Mad Max

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Mad Max

Warner Bros is a production very attentive to film trends, given the dual role that plays in the Industry, and often his games are published following the coupling of the films. It happened with the Lego games, with the wonderful series of Batman and even with the Shadow of Mordor that not more than two years ago surprised everyone with a formula of game pretty standard but with some gem really unexpected.
Here then, with the arrival in the halls of Mad Max Fury Road, he could not miss a game makes full use of the advertising push, a title untied in terms of storyline, but however able to attract fans. The development of Mad Max was then entrusted to the boys of Avalanche Studios, perfect to create a title from adrenaline, built on an open world structure and connotations strongly action, just like that which are the creators of Just Cause . Curious to know the result? Read on!

Sand in the mouth
Mad Max has distanced itself from the film in a decisive manner, suggesting a plot at times rather banalotta struggling to keep the player glued to the screen. The post-apocalyptic world in which we find ourselves has altered the landscape and turned people into treacherous jackals heartless, I decided to do anything to survive.
From this point the story seems to write itself, with our anti hero deprived of his precious car and decided to make her pay dear to Scrotus, the bad guy, and to his people: gangs of looters fierce patrolling the desert and assail the few survivors of the nuclear disaster.
Stranded, without resources and almost hopeless fortuitously stumble in Chumbucket, a cripple mechanic with some screws loose that help Max in his fight, giving him a new car and further improve it in the best way.
In fact the Mad Max Magnum Opus transcends the role of simple means, in effect becoming a real hero, and occupying among other things most of the time you spend in the game. Whether it is simply to move from camp to camp or off in pursuit of some convoy in the desert, the Magnum Opus will be our only lifeline and most of the hours that we will devote ourselves to the title on our fireball streaking.
How well it is easy to see then, more than in any other open world, in Mad Max driveability becomes one of the essential points to be evaluated, although this does not turn out to be exactly the highlight of the production. The guidance strongly arcade, combined with a design of the game world made of jumps and rough roads, making it difficult to control the bike and initially a bit ‘of practice is required to get the hang properly. Not bad in the end, we think this guide very dirty and difficult to manage perfectly conveys the idea of ​​having to do with racing cars of luck, often equipped with super powerful engines but deficient in all those technological innovations and aerodynamics that enable to be controllable peacefully. Avalanche Studios has not been limited, however, to put in hand a standard means but it gave us the opportunity to shape the four wheels according to our tastes and, of course, as needed. Going into the game we will get into possession of barriers bumpers, add spikes on the sides, spurs and blades, or even weapons of various types to use with the help of Chumbucket, and we go to touch up even more technical parameters such as shock absorbers and engine to adjust in performance of the many enemies that roam the Wasteland. Not only these gameplay elements but also aesthetic, with the ability to change even the bodywork and decals to our Magnum Opus and even mounted trophies on the hood and bumper after killing the leaders convoy Scrotus.
A customization that meets, in every way superior to that given to our dear Max that will equip with clothes and weapons in number sharply reduced.

We buy power ups
To be able to improve and enhance obviously we will have to accumulate credits, this time offered in the form of scrap and scattered in the vast area of ​​the game. Destroy cars, explore and eliminate the outposts will reward us with spare parts to be spent later in trustworthy garage, accessible from the menu in any part of the world you are. The game unfortunately erects collecting scrap as pivotal point, by turning everything else around its orbit. The solution adopted by Avalanche Studios puts Mad Max in a very bad position, where the repetition and boredom are soon afloat, with the player forced to always perform the same actions in a cyclical ritual to continue. Once in a new area we have to reduce the influence of Scrotus Area in a very limited number of ways and this just to unlock the main missions of the story. These require nothing more than complete once again the same actions, disguised as sections driven by the plot, often brutally forcing backtracking to lengthen the longevity.
In reality more than auto racing and fight with their bare hands on Mad Max did not do too much, and this limits the gaming experience. Mad Max is in fact a title that does not really want to know to bloom and after more than fifteen hours of play, when you’ve already completed the campaign, your desire to try something new or to have something extra is not yet sated, leaving a dangerous hint of dissatisfaction.
Batman for example led us to continue thanks to a particular plot with good twists and Mordor, much like similar issues but had the Nemesis System, which helped him get out of this dangerous flatness. Mad Max but no, recycles experiences seen in many other games and proposes no change them one iota. We will have the points where to synchronizations to Assassin’s Creed to see all the hot spots in the region, the bases to be conquered as in Far Cry, with a lot of allies who shall possess rifornendoci regularly scrap, and a battle system taken verbatim from the free flow of Batman, with an AI unfortunately deficit and counter combos and be concatenated easily.
Even the boss battles, never numerous or particularly demanding, requiring simply to dodge heavy and fight the enemy in a mechanical way, without any original idea.
Everything is finally surrounded by many features only sketched that reflect a development troubled, rich in ideas, some of which also quite good, then abandoned and cut almost definitely from production.
Avalanche had decided that Max would have to survive by their own efforts in an environment without resources, without water or food and we had removed the automatic regeneration of life and even added the consumption of gasoline. Ideas precisely excellent but in practice are nullified by a low consumption of fuel, with a full can run safely for more than four hours at full throttle, the infinite respawn up fuel tanks in the outposts, and the complete filling of the Energy bar with each new load of the game, due to a death or a simple log in again.

The engine, that engine ah!
The play structure is short, average, helped in this case by a technical sector discreet but with some touches that take it definitely quality. The Draw Distance is quite good although occasionally you notice a delay in loading textures, as well as some structures that appear and disappear suddenly dematerializing.
A lord it however are the explosions, really magnificent and vivid reds in stark contrast with the sand and the shades of brown tinteggiano the locations of Mad Max. The dust and particle effects are then rendered in a grandiose and transmit to player good feelings, making him forget and especially distracting from other numerous and frequent bugs, fortunately irrelevant to the game experience. Heavier instead the issue on framerate that in some situations, with dust and explosions that fill the screen, drops drastically, dangerously sapping the flow of the action.
Finally we shut speaking positively of the sound with a good dubbing at times, strictly in English, the roar of engines and admirably recreated environmental effects enveloping, especially during sandstorms, really credible in every aspect.

The Good

  • So much customization to the Magnum Opus
  • Lapped mechanical
  • Weather effects and day night cycle well realizzat

The Bad

  • Excessively repetitive
  • Forced backtracking
  • Mechanical views already and without any original ideas
  • Plot without teeth
7.5

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