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Giant Bomb Review

99 Comments

Mad Max Review

3
  • PS4

Avalanche's take on George Miller's post-apocalyptic wasteland is replete with striking visuals, basically enjoyable busywork, and not much else.

The recent release of Mad Max: Fury Road is both a blessing and a curse for WB Games' Mad Max. A blessing in the sense that if you're looking to get people interested in Mad Max again, some 30 years after the last film in the series, you couldn't have asked for a better offering than Fury Road. Generally loved by critics and audiences, Fury Road inspired an enormous amount of chatter among the sorts of people who would, at least in theory, be the target audience of a Mad Max video game. Unfortunately, that level of attention, and the kind of scrutiny that inevitably comes with it, does not benefit this Mad Max.

Mad Max turns the wasteland into a sprawling open world teeming with objectives.
Mad Max turns the wasteland into a sprawling open world teeming with objectives.

Developed by Avalanche Studios, makers of the raucously entertaining Just Cause games, Mad Max is a curiously sedate contraption. Where Fury Road was essentially one long (but immaculately, frantically paced) car chase across a vibrantly weird wasteland, Mad Max goes entirely in the other direction, spreading out the world's longest laundry list of objectives and errands for the player to address at their own pace. Despite prominently featuring elaborately adorned death machines driven by bands of murderously unhinged scavengers, Mad Max is a game devoid of any sense of urgency. The game certainly tries to convince you that you're in the same Hell on Earth presented in George Miller's films, but it also invites the player to luxuriate in its miserably scorched world. It wants you to hang out here for long periods of time, performing the sorts of busywork tasks that have become so achingly expected in modern open world games. Even as Max grumbles to himself about bolting across the "plains of silence" into some great unknown, you know you'll have a few dozen hours of base capturing, tower ascending, and item collecting ahead of you before the game will start gesturing toward such an outcome. No matter how much Max talks about escaping this world, the game has little interest in you doing any such thing.

I'm well aware that trying to draw direct comparisons between a two-hour film and a 30+ hour game is a fool's errand. They are two different constructions in two different mediums attempting two very different things. The point here is that Mad Max is, for better or worse, inextricably tied to its cinematic counterpart. It drapes itself in the film's aesthetics--War Boys are your primary antagonists; GasTown is one of its central locations; the main bad guy you face is the son of Fury Road's big bad, Immortan Joe--and had the fortune (or misfortune, depending on your outlook) to launch day-and-date alongside the film's Blu-Ray release. Yes, this Mad Max is trying to do its own thing, but it's trying to do it in direct parallel to Fury Road.

This does not benefit the game in any meaningful way, outside of marketing considerations. Yes, it's interesting to see Avalanche's take on George Miller's post-apocalypse, but it becomes clear early on that Mad Max has very few ideas of its own. Its sole consistent pleasure is its focus on building your own customizable wasteland vehicle. Called the "Magnum Opus" by your hunchbacked, religiously dedicated sidekick Chumbucket, here the player is tasked with tricking out the rickety frame of an old world car into a fearsome, fire-breathing chariot. The number of ways in which you can decorate your Magnum Opus is impressive, if a bit linear. You aren't presented with options so much as progressive upgrades. There's a set path to the ultimate death ride--there's no sense in skipping out on sturdier spikes or a bigger ramming bar when the benefit is so significant--and in order to get there, you'll need to collect scrap. Lots of it.

Scrap is the currency that drives this late-late-late-capitalist society. It is what you spend to build up both your car and Max himself, and it is everywhere. Tucked into every nook and cranny of Mad Max's enormous map are scavenging locations that offer up scant few variations on a theme: go to location, sometimes fight a few underpowered road thugs, look for glowing scrap boxes and piles, leave when sufficiently plundered. In other games, this is the kind of skippable chaff only the most dedicated in-game collectors would bother with. In Mad Max, they are a vital part of the game's grind, especially early on.

All throughout Mad Max, you're building up your 'Magnum Opus', a hard-charging death machine you customize to your own deadly specifications.
All throughout Mad Max, you're building up your 'Magnum Opus', a hard-charging death machine you customize to your own deadly specifications.

Eventually you will install upgrades designed to provide you more scrap at a much faster clip, but getting to that point takes a huge chunk of the game's runtime. In the early hours, Max has to manually collect every piece of scrap himself, whether it's from scavenging locations or exploded enemy vehicles. As Max begins to meet friendly-ish warlords who let him hole up inside their various cobbled-together strongholds, you can develop tech for them that allows crews to clean up spilled scrap for you, alongside devices that refill your health, your water supply, and your ammunition, among others. In order to build these devices, you have to pick up parts, which are, of course, spread throughout the wasteland inside scavenging locations and enemy bases.

Strangely, it is precisely when these devices are installed that Mad Max begins to lose some of its appeal. It's not that hunting around for scrap is really all that much fun--it's quite the opposite, especially after you've done it a hundred times--but in those hours prior to all those part acquisitions, Mad Max best captures the feeling of dire meticulousness necessary to survive in such an environment. Before Max has been upgraded to hold more bullets, to fight with greater effectiveness, to essentially let the game do half the collecting for him, Mad Max feels appropriately desperate. Once those upgrades are installed, Max goes from a scrappy survivor into precisely the kind of character archetype Max doesn't fit especially well into: the video game power fantasy protagonist.

To be fair, the game's version of Max was always precisely that. From the opening moments of Mad Max, it is eager to tell you that you're Very Special, the kind of special that the film version of Max (especially in Fury Road) absolutely is not. As Chumbucket discovers your shirtless, dusty body left bleeding in the sand by the game's one-note villain--a lumbering, codpiece sporting barbarian appropriately named Scrotus Scaberous--he begins prosthelytizing to you about how you are the Driver of Prophecy. Warlords, despite stating often that they have no good reason to trust you, nonetheless continue to feed you jobs and rewards because that's their only purpose in this world. Multiple characters appear and disappear solely for the purpose of giving Max the necessary pathos to keep doing the things the game requires him to do. Max is the only important character in this world, a world that bends to uncomfortable angles in order to keep you invested in whatever menial task happens to be marked closest on your map.

It's not enough to say that Mad Max hews too closely to the design trappings of most modern open world games, especially those of the Ubisoft/WB Games varieties. Developers continue to apply this kind of design because people enjoy it. I often enjoy it. I even enjoyed it at times while playing through Mad Max. Like last year's Shadow of Mordor, Mad Max polishes this template to a sheen. All the various borrowed parts, from the parry-focused Batman combat system to the seemingly endless string of base capturing side-missions, work in relative harmony to create an engaging, if familiar-feeling experience.

The problem is that these elements would be just as enjoyable in any other game not called Mad Max. Outside of aesthetic considerations and all the death mobile building, little about Mad Max's design feels uniquely suited to the license. It feels like it was assembled from an open world Mad Libs tablet, with blanks left for license-appropriate titles for characters, locations and whatever else. It feels designed via contractual obligation.

Even the most uniquely Mad Max pieces of the game wear out their welcome after a point. By far the most enjoyable missions are convoys, groups of enemy vehicles guarding a special rig that travels along a set path within a given region. These are the closest Mad Max ever gets to capturing the kinetic thrills of the films, as you launch harpoons, shoot flames, and fire shotguns at high speed, bobbing and weaving around defenders as they try to jump onto your hood, or knock you clear off the road. The first few times, these engagements are sublime. And yet, after I'd done about six of these, I couldn't bring myself to bother with any more of them. The rewards for completing them--various hood ornaments featuring skulls and other menacing bric-a-brac--aren't really worth the trouble, and once it became clear the game had no meaningful variations to offer beyond the strength of the vehicles I was assaulting, I got bored with it.

Like last year's Shadow of Mordor, Mad Max happily borrows numerous ideas from other open world games. Its combat system is pretty much identical to WB's Batman games, for instance.
Like last year's Shadow of Mordor, Mad Max happily borrows numerous ideas from other open world games. Its combat system is pretty much identical to WB's Batman games, for instance.

Other objectives became boring much more quickly. The game's attempt at towers, hot air balloons that you sometimes have to find fuel for (not so much a challenge as a momentary disruption), are just a longwinded way of making more icons on the map visible. Crashing through Scrotus' various scarecrow monuments is less fun and more a hasty way to help lower the "threat level" around a given territory. Capturing bases is enjoyable for a bit, but going through the same tedious process of blowing up oil pumps and storage containers loses its luster after a few go-arounds. And even when one of those bases happens to have a boss at the end of it, it's just the same boss fight each and every time. That's not an exaggeration. Outside of a couple of story-based deviations, every boss has the exact same fight strategy, and it's depressingly simple.

Unfortunately, much of Mad Max is just as simplistic. Six or seven hours before I arrived at Mad Max's endgame, I'd already maxed out most of the major car upgrades, every character stat, and every other character stat. Yes, there is a separate skill tree that can only be upgraded by completing challenges throughout the world. These give you tokens, which you can exchange with a ponderous desert mystic named Griffa. He will mutter some fortune-cookie-quality crypticism or another before blowing dust in your face and harnessing cosmic realignment to make it so you do not consume gasoline as rapidly as before. Why there needed to be a second skill tree is beyond me, though I'm guessing that the developers just couldn't pass up the chance to add yet another icon to the map.

All of this is to say that once I'd acquired enough upgrades, Mad Max ceased to present any challenge whatsoever. Enemy encounters went from occasionally tough to disappointingly easy. Areas where I was supposed to feel intimidated or fearful--such as the "underdune," a massive, buried airport repurposed as the main base of operations for a particularly nasty wasteland faction--were robbed of any measure of tension. The only difficulty to be found had more to do with the game's awkward controls than anything else. The game employs a number of context-sensitive button prompts throughout the campaign, and many of those buttons do double duty. The same button is used for both picking up dropping a weapon, and climbing/descending ladders and walls. While holding a gas can, the same button is used for refueling your car and setting the can on fire. You can imagine how many times intending to do one thing resulted in the other.

Admittedly, the lack of challenge I experienced is partly my fault, because I waited so long to bother finishing the story. Part of this is because the story is largely terrible, for reasons mentioned previously, but the other part is that Mad Max's most compelling feature is its grind. It is the blissfully untethered experience of just driving through a picturesque hellscape, doing whatever I felt like doing. I probably could have shaved an easy 10 hours off my playtime if I'd been more focused on just completing the main quest, but the main quest is so patently dull that more often all I wanted to do was anything else. Even if that anything else involved hot air balloons and scrap scavenging, I kept doing it.

The game's open world is pretty much just one large desert landscape, but it's a gorgeous one.
The game's open world is pretty much just one large desert landscape, but it's a gorgeous one.

Again, I kept doing it because that's what these kinds of gameplay systems are meant to do. They're meant to keep you transfixed, eyes darting to the minimap every few seconds looking for a new icon to conquer. Even the worst of these kinds of games find ways to hook you in. I don't know enough about human psychology to explain how or why having a lengthy checklist of jobs to complete is innately enjoyable, so long as the world you're doing it in is interesting enough. And that's precisely what Mad Max's world is. Hellish as it may be, it's gorgeous to behold, full of scorched mountains, elaborately constructed relics of bygone humanity, and probably one of the best skyboxes I've ever seen in a game. Sparse as it is, I wanted to see everything the wasteland had to offer. It recreates the look and feel of Miller's films brilliantly, marred only by occasional (and severe) framerate problems and a surprising number of audio bugs.

Once the game finally winds its way to its deeply underwhelming conclusion, the mystique all but wears off. The dust cloud of map objectives that surrounded me as I played dissipated, and all I was left with was a profoundly crappy ending, and only a vague recollection of what the hell I was doing for the last 30 hours of my life. Some have criticized Mad Max for not offering enough for the player to do, but I think that's only partially correct. There's tons to do in Mad Max, but most of what you do are the same few things, over and over again. I kept playing those same few things over and over again because I felt like I was supposed to, because some piece of my weird brain told me what I was doing was fun. I didn't know why, and at the time I didn't really care, either. Lots of games do this formula in more interesting ways than Mad Max, but that didn't stop me from burning a goodly amount of my precious lifespan on it like so much guzzoline. Odds are if you decide to play Mad Max, you'll find yourself in a similar situation. So too will you exist in this wasteland, a player reduced to a single instinct: complete.

Alex Navarro on Google+

99 Comments

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The_Last_Starfighter

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Mad Max makes for really great junk videogaming, playing it's a little like mindlessly vegging in front of network television.

It's a nice relaxing retreat from MGSV but on the whole just a paint by numbers title built on the bones of Ubisoft and Warner Brothers titles.

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NeoZeon

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Fair review for sure. Been enjoying it myself, playing it more than MGSV in fact, but I can see how it's systems would get grating on someone. For what it's worth @alex, entering sandstorms in the game to harpoon the larger scrap containers makes the early "grinding" easier, but considering how random they are I can understand how you didn't mention them. Still, it does make the process quicker should folks be having trouble getting the upgrades they need.

Totally NSFW Fact: There is a furry artist named Chumbucket who does mostly gay art. Not sure why I mention it, but that was the first thought I had when I heard the name in the game. Uh, you're welcome.

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Mitmol

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Thanks for a great review.

Had hopes for this game all along, and are a bit disappointed by the outcome. But will probably buy this on a sale in the future.

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Yummylee

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Edited By Yummylee

Another fantastically written review, Alex.

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alex

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@scotto: The thing about the defense/speed argument though is that speed rarely matters. Outside of death races (which are terrrrrrrrrible), there are few parts of the game where speed matters. Once you've bought enough defensive upgrades, it's always preferable to blow up random enemy vehicles than try to outrun them. Being slow during convoys doesn't matter a whole lot because you're still fast enough to keep up with them. I never had a moment during my playtime where I lamented having a more sluggish Magnum Opus.

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alex

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@benjo_t: Fair enough. Apologies if I came off a bit brusque right out of the gate. I am perhaps a bit too used to people making assumptions about reviews without fully reading them. Given the quickness of your comment, I assumed you hadn't.

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SwissLion

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Edited By SwissLion

@bannerthief: Most of that was sparked off of Phil Kollar's review, I think. And it was kind of a confluence of events thing.

In one stream you have the fact that it contained one paragraph negatively comparing its treatment of women to the pretty decent Fury Road, so you're inevitably going to end up with a set of people whining about taking point off because of "agenda," which no, no, that's not what those words mean. Go back to word school.

And then you have a Penny Arcade guy probably not thinking very closely about what he put in his news post and basically dredging up the ancient feelings of "Well I am having fun with this game that you have assigned a Bad Numberâ„¢ to so you must be saying I am bad." And basically kicking a hornet's nest of people who still don't think Reviews are about opinions.

But yeah. I feel I'm probably at a point with these kinds of games where unless there's something pretty special added into the stock pot I can't really get enthused. The Nemesis System has gone and spoiled me, once I finally caught up with that game.

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cooljammer00

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Hmm, Polygon and PCGamer both put up articles on how to best enjoy this thoroughly mediocre game, and they both talk about how you have to grind cause the story progress is gated unless you do.

This review basically says grinding was a mistake but it's also the only thing this game has going for it.

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smokyexe

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Enjoyable busywork is how I feel also. I like it tho, it's relaxing. I like upgrading my car.

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Xdeser2

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Edited By Xdeser2

I dont think I've seen such a large gulf of opinion between reviewers and the gaming public in a while. Most outlets score this as "meh", yet it sits at a 94% on steam and I barely hear a bad thing about it.

That's not me judging either side or calling anyone wrong, I just think its interesting. As for the game itself, tough luck Max, ya' came out on the same day as MGSV. I'll absolutely get around to trying it out, but seeing as soon the first expansion for Witcher 3 is coming out and then Fallout 4, its liable to be in early to mid 2016.

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AV_Gamer

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To sum it up: Mad Max is a game with visuals that capture the source material, but has gameplay that you've seen in many other modern action adventure games. I don't have a problem with that, but I'll come around to it some other time.

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KRiSX

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this game is great, personally... I like it more than MGS5... yeah I know I'm probably in a minority but I like it, it's fun, it plays pretty well and looks great... shame to see 3/5, but then again review scores mean pretty much nothing :)

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HH

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Edited By HH

The last time I felt Alex was unfair with a review, for The Bureau, again 3 stars instead 4, and again sending an unjust wave of disinterest through this community, I wrote a long letter praising the game to the developer, 2k Marin, who unfortunately got dismantled not long after. But I believe the disparity here is greater, and I hope Avalanche do not take a hit over the internet's largely dismissive response to Mad Max, because it is straight up great, and in no fair sense, middling.

Ya'll get too caught up looking for innovation, and too caught up looking for story, neither of which grow on trees. It's great when they come along, but it's just not reasonable to expect them all the time, it's asking too much of developers that are already under enough pressure to do what they were trained to do - make a working game that's fun to play. If you must judge a game objectively it should be judged on whether it achieves what it sets out to achieve, and imo this game does that exceptionally well.

I intend to hundred percent this run, and because I love how the health system works, I intend to try to finish it again without dying, (would also love to be able to turn off the hud). For me it's the most absorbing example of this type of game that I've played.

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Pezen

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@hh: Games don't exist in a vacuum though and no reviewer ever claimed to be objective. Also saying innovation and story doesn't grow on trees isn't a defense, it's just depressing. Innovation doesn't have to imply the entire game, it could just be making the formula their own. As for story, why shouldn't you expect a good story when they add a story? That's the strangest thing I've read in a while.

Also, I don't personally care under what pressure a developer is or is not under while making a game because at the end of the day it's a product that I have to pay for. And as such it'll be judged by not what it set out to do but why it should be worth my money over any other title in the same vein (or even games in general, depending on ones own financial abilities).

Don't get me wrong, I am having a blast with Mad Max, but I am under no illusion that the game is the best game it could be.

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HH

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Edited By HH

@pezen: how many big budget Hollywood films every year have a fresh story? A small percentage I'd say, and that's a story driven medium, where every script gets rewritten extensively. It's the one department that eludes the Hollywood system, because it's a lot less managable than every other craft involved, and it depends on originality, and timing, and a lot of other things. When was the last time you came up with a good story? No-one that is paid to do it manages it one hundred percent of the time, not even close, and the writers that have a good success rate are rare. How many film writers do you know by name? Is it anywhere near the number of directors or stars? And games have the issue of gameplay to complicate matters.

I don't think the game is as good as it could be either, I never said that, I think 4 stars is fair, but I absolutely think it's better than average.

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Pezen

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@hh: And how many big budget Hollywood films ever year get praised for their story? A small percentage? Even if Hollywood is imperfect in how they handle story, the critics and the audience still knock movies for their bad stories. So the lack of really good writing doesn't mean people lower their standards. It just means the good ones are praised and everything else gets knocked for a lackluster story. I can still enjoy a movie for a variety of other reasons (I mean, how else do you enjoy 80s action films?) and ask for a better story next time. Games are the same way. I can enjoy a game despite lackluster story, but I'll always expect the story to be good if they decide to add story. Because while story driven medium like movies can be enjoyed without the story being the big deal, games have an even easier solution; just don't do story.

As for when I last came up with a good story? All the time. But I don't have any obligation to please anyone else but myself because I have yet to taken anyone's money in exchange for them. However, if I ever create a story, sell it and someone tells me it's garbage, that's completely fair. Because at that point my story is judged next to other stories that individual could have spent their time and money on.

At the end of the day I would rather hold things up to a higher standard and expect better things, especially when they are nowhere near free.

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HH

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Edited By HH

@pezen: well, I disagree, I think hollywood stories get a pass a lot of the time, especially these days, and especially in contrast to how they were in the seventies, in the heyday of Robert Towne and the like. I think a lot of people expect a hollywood story to be not cringeworthy, not too predictable, easy to follow, and not much beyond that.

Coming with up with an idea is one thing, making it workable as a finished product is a whole different beast, and you'll find the expectations of the medium, and the tropes that are firmly established, might matter more than it seems, I think that's something all writers have to struggle with.

Expecting a higher standard is fair enough up to a point, but for games I think it's less relevant than movies. You can ignore a game's story completely, and many players consistently do, and come away just as satisfied, by being wrapped up in the gameplay, in my mind that makes it almost optional. You can say the same about films re visuals and performances, but not to the same degree.

Either way I think the reality is our appetite for new stories outweighs our capacity to produce them, and I cannot realistically expect to be wowed every time.

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ObsideonDarman

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Fantastic review as always, @alex - I will definitely pick this up via a Steam sale. Seems like a great podcast game.

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BrianP

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I played about 30 hours of this game and did enjoy it, it was good to play and also listen to records, or chat with friends. All the mechanics felt really solid, and it is super pretty. That being said, I think this review is spot on.

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laserbolts

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Went from being unsure about this game to being unsure about this game after this review. Hard to tell if the reviewer even likes the game. Any useful reviews out there?

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JesterPC238

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"The problem is that these elements would be just as enjoyable in any other game not called Mad Max."

This is both the biggest issue with the game, and the reason that I actually find myself really enjoying it. It's true that this feels like a reskin of a dozen different open world games, and it deserves criticism for this. That said, I love the world of Mad Max, and while the on foot combat is just so-so, I love the driving and car combat. Great review, but I still think this game is worth a look for some, I'm glad I picked it up.

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decku

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i totally understand how a reviewer see this game as 3 star,what i dont understand is every reviewer seeing that, are they all the same people? ahahah this just a case of what i like to call the critics flu,critics are like meh and normal gamer is like its pretty rad ,not original but rad,critics are saving the star for the original innovative call of duty

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Yorkin

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What a well written and well thought out review. I really enjoyed reading this.

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LegalBagel

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Edited By LegalBagel

I find the disconnect between the audience and most critics to be really interesting for this game, as it seems far more pronounced than I've seen in a while. My twitter feed of professional reviewers seem to do nothing but bash the game, same as they've been doing for almost a year, but almost every non-professional source is having a blast with it if you look at forums or Twitch.

It does seem like the negative pre-release buzz and Fury Road put this game in a really bad spot for critical reviews, and reviewers who have played everything and have to play everything are far less likely to tolerate a fun, mindless, open-world time-waster that doesn't necessarily innovate the genre in any big way. It makes me want to check out the game after a price drop just to see where I'd come down.

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ceno

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I've been very much enjoying this game, which seems at odds with my adamant dislike of Shadow of Mordor, but here we are.

I guess I didn't come to this looking for a story (or something resembling Fury Road for that matter), I came to this looking for a kind of "wasteland-survival-lite" experience and this delivers on that premise quite readily. Game is gorgeous, combat is a bit more brutish than the flowing Batman stuff (which is thematically appropriate I feel), and I love the way the cars handle.

So I completely understand the review and why just being presented with a myriad of "things to do" wouldn't click with some people, but I love it.

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Slang_N_Bang

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I watched my brother play this, it really is absolutely gorgeous, but it also looked like a soul crushingly boring version of Mordor/Batman. The character of Max in the films would never participate in a single damn race, let alone multiple races. Instead of being a reluctant hero in a ruined world, Max is just a dope with OCD that needs to knock over every little structure and loot every little box of metal.

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bigmess

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This is one tanker I'd rather not drive.

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BigDaveisCheap

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Great work as always. I largely agree but as I'm still in the throws of the enjoyable mindless grinding my verbiage in describing the game might be slightly sunnier.

The game is a solid 3 star for sure, even flirting with 4 star in the first 10-15 hours, and totally worth playing. Mad Max is just a solid mid-carder, it's the Dolph Ziggler of video games. It's got some cool moves and seems pretty alright for a while until you realize it's just a Billy Gunn meets Shawn Michaels mashup that no one can really figure out how to properly elevate to the next level. Wrestling needs Dolph Zigglers as much as video games need Mad Maxs.

This should be high on everyone's Winter Steam Sale watch list. I got it on PC for less than $40 pre-release and honestly at that price I feel like I got what I paid for and then some.

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ArbitraryWater

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Edited By ArbitraryWater

Dang, it's always good to be reminded that @alex writes some fantastic reviews.

For my part, I think I'm starting to feel the same sort of fatigue with "The Ubisoft/WB formula" of Open World design that a lot of game critics seem to. Like, even Far Cry 4, which is basically more Far Cry 3 (a game I loved), didn't catch my interest for too long. Something about playing "chase the map icon" broke something inside of me and now I can't deal with it very well.

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Cold_Wolven

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Great review Alex, judging from the Quick Look it was not surprising to see 3/5 stars given. I guess one would describe this game as all flash no substance, it's gorgeous to look at with the hellish landscape and explosions but a shallow experience with the story and repetitive side quests.

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Pezen

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@hh: Thank you for your thoughts, we look at it a bit differently but I can certainly see where you're coming from. I suppose I don't expect to be wowed every time either, but I do expect to at least be entertained by what's there. So far the story in Mad Max for myself personally hasn't been noteworthy at all, but the gameplay loop has been super entertaining.

@bigdaveischeap: Man, Dolph Ziggler should lean into his Kurt Russell looks and make his character into Jack Burton.

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yaos

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Edited By yaos

Really, as bad as Unity?

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DaveKap

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Honestly, after beating MGS V, Mad Max was a very welcome come-down from Metal Gear's high. I think the game deserves praise in the way Uncharted gets its praise. I've always seen Uncharted as a simple platforming puzzler that perfected the art of said platforming, shooter/cover combat, and graphical/cinematic prowess. In my eyes, Mad Max is perfected in the same way but as an open world game instead of a level-pushing story-central game.

It is rather interesting seeing the rift between professional-reviewer reviews and player reviews. I'd actually love to see where the opinion of this game lies between all of the Bombers.

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BBQBram

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Sounds exactly like the kind of middling open world game I told myself I don't have time for anymore (or I absolutely do but why settle for mediocre procrastination?). That final line sums up the review perfectly.

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alex

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@yaos: well, I gave Unity two stars. so, no?

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quirkwood

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Three stars seems entirely appropriate for this game. The first time I tried to climb onto a shipping container, and it took me running around it until I noticed the yellow bumpers hanging on the front. That was the moment this game lost it's first star to me.

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ilikepopcans

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Really, as bad as Big Rigs?

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Christoffer

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Love this review. Love it.

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larmer

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Doing the same thing over and over again and expecting a different result is called insanity. But what is it called when you do the same thing over and over again knowing the result will be the same?

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Christoffer

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@larmer said:

Doing the same thing over and over again and expecting a different result is called insanity. But what is it called when you do the same thing over and over again knowing the result will be the same?

Insanity. It's all insanity.

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Sessh

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Great review, Alex. Really appreciate the length and the details you went into.

You definitely saved me some money, by convincing me to only buy this once it's about 30 bucks or so.

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sammo21

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While I would agree with this review I am still really liking the game. My biggest gripe about the car combat is that you are damn squishy so when it comes to taking on convoys you are taking tons of damage at all times. Very boring/jarring to have to fight, pull over and repair, and then possibly start the whole thing over again. I also dislike the whole Saints Row 3/4 thing of "you need to do x number of random things before you can do this". Some people just like to power through the single player content and this game feels like its gonna be 20-30 hours of busy work.

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Eyesmile

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From this review, it sounds exactly like the wasteland version of Farcry 4. And not in a good way. I didn't enjoy Farcry 4 because the setting was repetitive - it was a huge-ass setting but with tons of repetitive activities in a uniformly greenish landscape. The ending of Farycry 4 was also disappointingly anti-climatic. I just feel that developers making sandbox games are becoming increasingly lazy because they give you one huge playarea, dump you there with tons of repetitive tasks and expect you to imagine you're having fun as opposed to earning that joy with a deep narrative, colourful characters and inventive level designs.

So my question is: Is this another Farcry 4. If so, I will pass.

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Bholla71085

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Good review, I'm about 15 hours into the game right now and can see exactly what Alex is talking about. Not to say I'm not enjoying my time with it so far but I can see it becoming tedious before long.

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mattack

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$5 on PSN this week.

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onkel

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Edited By onkel

A good game to get at sale price, pretty enjoyable but nothing all that special. Helps a lot if you like driving in games.

And yes, it can be pretty gorgeous.

@larmer said:

Doing the same thing over and over again and expecting a different result is called insanity. But what is it called when you do the same thing over and over again knowing the result will be the same?

Insanity. It's all insanity.

Madness, one might say.

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ElContusione

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Mad Malex