There's a good reason why the new Mad Max game occasionally resembles this year's Mad Max: Fury Road:
it's a canonical prequel that pits you against Scabrous Scrotus--son of
the film's sinister Immortan Joe. Mad Max's wasteland is greasy and
dusty, a place where mechanical monstrosities clash against the natural
beauty of the desert. You play the part of Max, an unfortunate wanderer
with a troubling past. You charge across open roads in search of
redemption, running over those who stand in your way. Driving is central
to life in the wasteland, and it's the basis for the game's best
moments, too. The combination of an intriguing world and great car
combat make Mad Max an occasional joy to play, but shallow ground combat
and a handful of other missteps ultimately drive the game off the road.
At
the start, you find yourself in the wrong place at the wrong time when
you're assaulted by Scrotus and a pack of his sinewy war boys. They
steal your beloved car, the Interceptor, leaving you empty-handed.
However, fortune smiles upon you when a Gollum-like mechanic by the name
of Chumbucket crosses your path. He's convinced that you're a hero of
legend, the "Angel," and he's a whiz with both a wrench and a harpoon,
making him the perfect companion in the hard-driving and violent
wasteland. You and Chum fend off desperate tribes and push back against
Scrotus' forces as you take contracts and hunt down fresh parts for your
new chariot, the Magnum Opus. Your ultimate goal is to build a vehicle
that's strong enough to cross the void known as the Plains of Silence,
where you'll either find freedom, or death on the other side.
Together,
Chum and Max are fast and lethal in the Magnum Opus, with Chum manning a
small cache of weapons in the rear while you steer the car. Picking
apart enemy vehicles and guard posts is a cinch with your harpoon, which
is the most important weapon in your arsenal. While driving, press one
button to slow down time and highlight nearby objects and people, and
press another to launch a harpoon or explosive lance. Alternatively, you
can tap the circle button to auto-fire at the closest target, but it's
an unattractive option when it's vital that you target specific objects;
there's no point in ripping off a car's tire when you can just as
easily yank out the driver. It's normal to be confronted by three or
four cars at once, and though some carry enemies that will try to hop
onto your car, you can purchase spikes to deter hop-ons, resort to your
trusty shotgun, or pull over and fight it out with your fists.
Even
when surrounded by enemies, you're an effective and brutal fighter.
Watching Max man-handle thugs can be entertaining, but the part you
play--controlling Max--isn't very interesting or rewarding. Mad Max's
combat borrows from Warner Bros.' recent Batman and Shadow of Mordor
games, where mashing one button dishes out contextual attacks, and
another, when pressed while an icon appears over the head of an
attacking enemy, initiates a parry maneuver. You can attack using your
shotgun, but you rarely want to because bullets are hard to come by. You
also have the ability to roll and evade incoming attacks, but only a
few enemies ever justify the effort. The combat system is so simple at
its core that nearly every fight can be won by alternately tapping
attack and parry, save for a few boss battles where unblockable attacks
are introduced. Watching Max make quick work of enemies is occasionally
impressive, but when the majority of fights in the game can be easily
exploited, there's no challenge to overcome, and no sense of
accomplishment. When put side-by-side with car combat, which is complex,
full of possibilities, and requires precision and skill to succeed, Mad
Max's ground combat feels shallow.
Mad Max
also doesn't do a good job of imposing desperation upon you, a feeling
that is necessary if the wasteland's threats are to be taken seriously.
It's true that water, fuel, and food are hard to come by, so when you
find a can of dog food, you eat it. When you come across a family of
maggots feasting on a corpse, you take advantage of your rank in the
food chain. Water can come from many sources, but never in large supply.
Eating and drinking are the only ways to revitalize yourself in the
game, but you quickly learn that carrying an empty canteen isn't that
scary. For one, beyond the occasional barrage of explosives that come
from fortified camps, you rarely face dire situations, and though it may
seem like you would need to rehydrate from time to time because you're
going full-throttle in the middle of a hot desert, I never noticed any
gradual, deleterious health impacts from exposure. Emergent vehicular
battles in Mad Max's open world can jeopardize your car, but Chum
quickly fixes it whenever you aren't moving, and a generous fast-travel
mechanic lets you magically skip the experience of driving through enemy
territory. It may be convenient, but adding fast travel to Mad Max is
like adding a "skip" button to a fighting game that automatically takes
you to the next round.

You
can purchase new parts for the Magnum Opus and upgrades for Max that
impact your abilities and appearance. You earn new car parts from the
leaders of various regions, either by completing fetch quests or
dismantling enemy outposts. After a new part is unlocked, you have to
purchase it using scrap metal that you collect around the world. You'd
think that any old metal would qualify as scrap, but you'd be wrong. You
can occasionally collect large amounts of scrap by taking an enemy car
back to base, but you normally acquire it from glowing piles of metal
that are sparingly strewn about the wasteland. These piles can include
items like a muffler, which you conveniently stick in your pocket. I
suppose it's helpful that you can carry multiple cars worth of metal on
your person, but it doesn't make much sense. We don't mind this in games
where fantasy trumps reality, but Mad Max tries to sell you a world
where characters are defined by their abilities and limitations, yet it
constantly introduces things that contradict this message. It's also
disappointing that Chum can't help you collect parts while you're
driving the car. He can hang on to the back when you're driving
incredibly fast, and repair the Magnum Opus when it's falling apart, but
he can't hop off and help you gather items. Having to stop the car, get
out, pick up the pieces, and get back in before hitting the road is a
frustrating process that slows you down and exposes you to nearby
enemies.
It may be convenient, but adding fast travel to Mad Max is like adding a "skip" button to a fighting game that automatically takes you to the next round.
As you perform certain
feats in the game, such as killing multiple people using your car or
pulling down enough sniper towers via harpoon, Max's reputation rises,
and he can pick up new gear, facial hair, clothing, and an upgraded
shotgun. More importantly, Max can increase his efficiency as a
scavenger by trading in coins to a mystic that resides on top of certain
cliffs. He's an odd duck, but like Chum, his peculiarities add to the
world's mythology in a great way, as he speaks of your past and buried
emotions. Save for a mother and daughter duo that you meet briefly
towards the end of the game, this if the only time Max's past is a topic
of discussion. The mystic always departs by blowing noxious powder in
your face, putting you in the proper state to receive his "gifts," such
as the ability to magically receive bonus portions of water when you
refill your canteen from the game's limited water sources. The mystic is
a worthy cast member, but his gifts stand in the face of your struggle
to survive. A character stat shouldn't determine how much water you get
from a small pail in the desert; the pail itself should.

There
are similar issues found throughout Mad Max, in fact. Fuel, like
ammunition, is a rare commodity, or at least it should be according to
the story. Oddly, it's not unusual to find fuel cans that repeatedly
respawn in front of your eyes. You'd also think that being run over by a
car would kill you outright if not seriously injure you, but Mad Max
puts more weight behind the punch of a withered nomad than it does a
three-ton war machine. If you're playing sloppily during a fight, a few
punches is all it takes to bite the dust. Stand in front of oncoming
traffic, however, and you can endure getting run over five or six times
before you start to worry about your health. In fact, I got so good at
being struck by cars that I eventually learned (unofficially) how to
jump into the windshield of an oncoming car and perform a
triple-misty-flip, landing gracefully on my feet. It's impossible in
theory, silly to witness, and easily repeatable. You can also stand in
fire without getting hurt, but only some fires; experience taught me
that a burning car in the open-world isn't as hot as a flame-thrower
that blocks your path during a mission, for example.

Other
rules are randomly imposed upon you by the game that take away your
freedom with no justification within the story. You have a large,
boundless open world to explore, but venture off the map for a few
seconds, and a warning screen tells you to turn back, or its "game
over." A particular mission wants you to explore an underground tunnel,
but if you try to navigate narrow corridors on foot, rather than in your
car, a similar warning screen appears. An open-world Mad Max game
should force you to contend with the wasteland's harsh elements, but
also give you the freedom to go where you please.
Mad
Max fails to mix story and gameplay with finesse, but there are
elements of the game that stand out as impressive, nonetheless. Raging,
electrical storms set a new bar when it comes to weather effects, as
fast winds carry tons of dust and debris. The chaos creates a deafening
and blinding atmosphere that's occasionally illuminated by lighting
bolts and the fires they light on the ground.

A
late battle forces you to chase down a convoy and dismantle Scrotus'
massive war rig. Regular car combat is fun, but the scale of the war rig
and the relentless nature of Scrotus' horde make this battle truly
memorable. You pick off small fries one by one as you try to keep up
with the war rig. Occasional breakdowns may cause you to pull over and
repair your car, which makes the chase all the more thrilling. The story
sequences that follow attempt to teach you the cost of pursuing your
dreams in the land of nightmares, and it's the best moment in the game's
story, though that's not saying much.
Soon after,
however, dead characters are magically brought back to life and your
journey continues onward. The ending, like many of the game's minor
faults, devalues your struggle to survive in the harsh wasteland. It's a
shame because Mad Max's world in the game is beautiful, grim, and
fascinating. Some interesting characters, impressive environments and
great car combat draw you in and incentivise you to keep going, but it's
when you get out of the car that things fall apart. Mad Max's combat
system is too dumbed down to enjoy, and repetitive activities such as
searching for scrap and invading small enemy camps gets old fast. Mad
Max offers some great experiences, but for a game that tries to impose
the realities of survival on you, it does a poor job of following up on
this pressure. Mad Max is too focused on providing you with an
open-world that's filled with missions, and not focused enough on making
those missions worth your time.





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