it. There comes in a satisfying and responsive combat system style like the one you see in Batman Arkham , the key is to counter punch and create combos, which gives more damage to punch and kick, and leads to customary closing in slow motion.
It is behind the wheel where Mad Max shines more brightly, as it provides a unique combat experience, consisting of multiple elements. You start with a clunker, but insofar as you progress, it looks increasingly powerful, equipped with sharp rims, boost, barbed, explosive harpoons and even flamethrowers to fend off all rival. The world of Mad Max is monumental, perfect for stepping on the accelerator without worrying much by management. The strategy to combat the enemy car varies: some are fast and fragile, slow but powerful battleships and more. How you want to deal with each one is your decision, but in essence, the options are these: charge directly to your goal, use the harpoon to disarm piece -o piece crewman, shoot the fuel tank. This is the most flexible structure of the game. As you can well scoring the crew with the harpoon and throw it in the air, you can rip a tire dump the car and make it into a ball of fire and bits of metal. Enemies trucks often travel in pairs or caravan escorting cargo value, which follows a predetermined route, betrayed by tire tracks in the sand. And when all is said and nothing remains but flames and ashes, then it’s time to pick up the debris. The currency in Mad Max is scrap.
Another aspect which I thought was clever was the role of water. As this is Mad Max , both water and fuel are vital, the first is to recover health and the second to quench the thirst of your vehicle. Ironically, none of the two is precisely scarce resources, but looking at the gas meter occasionally is a nice touch. And as this there are several that will make you sigh if you’re a fan, as colored flares, burning fuel leaking from the exhaust, glow glasses shining in the distance and to crush a lizard to eat it; all are elements that support a title with personality.
However, the structure is traditional: there are story missions that allow progress in the narrative and unlock inventory items, while, in parallel, there are secondary activities and a long list of challenges that you entrusted Griffa, a hermit, half witch half sands therapist, who challenges you assigned translate into passive assignable points to several categories.
The problem is that the side-quests, as such, are scarce. What there is, as mentioned above, are secondary activities that fit into one of the following categories: car racing, turrets to destroy and conquer strong, but apart from that, there is lack of activities. These activities will be investing 90% of your stay in Mad Max . Occasionally a wild sandstorm throwing fireballs into the air and knocks possessed rays of heaven, but it is not typical, and for my taste, there is the main flaw of the game is unleashed. It becomes repetitive, predictable.
However, the link between game and narrative structure are the colonies. As you travel the map, you discover some settlements of survivors, led by charismatic figures, who will entrust story missions. Max can improve these colonies looting specific materials, which in turn provides benefits. For example, if you build a water tank when you return to the colony will fill your canteen automatically. Talk of a resounding success, were it not that all projects have the same strengths and find the materials means going through the strong enemies to death and believe me, after having conquered and travel 25 or 30 of them.
Open worlds often use characters that provide multiple tasks, but in Mad Max , the boot is linear, as some of the first operations require abundant harvest and time, you’ll feel a little stagnant. Mad Max artwork in the game is something to be proud of and to admire each section of the game. You could say that the sceneries in the game are worth the game if you are into graphics.
The locations have an air of mystery undeniable. That is, you travel the endless plains and appreciate the distance a gigantic ship buried in the sand, inside which lies a couple hugging skeletons. I speak of that kind of time. The event serves only as a resource setting.
A similar situation applies to the characters. Jeet Take for example, one of the first with whom you come across. It is major figure, so his design work shows, with metal inlays on the front and a plume of arrows. Explore the wilderness a few hours and you’ll run into the same scout recycled models on dozens of occasions. In other words, the foundation is very well worked, but everything around them is lonely and bored.
The audio work out when it comes to discussions of main characters, but the music is far from being the identity that we find in the film. At the end of the day, Mad Max ends up becoming the perfect example of the difficult relationship between cinema and video game. The concept of action and combat vehicles migrated seamlessly between media and so did the look, but could do post-apocalyptic postcard worthy of an Oscar for photography to film.