Wot I Think: Mad Max

After some impressions of the first few hours of Avalanche’s Mad Max [official site] open-world action-me-do, I return having spent another week with the Road Warrior, ready to tell you wot I think.

Mad Max is the most peculiar combination of the compelling and the mundane. A third-person open world game built of very, very many little ideas, but no big ones, it provides you with a vast post-apocalyptic playground, thousands of things to do, and a gradually improving combination of melee and vehicular combat – and yet no real sense of purpose. Your goal, appropriately vague for the franchise, is to reach the other side of the map. To get there, you need to improve your car such that you’re capable of tearing down defences that obstruct your larger path. Along the way people ramble unintelligible nothingness at you in Australian drawl, which invariably ends in your being asked to drive to somewhere on the map, hit something or pick something up, then drive back. And that’s it. And I rather enjoy it.

I wrote previously about how flat I found it. That flatness really hasn’t gone away. But it’s wormed its way in to that part of my brain that enjoys hoovering up itty bitty activities marked on a giant map. And as you get deeper in, the game’s opening flimsiness begins to slightly solidify.

That flimsiness is significant. It’s in everything from the story to the fighting to the driving to the challenges. Everything is immediately far too simple, far too flighty, far too tissue-thin. You immediately meet a mutated creature of pure tedium, Chumbucket, who unfortunately accompanies you absolutely everywhere for the entire game. His role is useful – he fixes up your car whenever you get out of it – but his unending stream of drivel is beyond maddening, constantly barking out the same damn lines about the same damn things, or nagging you to get on with the dreary main quest when you’d rather be having fun looking for underground tunnels.

What makes things less flimsy is the upgrades, which initially dribble in slower than a junkheap fresh out of gas, and then suddenly pile on top of you in an avalanche. At first you’re maybe upgrading Max’s punch, or adding some defences to your car, but not both because the game’s in-game currency, Scrap, is too scarcely added. Fifteen hours in and you’ve got special abilities coming out of your ears, your car a tank, and Max’s two sets of upgrades pretty much maxed out. And yet half the game left to play.

However, with a solid car, a stronger main character, and enough gadgets to make vehicular combat and base infiltration more interesting, the game finds its own. Its own is a very familiar place of your Far Cries, Mordors, Assassin’s Creeds and so on, where you dart about the sprawling world to find hidden treasures, clear out enemy bases, and very occasionally remember there’s a main quest of no import.

There’s been a lot of discussion over the apparent difference between critics’ response to Mad Max, and that of Steam users, etc. Much of that comes down to misunderstanding – given a binary choice of Yes or No, the Rotten Tomatoes syndrome, even the most critical reviews would still fall into “Yes”. Polygon’s 5/10 is on the borderline, sure, and everywhere else has marked higher. But another part of it is born of a critical issue with a game like Mad Max: It’s fine, and occasionally lots of fun. But there are many, many games that are similar to it, and a lot better than it. And in recognising why other games are better, or indeed did exactly the same thing earlier, it’s necessary to identify how Max is so similar or worse. It creates a narrative bias towards the game’s negative features in justifying why it falls short of, say, Shadow Of Mordor or Far Cry 3.

So it is that I find myself wanting to rail against the frustrations that just aren’t present in sleeker games. How the grappling hook should be the game’s best feature, but in fact it’s a miserable pain in the arse to aim, doesn’t seem to fire at what you were hoping for half the time, and seems to be entirely random in its range. Yes, it’s great fun when you successfully sling it out to catch a scarecrow (metal towers that stand as totems to enemy gangs) and tear it down as you drive past. But then there were the other four times when it wouldn’t sodding lock on for no bloody reason, and then the car just span on the spot for no given reason and slid off a cliff.

Driving, once you’ve upgraded the main car (the Magnum Opus), to a high enough level, becomes satisfying. But beforehand, and for such a long time, it’s way too floaty. (Any time you have to drive another car after getting the Magnum to a decent place is ghastly and frustrating.) And vehicular combat also becomes a lot more entertaining once you’ve got your car covered in spikes, with a powerful grapple, and chucking out Thunderpoon missiles. Still, it’s thwarted when the grapple madly won’t aim at the one car you’re after.

Oh, and the FUCKING sandstorms. How this made it to the final game will never be satisfactorily explained. At entirely random points the game declares, “Get inside, a storm’s coming!” and you have to stop whatever you’re doing and find somewhere to shelter for literally ten goddamned minutes while it blows over. If you drive to a Stronghold, it magics away immediately, but that’s often not possible thanks to the destructive nature of the storms. It offers nothing to the game, other than to interrupt whatever you were presently doing with a pointless period of no fun. It’s bewilderingly stupid.

And yet I’ve been playing all week. I’m very happily darting about the map, spotting yet another Scrap stash to discover, punching the mans in the face, and then driving off to the next. Clearing camps is an awful lot more fun once there’s some actual fight to it, albeit desperately repetitive. Well, everything about the game is repetitive. Even the boss fights are all exactly the same. Literally. Each boss figure at the top of certain camps wears the same facemask, carries the same weapon, and attacks you in the same pattern. It gets so idiotically simple that in the last one I encountered, I killed him before he’d taken a single swing of his weapon.

And that’s the other big problem – Mad Max is too easy. And I say this as someone who frequently argues that games are too hard. If you lose a fight, it’s far more likely because the bloody sodding block didn’t arsewanking work when you pressed it, or Max decided to interpret your 93rd pressing of A in that fight to mean to do an elaborate non-optional move that left him vulnerable to attacks from behind. Or the camera span itself into a position where both Max AND the enemy are off-screen, because oh good grief it’s right that this game has been criticised…

Easiness, that’s what I was saying. At one point things were getting much tougher, and I thought it was finally challenging me, before I realised I’d forgotten one of Max’s two upgrade trees. It involves visiting a man who wears a boat on his back (sure, good) who rudely blows in your face and then you can increase your health, melee weapon abilities, ability to find ammo, etc. I’d gotten fifty upgrade points behind. Yeah, after that, it went back to being super-easy to play.

It doesn’t live up to the franchise, which has only been used as an excuse to create an open-world mission-em-up. But that matters none – the movies still remain unharmed. Of course, it’s certainly disappointing that the extraordinary tone of the most recent film isn’t present, from its wildly surreal presentation, to its glorious enemy design (there’s been no sign of anything close to those dudes up poles, nor guitar-wielding psychopaths strapped to the front of remarkable mobile rigs), to the remarkable passion within. All of that is absent here, including the notion that women could be a force in the apocalyptic wastelands.

However, it’s bloody beautiful. Incredibly stunning, the vistas stretching impossibly far, and while pop-up does occur, it’s only occasionally overt. Each region has its own subtle tones, or even ludicrously unsubtle ones, and the particle effects are incredible. Huge clouds of dust, rolling weather, sunsets and rises that make you want to stop and stare. The character faces are embarrassing, but the constructions and cars all look amazing. While I’ve occasionally had some issues with its staggering when something like Chrome is running, it’s also been technically very steady at settings far higher than I thought I’d get away with.

Less impressive for PC are the menu controls. In typical Warner fashion, they’re a ridiculous muddle. It’s Q to go back, not Esc, and sometimes you can click that Q symbol with your mouse cursor, sometimes you can’t, even in the same chains of menus. Menus are hidden behind others, so deeply that you’ll forget they’re there. The whole Archangel system for building particular cars gets entirely forgotten once it’s stopped nagging you to build the first one, because it’s just so fiddly to get to, and so bewildering to understand. Still, the map’s nice.

I can keep listing frustrations. The tiresome balloons, the rubbish way Max can’t pick something up without dropping a fuel can. And worst, the absolutely ridiculous way it insists that every time you pick up some food, fill your water, talk to a person, and so on, has to be a cutscene, complete with a fade-to-black at the end each time. Oh lordy, that’s annoying. The sort of annoying that leaves you wondering how it wasn’t picked up during playtesting.

But no, because while Mad Max is a litany of faults and shortcomings, it’s still just entertaining to play. If you haven’t played Shadow Of Mordor, don’t even hesitate to get that before this. But if you found a copy of Max’s adventures in your birthday cake, you’ll have a good deal of fun mucking about in its dusty playground.

What you have here is a decent, if flawed game. And it’s been released into a market with some really stunning games in the same genre. If you’ve bought it, and are playing it, the chances are you’re having fun and not regretting the purchase. You would, of course, tick Yes when asked if you like it. So would I. Days of playing and I’ve still a third of it to go, which I could quickly plough through, or continue meticulously clearing the maps and ignoring the deathly dull and empty main plot. A plot which is invariably just an excuse to have you drive to the next Stronghold rather than any actual narrative exercise.

So yeah, it’s seven out of ten epitomised. Pretty decent.

106 Comments

  1. Tsed says:

    Having finished the game, this seems pretty spot-on aside from one thing — the storms. You know that they’re one of the best sources of scrap in the game, no? Sure, the game warns you to find shelter, but really, what you should be doing is heading out into the (pretty visually neat) storms, braving shrapnel and lightning to pick up the “muthaloot” boxes.

    • Lakshmi says:

      Yeah I hid the first time, then the second I was too far away and found all the lovely scrap icons floating around the map.

      • Bagz Longarm says:

        I was really lucky as one hit just as I was about to attack a convoy, after half a second of consideration I thought “screw it, I’m doin it” and it was amazing. 10/10 moment in a 7/10 game. I’m surprised John didn’t mention the convoys actually, as so far I’ve found them to be one of the best parts of the game, and manage to evoke the feel of the films more than any other part of it

        • Evil Pancakes says:

          I wholeheartedly agree. I had the exact same situation with the storm, except that I was already part way through taking out the escorts. Nothing quite as exhilerating as taking on a convoy in a lightning storm. Kind of wish I had it recorded, and I never wish I had recorded any kind of gameplay.
          It’s too ad really that the best parts of the game, the convoys, are in limited supply. Really wish they’d have done more with that and less of the normal base stomping people into the ground thing. More car combat, less fisticuffs.

          • CookPassBabtridge says:

            They sound a bit like STALKER’s blowouts, which were a panic inducing rush for heavy enough cover, followed by a gleeful sprint to all the new little white dots on the map to see if the other stalkers that got caught out in it have anything nice. I remember finding the quite-rare grenade launcher that way. Ahhh. STALKER.

    • Companion_Cube says:

      I think the problem with the storms is the reviewer’s play style. He sounds very… conservative, I guess? Not doing the unwise thing, not refusing to follow instructions, so he doesn’t discover that the game actually rewards you for ignoring its recommendations. Which is valuable information for people who play like he does, once you realize that it is a play style thing. Some things he was right about, like the objectively bad (if embarrassingly minor) complaint about the game’s inexplicable insistence on doing a fade-to-black cutscene when you fill your canteen. But as for the storms, he just failed to understand the point of them, much like he failed to get the point of a lot of other stuff in his initial review, which was based on an even shorter play duration.

      When the game says STORM COMING SEEK SHELTER, sure, you could seek shelter. You could hunker down and meekly wait for it to go away, however long it takes, and that’s probably the most “sensible” thing to do. A reasonable person would do that.

      But Max is MAD, and the point of the storms is not to make you take a 15 minute break from the game while Max huddles in a cargo container; the point is first to ramp up the difficulty when you can’t outrun the storm, and then, more importantly, to allow for that crucial moment when you do the MAD MAX thing, and say “f it, I’m not letting this convoy get away” and throw your wheel over and pull your goggles down and charge into the teeth of the storm, because you know that only the bold are awaited in Valhalla.

      Assaulting enemy camps under cover of a storm is also a great way to take out defenses, even ones you can’t see. The storm will rip apart an enemy camp, lightning blasting red barrels and flame pipe supply tanks into firey ruin, grounding on and shattering defensive towers, sweeping snipers from their perches, and so on. Depending on which kind of storm it is, at least; so far I’ve encountered sandstorms, firestorms and lightning storms, and they all have different effects on their environments. As a nice touch, they also look different as they approach, and your zealot mechanic will call out different warnings according to the type and severity of storm he’s sighted. The “mighty duster,” for instance, as opposed to “the great blackness” or however he refers to the most dire firestorms. I wouldn’t wait for a storm to attack a convoy or a camp, it’s still more of a challenge than a help, but when a storm comes there’s no reason to seek shelter once Max and his ride are durable enough to tough it out, and the player is sufficiently capable.

      He also seemed to miss the point of tweaking your car upgrades. If you upgrade everything as much as possible at any given time in your playthrough your car is likely to be an overengineered slab with relatively poor traction/acceleration, which would explain how difficult and slippery he claimed to find the handling. The game gives you a stats-meter readout in your garage which you can use to make sure that you have the handling you need if you find that you’re losing traction more than you’d like, but doing so would require not using all the heavy stuff you’ve unlocked at once, instead building your car to a specific intention.

  2. Eight Rooks says:

    Not likely to buy this any time soon but I liked the review a lot, John. I still don’t think much of your taste – Shadow of Mordor is mediocrity epitomised as far as I’m concerned, and I’ll take Assassin’s Creed III any day instead – and yet I thought this was one of the best attempts I’ve read in quite some time at a balanced review saying you liked it, but… I felt the whole approach of “I know, I know, you can do this, and this, and this and yes that is awesome, but what about when it insists on doing this or won’t let you do this?” was really well done. :shrug: I’m sure plenty of commenters will politely disagree, and insist everything worked every time for them and it was all amazing, Game of the Year and so on. Just thought I’d mention.

    • FroshKiller says:

      Are you absolutely sure you meant to say Assassin’s Creed III just now?

      • BannerThief says:

        I’ll just close my eyes and pretend that he meant AC IV: Black Flag, which is actually a good game. He is right in that Shadow of Mordor is a boring slog through a boring world with boring combat and a boring plot. Baffling how it got so much praise.

        • Evil Pancakes says:

          Probably because the Nemesis System made an otherwise unremarkable thrid person action game into something special. Without it, there really wasn’t anythign particularly special about it.

      • welverin says:

        I liked Assassin’s Creed 3, no where near as good as SoM though.

        It was the straw that broke the camels back however, it was yet another AC game with the same lingering problems and failure to truly innovate and improve the series, and thus the last one I played.

      • jdwohlever says:

        Never understood the AC 3 hate.
        Maybe it’s non-Americans that don’t like it or is it the opposite? I could see why British people would like AC3, it sort of makes them the bad guys in that game.
        Being American I love history of the American-British Revolutionary War.
        I actually liked AC 3 better than ANY of the previous AC’s and in IV I am having a hard time finishing that one. IV is way too long and repetitive.

    • Premium User Badge

      Henke says:

      Hah, as soon as I saw the Shadow of Mordor mention I knew Eight Rooks was gonna be in the comments section badmouthing it. Quit showing off how special you are for hating the thing everyone else loved!

  3. Jinoru says:

    All the screenshots I’ve seen people post have been quite pretty, but I’ve been enjoying MGSV too much. That coupled with my current life schedule, Mad Max probably won’t ever be played by me.

    • inf says:

      Your loss. I’m an avid MGS fan, but Mad Max is at the top of my played list of the past week. To my tastes it’s a better open world game, and maybe i’m just bitter because MGSV isnt more like.. an MGS game.

      • Jinoru says:

        Can’t really say its much of a loss when I make good money and do well in college.

        I can’t really say that it bothers me how much of a departure from the “tried and true” MGS formula it is, since that was the intent from almost the very beginning.

        • skabb15 says:

          I love you how you took a simple, common, figure of speech and turned it into an opportunity to defensively talk about how awesome you are. Im sorry to hear that you suffer from small penis syndrome.

        • jdwohlever says:

          No one can make good money and do well in college at the same time.
          One is going to suffer for the other…
          unless, you were born with a silver spoon in your mouth and you’re a drug dealer at college.
          Either way, your penis-is-too-small syndrome is showing.

    • UncleLou says:

      I, on the other hand, think you’re not missing anything at all if you don’t play Mad Max. It has the most infuriatingly lazy game design I’ve seen in a long time, and absolutely everything bar the graphics is mediocre at best.

      It’s almost hard to believe this was released in the same decade as MGSV, let alone the same week.

      • skabb15 says:

        Your loss. Im thankful that I am a human being able to play one, or in my case, both, without having to get combative and talk crap like a 12 year old who doesnt want anyone to enjoy something that he doesnt.

        • Sarah_imPalin says:

          Do you really not see that you’re the one being a dickhead here?

  4. Beefenstein says:

    Found this review both entertaining to read and useful. Amiga Power out of ten.

  5. haldolium says:

    I find it especially sad, that many of the minor annoyances could’ve been seemingly easy to avoid and create a much rounder and therefore better experience.

    The entire control scheme is a mess, even with a controller. Why on earth is EVERYTHING press and hold? Even with buttons that have no other purpose? I hate that kind of mechanic. Combined with the awful fade-to-black stuff and on top of all, the continuous display of the input method as if players are utter morons, it creates an atmosphere of annoyance. It’s all so unnecessary and requires little to no effort to fix.

    Personally, I rather get used to the real bugs, like the control/camera issues with both meelee and car combat, before I can ignore the hundreds of minor annoyances that pile up and always leave a bad aftertaste, no matter how awesome the gameplay might have been at certain points.

    • Premium User Badge

      Harlander says:

      the continuous display of the input method as if players are utter morons

      Alas, I’m the moron who keeps forgetting the controls during play. Sorry about that, old chap

      • haldolium says:

        If it would be intuitive, you may wouldn’t forget.And either way, it should be optional.

      • fish99 says:

        You’re saying you want the controls all over the screen in every game from now on? Actually, yes, that is what you just said.

    • JohnGreenArt says:

      I think you can turn off the input displays in the settings. I haven’t tried it, but it would be my guess that the “tutorials” toggle would make the “press button to aim, button to fire” prompts go away.

    • fish99 says:

      Spot on. The controls are a mess.

    • GizmoFly2 says:

      What about when climbing ladder,first you need to hold button for Max to start climbing, then hold Up button to climb…and there`s third button, press it to drop from ladder (if not too high).
      And why on earth, are two different buttons to enter/exit vehicle.

  6. Phantom_Renegade says:

    This game would have been tremendously better had it just taken Mordor’s nemesis system. It’s already taken, and simplified, Arkham’s combat, and it’s all the same publisher anyway, so why not? The names of the wastelanders are ridiculous and silly enough that it wouldn’t have mattered had they been procedurally generated.

    • DanMan says:

      Different developer and probably not the same engine. It’s not that easy.

      • Phantom_Renegade says:

        I didn’t say it was easy. Look, this combat system from the Arkham games is…okay. It’s not good or great, but compared to all the systems that came before it’s at least solid. But a game cannot survive on this alone, it needs something more, a hook if you will.

        Batman games have batman. Mordor had the nemesis sytem. Remember Me had the whole parisian dystopia stuff. Mad Max has a bad story, tedious segments involving scrap and worms and excruciatingly bad dialogue.

        That the game is as good as it is (roughly 7/10) is due to polish and the environment. But if it’s not content to be merely okay, it needs to have something more. All I’m saying is that not only would the nemesis system be a great fit for Mad Max, since it’s also by the same publisher, there are a lot less hurdles for them to do it then any other studio.

        • derbefrier says:

          yeah he Nemesis system would have been great and fit well into the game. quite the missed opportunity there.

        • Stevostin says:

          “Look, this combat system from the Arkham games is…okay.”

          Yeah. Also Albert Einstein was… reasonably smart. And Degas could draw… reasonably well.

          Seriously ? Arkham system is a masterpiece of beat them all. The animation both in quality and the way the transition and “play” are just so much ahead of the rest.

          • Apocalypse says:

            A masterpiece of combat system which can be played with just one finger.

            Look, I get it, you like the animation quality which indeed is a masterpiece, but the system itself is mediocre at best. It is basically a mildly interactive qte.

            Now the stealth elements especially in the first one, or the game as a a whole package. Now we are talking about more interesting stuff than the combat system. Ironically AssCreed gets lots of flack for its counter system, while the arkham system is even more primitive and gets tons of praise from fanboys.

          • Machocruz says:

            The animations look anatomically off, like they never looked at how the human body aligns itself performing the various combat moves. It’s gotten better with Knight, but The top Japanese action games are much better in this regard. On the other hand, seeing as how the moves seem to come out at random, you have to give them credit for the transitions between moves not being a mess.

            Still, Godhand, Bayonetta, Wonderful 101, Rising, piss on Arkham combat from a great height.

          • drinniol says:

            I don’t think it’s very Batman to air juggle baddies. It would be neat, though.

          • Apocalypse says:

            It totally those transitions that make the combat feel so good, even when you basically playing a rather bland qte game, you simply can forgive it, because it works so smooth. Which is kind of the biggest problem of any game that tries to copy that: If you do not nail the transitions and make your game fluid then the arkham system does not work at all.

            Besides that, at least to me playing the same counter system over and over and over got boring in ass creed already.

        • Michael Fogg says:

          The think about Arkham’s combat system is that it goes along so well with the theme. It basically allows you to step into the shoes of Batman, the ultimate badass, so it makes sense that you’d have a big stonking advantage over the run-of-the-mill mooks. And the challange is shifted from just surviving (which can mostly be done by tapping two buttons alternatively) into wiping the floor with everyone in the most spectacular manner in 65-strike combos.

          In Mad Max, on the other hand, set in a fairly grim wasteland reality, the one-button combat is utterly out of place. I have watched the first two MM movies a long time ago, but I really don’t remember Max being the ultimate hand-to-hand combat master. Max was more about his driving skills and sheer hard luck. So the capability to so effortlessly dispatch faceless bandits one after another contradicts the feel of the movies and the theme of brutish survival of the fitest. It just seems like the devs decided to pattern the fighting system after some currently popular games without giving it much real thought. Mad Max would be better with more explosive shooting-oriented combat, probably.

          • malkav11 says:

            Shooting as the primary mechanism of combat just doesn’t make sense in a wasteland where things like fuel and bullets are theoretically at a premium. (Okay, I know this is also a game where fuel canisters are routinely used as explosives, but still.)

          • JM says:

            Fury Road hints at his hand-to-hand prowess when he disappears into the fog armed with just a bunch of knives and stuff and takes out the 3 guys on their buggy, coming back covered in the blood of his enemies.

            He’s certainly portrayed as an absolute badass even if that’s not the focus of the film.

    • jonahcutter says:

      I was thinking along the same lines. Shadows of Mordor is a really good game with polished, but existing systems. Even it’s IP/lore is existing stuff. But what defines it and gives it a singular identity as a game is the nemesis system.

      Mad Max, for all it polish and decently-built systems, lacks that extra defining trait. And it could of done a couple of neat things I think:

      A car-centric, nemesis-type system. With actual specific, named vehicles that get built up over time, and you face off against periodically. This would mirror the films where notable characters had specific vehicles that were essentially part of their identity.

      And a vehicle-to-vehicle, melee combat system. Not just smashing cars into each other, but leaping between them and engaging in the flesh-breaking, brawler type combat the game already has as its iteration of the Batman combat.

      There’s already the roots of this in Just Cause. They would need to dial back the parachute ridiculousness of Just Cause obviously, but I think it could of worked well and really given the game a unique identity.

      • SoylentBlack says:

        Bookmarked this site for this wonderful, subjective review and passionate and intelligent commenting. Where have you been all my gaming life?

        And this comment is spot on– these suggestions alone would make this a classic. And I’m living this gamemail more than any I’ve played recently.

      • Nogo says:

        They really should have seen the fun in convoys and spent a lot more time focusing on that.

        Imagine being able to design a fleet then take it out on a long, empty road while being attacked, leaping from car to car, driving them or firing their weapons when you feel like it.

        Like FTL writ large and dusty, done with AAA resources. They had all the pieces there, if only they focused on doing something new and bold instead of filling a rather meh open-world with things we’ve seen.

  7. Lakshmi says:

    I’m really enjoyed it. I’m not having too much trouble with the harpoon aim etc that you are, so am happily just racing around the desert – parking outside people’s shacks them ripping them apart with it as they come to confront me.

    • stonetoes says:

      Once I noticed that there were little white crosshairs over the things you were allowed to shoot at it all got a lot easier. Still it was pretty annoying that you couldn’t even fire unless those crosshairs were there.
      I got really excited when I realised I could pull down those retractable ladders using the harpoon. Turned out that every ladder I encountered from then on I just couldn’t target. Boo.

  8. stonetoes says:

    So can I be that person who asks how many women were in the game? I counted two, plus a little girl. And one of those two women is a concubine who literally seems to be wearing lingerie. The other is pretty awesome, but she’s also in a wheelchair so not exactly a Furiosa level badass since we never get to see her drive the tank she apparently has. Sigh.

    I will say this for the game, the characterisation for the female characters was no more paper-thin than it was for the males!

    • Lakshmi says:

      Most of the intel people I’ve found are women, but for real ‘characters’, yeah the game as a whole was lacking *any* kind of deep characters.

    • savagegreywolf says:

      You forgot the drug-addled pit fighter that you had to jump through hoops to recruit and then tries to murder you in the next story mission.

    • ribby says:

      Oh come on. You can’t point and laugh when people are disappointed in the portrayal of male characters in Mad Max and then accusingly inquire how many women the videogame bothered to put in.

  9. SirKicksalot says:

    I know you enjoyed the game but I still want to post a giant response. God I hope the formatting turns out OK… Apparently it’s too long for one post lol

    „his unending stream of drivel is beyond maddening, constantly barking out the same damn lines about the same damn things, or nagging you to get on with the dreary main quest when you’d rather be having fun looking for underground tunnels.”

    Your game must be broken. In mine, Chumbucket is still constantly spouting new lines after 26 hours. He never talks about the main quest when I’m exploring.

    „it falls short of, say, Shadow Of Mordor or Far Cry 3.”

    Compared to Far Cry 3 and especially 4, Mad Max is an oasis of calm. Those games assault the player with utterly useless collectibles – a mass of garbage for the sake of it. They drown you in activities so divorced from one another and from the game surrounding them that they were surely built by teams on opposite sides of the planet. „Hang on, which UbiGame are we working on today?”. Everything you do and collect in Mad Max is either driving the game forward by feeding back into your development or is a harmless thing that just helps the worldbuilding. Its secondary activities and collectibles are integrated into the world instead of the Lel So Randum that’s now plaguing Far Cry. Most importantly, Mad Max is never ever as obnoxious as an UbiGame. I bounced off Far Cry 4 really hard because it just kept SCREAMING at me and FC3 was not much better.

    The recent Far Cry outposts are so similar than after a while even the most creative player will get bored of them. They’re just turning into another bullet point on the gigantic Ubi checklist. Meanwhile every Mad Max outpost is handcrafted and many are genuinely surprising dungeons – enormous and creative.

    Mad Max is a focused experience, much like Mordor and Far Cry 2. Speaking of Far Cry 2, it shares that game’s dangerous edge. It sells an illusion of survival in a harsh world driven by clever intersecting gameplay systems while being surprisingly arcadey in nature.

    UbiGames stopped feeling coherent after Assassin’s Creed 2. They’re just a collection of mini-games and icon hunts. Like Shadow of Mordor, Mad Max is focusing on just a couple of things it does incredibly well instead of throwing in everything and the kitchen sink.

    • SirKicksalot says:

      „How the grappling hook should be the game’s best feature, but in fact it’s a miserable pain in the arse to aim, doesn’t seem to fire at what you were hoping for half the time, and seems to be entirely random in its range. (…)”

      Yeah, uh, that’s a first. I don’t think that’s the game’s problem, man.

      „Oh, and the FUCKING sandstorms. How this made it to the final game will never be satisfactorily explained. (…) It’s bewilderingly stupid.”

      Dammit, John, did you ever try to do anything other than take shelter or are you just blindingly following instructions in a sanbox game?
      There are two types of storms. They’re a great source of scrap. They’re incredibly spectacular to fight in, especially if you attack a convoy. The debris and lightning are something to be outsmarted – from navigating through an oupost to positioning your car so that you’re not hit by debris. Predicting, dodging and intentionally attracting lightning (basically, you car’s a lightning rod and it’s utterly hilarious to engage in vehicular combat or perimeter assault with it). Dragging a loot box around while gunning for a second one and fighting a Buzzard horde by harnessing the power of lightning is worth the price of admission alone. Even the wind is actually physical and can be combined with throwable items and fire to hilarious effect.

      „Even the boss fights are all exactly the same. Literally.”

      Well, each Top Dog has its own weakness. Sure you can cheese them, but it’s more fun if you search for wastelanders who give you tips about them.

      „It doesn’t live up to the franchise, which has only been used as an excuse to create an open-world mission-em-up the extraordinary tone of the most recent film isn’t present, from its wildly surreal presentation, to its glorious enemy design (…) to the remarkable passion within. All of that is absent here, including the notion that women could be a force in the apocalyptic wastelands.”

      Well, I disagree. The tone of the most recent three movies is intact. For all I know there might be a Mad Max 1 region too, I still have some unexplored areas. The visuals and the feel of the franchise is perfectly intact. The character design is lifted straight from Fury Road’s artbook, including older, punk designs. No polecats – but we have the Buzzards. We have Thunderdome characters. I am upset by the lack of motorcycles but on the other hand there has never been a more accurate and loving reproduction of Mad Max in gaming. I loved the franchise since I was a kid, I suffered through almost 20 years of Fury Road development hell and this game is perfect, perfect in every way in this regard. I’d say the higher tiers of vehicular combat (especially during the storms, hello!) have plenty of Fury Road roar and passion. The notion that women could be a force in the Wasteland was found in all movies in different flavours, and I’d argue that Pink Eye and Hope have elements of Jessie, May, the Warrior Woman and Capable.

      • derbefrier says:

        yeah i havent had any issues with the harpoon either except one time it bugged out and I had to die to fix it but it alwways hits what i am aiming at.

        Also there’s nothing more exhilarating in this game than taking out a convoy in a sand storm. John if you just hide in those big sandstorms you are missing out. I did at first too but once you level up your Magnum Opus a bit its not to hard to survive in them and thats when you can really have some fun.

        • frightlever says:

          There’s even a rolling “achievement” for killing enemies in a sandstorm.

      • frightlever says:

        Basically the leader of one of the strongholds, Pink Eye, is a senior woman with disabilities. She does have to be rescued when you first encounter her. Maybe DLC will be from a female perspective to even things up. I’m fine either way, TBH.

        It occurred to me that motorbikes, which I’d love to see in the game, including all those mental trikes from the movies, would be able to get further into camps than the car can. I don’t think that should be a barrier(!) to their inclusion.

    • Renevent says:

      Completely agree.

  10. shagen454 says:

    I grow bored of most open-world games especially of the Ass Creed kind, I couldn’t make it past 4 hours of Shadow of Mordor – something just felt uninspired and off about it. Far Cry 4 was cool at first, especially the mini helicopter, but I quickly grew bored of that as well.

    Even though the reviews for this game haven’t been stellar, watching the Let’s Plays made me buy. It seems like the perfect Mad Max game, always trying to get gasoline or running out, constantly scavenging, the world seems vast, the vehicle mechanics look great, the graphics look fantastic. I also liked RAGE a hell of a lot and wished it were a bit more open. This game seems to have a very good flow down even though I can see how it may be perceived as repetitive, yes, but in that repetitiveness (and ‘splosions) I am hoping to find immersion of my survival through the wasteland. Right down my dune alley.

    • fish99 says:

      I don’t know how much of it you’ve played so far, but the survival aspect of the game is sadly lacking. I’ve never even come close to running out of petrol(currently about half way through). That could change later when you get flame weapons on the car, maybe they use petrol I dunno.

      It’s a bit of a shame because it seems like petrol and water are extremely valuable resources in the films, but you never need to drink for thirst in the game, and petrol cans are used just to blow stuff up. The game could use a survival mode.

  11. MiddleIndex says:

    i`m enjoying the game very much. i have metal gear waiting for me but I’m just cruising the world of mad max for now.

  12. Morph says:

    No Doof Warrior? Then no sale for me.

  13. BadManiac says:

    Storms are one of the most hectic and atmospheric events in an open world game ever, and you get huge rewards for braving one. Also the harpoon has never, ever missed for me. Not one single time. Not sure what the problem is there for the reviewer, but it isn’t the games fault.

    85/100 Just like Metacritic users average says.

  14. Premium User Badge

    gritz says:

    “Much of that comes down to misunderstanding – given a binary choice of Yes or No, the Rotten Tomatoes syndrome, even the most critical reviews would still fall into “Yes”. Polygon’s 5/10 is on the borderline, sure, and everywhere else has marked higher.”

    Kotaku’s review literally ends with a big red box that says “Should You Play This Game? NO”

    Jim Sterling’s review ends with “For now… just walk away.”

    I don’t think you can just handwave these reviews as a misunderstanding foisted upon the press by a binary yes/no. While there are plenty of good reviews, there are very visible, very respected reviews that are unambiguously negative.

  15. Barberetti says:

    Yeah, I think I’ll wait for a playable demo for this one.

  16. Muzman says:

    People are saying the storms are more fun than suggested here. I think even if they did just make you hide for a while I’d probably like them.
    I loved the blowouts in Stalker. Modded them in as soon as I could. There’s something completely “Fuck Yeah, Videogames!” about being at the mercy of the weather like that. It absolutely contributes to anything calling itself an ‘open world’.

    It’s probably unfair, but it does make me wonder how jaded one must be to think of that time as wasted, not completing action verbs nor making numbers increase. The weather of the apocalypse isn’t supposed to do those things. It’s supposed to ruin your plans and make you curse Crom in his mountain lair, or whatever. (even though in this case it apparently does help you increase numbers)

    • CookPassBabtridge says:

      STALKER had a healthy save system though. Does Mad Max let you save anywhere, or does it have some version of the hateful “we tell you when you can save now son. It increases the tension, don’t you know. Also, consoles have small hard drives and we couldn’t be bothered to put a better one in the PC version” system that seems to now be everywhere?

      • JohnGreenArt says:

        Mad Max has autosaves, no manual saves (though I think when you start a new game you have the option of different autosave slots.)

        It does save VERY often, and during gameplay if you die, say while raiding an encampment, it respawns you at a checkpoint within the camp. This can be at the beginning, some part within, or just before the boss fight, etc. It also seems that it saves every time you collect a scrap or find a collectible or complete an objective, so if you’ve made it through a location and die at the end, and get respawned at the beginning, all the things you’ve accomplished you won’t need to go do over again.

        However, the checkpoint saves only apply to the current session. If you quit the game, when you reload it later you will start in a stronghold and have to drive back to wherever you were. All the things you accomplished will still be in effect, you just won’t be in the same location you were when you quit.

  17. aircool says:

    I’m still on the fence… I think I could only buy it if it was as good as Shadow of Mordor or better.

    Anyone care to comment?

    • Shadow says:

      I’d say go for MGSV. It blows any other open world game out of the water, to the point I’m worried any other game of its kind I play will feel woefully insufficient next to it.

  18. Darth Gangrel says:

    “upgrades… pile on top of you in an avalanche” So Avalanche piles upgrades on top of you in an avalanche? Who knew.

  19. Laurentius says:

    I would be interested in playing it but still backlog, maybe when I am done with Witcher 3… This game seems appealing to me first becasue it’s MadMax, second sandbox games with car are better, don’t get me wrong I like Witcher 3 very mych but I haven’t encounter game where riding horse or mount is fun, driving cars is.
    I don’t get why this game has nagtive reviews but other games with almost same qualites has not. AC:BF is icon hunting game with terrible missions and is extremally shallow, beyond “I have ship” there is litteraly nothing in it.

  20. Premium User Badge

    John Walker says:

    To be clear, I did play lots during storms. I cleared a base during one, did some car chases, and indeed gathered big loot from them. But fucking hell, it wasn’t worth it. Like playing the game, only fifty times more annoying!

  21. Eagle0600 says:

    Also, there are collectibles called “hood” ornaments. Cars in Australia don’t have hoods, they have bonnets. You’d think someone would have caught this one before release, and it’s terribly trivial to fix.

    • Farsi Murdle says:

      Worse is that characters pronounce Dinki Di ‘Dinky Dee’…

      • drinniol says:

        Oh gawd really? Did they get Australian voice actors or are they horrible Austremerican ones?

        • Press X to Gary Busey says:

          Americano.
          Silliness fact: The US release of the 1979 Mad Max film was partially dubbed to Acceptable American Gringo Speak:

          The dubbed American release changed some bits of dialog from Australian slang and phrases into American ones. Hense, “windscreen” became “windshield”, “See looks!” became “Look see!”, and “Very toey!” became “Super hot!”.

          (Source: IMDb.com)

        • JohnGreenArt says:

          The only Australian voice actor in the game is the one for Max. The studio had recorded the entire game, including an American playing Max, and when word got out there were enough complaints that they went back and re-recorded Max’s lines. It seems that only applied to Max, so the rest of the accents in the game are pretty dodgy. Some of them don’t even sound like an attempt at Australian, and I’m guessing not all characters are supposed to be (but certainly more than just Max.)

          Avalanche’s Just Cause 2 had over the top, stereotyped accents. I’m not sure if they had authentic voice actors for those or not.

  22. Farsi Murdle says:

    The whole game structure is fundamentally bad. It’s an open world game but the design of everything works against it.

    In an open world game with an upgradable car as the central feature, everything else needs to tie into that. But instead we spend so much time (especially early in the game) slowly walking around picking up scraps of scrap. Whenever you assault a base you have to get out of the car; you can’t use it offensively a la Just Cause. If you destroy enemy cars you have to stop to pick up 3 bits of scrap from it, unless you take the time to ‘build’ a cleanup crew (again and again whenever you reach a new stronghold). Almost all your abilities are initially locked away behind umpteen progression systems so you spend the first 10 hours just trying to make Max feel at all interesting to play.

    The whole process of collecting scrap is total shit. You should get a bunch of it automatically for conquering a base, not be forced to explore every nook and cranny for it. You should automatically collect scrap from destroyed cars and defeated enemies, not be forced to build an upgrade to remove this annoyance. Whenever a developer has an actual upgrade purely to make the game less annoying, they’ve screwed up bigtime. If the game is annoying, make it not annoying by default. (Another example: clearing minefields. Jesus.)

    Attacking convoys is certainly the most entertaining part, so I can’t understand why they didn’t embrace that, make that the core part of the game, design everything else to tie into that. Considering the whole Fury Road film is one big car chase, it makes perfect sense as a game tie-in too. This is such a missed opportunity.

    • JM says:

      You don’t *have* to pick up every bit of scrap. The scrap you get from doing so is pretty minor. Doing so in bases or whatever isn’t exactly forcing you to go out of your way, and there’s a decent amount of environmental storytelling in some of the scrap-only places. You complain that you don’t get a bunch for completing a camp, but you *do* get a regular shipment of it for each camp you’ve completed, so it’s delayed gratification at worst.

      It takes about 10-15 minutes to get the cleanup crew for any particular stronghold, which removes the need to get out of the car to pick up scrap (which I can understand as being annoying).

      You use cars offensively against perimeter defence. The car is pretty overpowered against enemies on foot, though, so it’s hardly a shock that they go out of their way to ensure camps and strongholds and the like block cars (otherwise they’d be pretty shitty camps).

      I mean, jesus. I found the game structure to be ideal for me: it’s an open world game where all the side stuff actually makes sense in the context of the environment, it nails a sense of place better than any of the others, it’s gorgeous, and the car combat is fantastic fun while the on-foot stuff is at worst the equal of a mediocre batman game.

      Having said that, minehunting is BAD BAD BAD (but I’m 20 hours in and have had to do it for 20 minutes).

      It’s clear to me that what John considers entertaining and what I consider entertaining are miles apart. Hunting down uber scrap boxes during a big storm was a blast, but John considers that “50 times more annoying than playing the game”. I found Chumbucket to be charming, a surprisingly good game mechanic, and often amusing. John considers him “pure tedium”. John complained about the lack of women in the game. In mine, the best stronghold-owner so far is a woman (in a wheelchair!) and the vast majority of people you meet out in the world appear to be women (though their accents are genuinely awful). Not perfect but it’s not a complete sausage fest. Compared to Fury Road? Sure, it doesn’t hold up. Compared to 99% of games? Pretty good. John appears to have problems with the combat (“my block didn’t work when it should! my harpoon won’t attack when it should!”) when in my experience of the game that happens either because I mistimed something or I understand the rules governing use of harpoons.

      I loved Just Cause 2. Far Cry 2 is janky but still fun. The later Far Cry games are not great IMO. I liked Shadow of Mordor but the elf ghost / back story stuff was a billion times worse than tent-man in this game, the world wasn’t as convincing as in Mad Max, and the combat was even easier. I bounced straight off Assassin’s Creed titles. Black Flag’s tutorial made me quit in disgust. And yet Mad Max will be the first game I bother to complete this year, I reckon.

      Yeah, Mordor’s Nemesis system was a great, great invention. But I think it’s missing the point of Mad Max to say it’s missing that. SoM was about the nemesis system in the same way that Mad Max is about the car. It’s a different focus. Do I like this game so much precisely because I *didn’t* force myself through endless Batman/AC style games?

      Also, I can’t help but think that John was super-grumpy about this game from the start; his original article genuinely raised eyebrows here when he started it off with a complaint about suffering from flu and headaches, which is no-one’s ideal scenario for playing games.

      The disconnect between some of the media criticism of this game and the game I’m actually playing baffles me. Some of the comments by ordinary people playing it make me scratch my head a little, as well, but at least I can see where they’re coming from.

      • fish99 says:

        CBA reading all that but how exactly do you get the cleanup crews in 10 minutes? It takes that long just to drive to one, and soon after you get the crew unlocked you move onto a new area where you have to do it again. Sorry but the guy you replied to is absolutely right, the game is very stingy with unlocking stuff and dragging out progression, and there’s an awful lot of time wasted climbing out of your car to pick up scrap. The game has a ton of dead time and grind in it.

        • JM says:

          It doesn’t even take 10 minutes to drive clean across a zone. The game helpfully marks the locations for you on your minimap when you check out the project in the stronghold, you can drive there (or fast travel closer if you’ve got the relevant unlocked spot), clear it out in no time – they’re usually just small scrap areas with a couple of enemies – drive to the next one, do the same, then fast travel home.

          It is not a long process.

          Again, you do not need to pick up every little bit of scrap. A single scrap car, driven back to a stronghold, is worth more than a single session’s worth of scrap on its own. Cleaning out camps guarantees you a steady scrap income. And scrap from car fights is automatic once you put a bit of effort into unlocking the cleanup crew.

  23. racccoon says:

    I found the best way to play is not to play at all.
    I just watched many videos from many various players.
    I made my realisation that the game is limited and not worthy of parting cash for, the worthiness that came to me was just my time I used to watch others fall victim to paying for it.

  24. malkav11 says:

    I remain confused as to why everyone keeps comparing this game to Shadow of Mordor. There are exactly two things that distinguish Shadow of Mordor from much more established, influential open world franchises: the LOTR setting (as much as lore purists moan about its take on it); and the Nemesis System. Mad Max shares neither, nor does it really ape any of the minor details of SoM. I suppose it’s published by WB, like SoM, but they had different developers. It seems far more directly comparable to Assassin’s Creed except in the combat, which, like in SoM, is cribbed fairly directly from the Arkham games. It might also make sense to draw comparisons to Avalanche’s previous open world title, Just Cause 2. SoM being the touchstone for everyone is weird.

    • JohnGreenArt says:

      I can understand the Shadow of Mordor comparisons, but I agree with you. It *seems* more like SoM because it’s a pretty desolate world, the melee combat is similar, there are some similar enemy types, the “history relics” and lore are presented/unlocked in a similar fashion, it’s also based on a license, and so on. But these are all very superficial because they really apply to so many games of this type.

      I find the game to be more like Sleeping Dogs and Red Faction: Guerilla.

      It doesn’t have the variety of gameplay that Sleeping Dogs had, or the level of destruction of RF: Guerilla, but there are just elements of those that feel more similar to me to how Mad Max plays than the Batmans/AssCreeds/SMordor.

  25. Hammerzeit says:

    Anyone else discover that you can drive in first person mode? It’s an interesting way to engage in vehicular combat. Combat this way gets real up close and personal. I especially like when warboys jump on the car and start punching and kicking through the windows. Using the harpoon this way is a little more cinematic. I also like the FOV they use for this mode with the depth of field for the car frame and dash. It feels more like driving in first person mode than many of the racing games I’ve played. Wish they had added track IR support.

    • Hammerzeit says:

      Forgot to add….tap down on the d-pad twice to enter this mode.

  26. kud13 says:

    I suppose I`ll be “that guy”:

    How well does the game play with just KB+M? Warner games are often hit and miss with this….

    • Lakshmi says:

      I only play games with KB+M and it’s great for me. I can’t promise you’ll like it, but I’ve certainly felt no issues. I think there’s one key I didn’t/couldn’t rebind (like an escape from menu one I think) but that was it.

      • kud13 says:

        Appreciate the response, cheers. I’ll keep an eye out for it when i’ve more spare gaming time (read: when I’m finally through with Witcher 3)

  27. Leafcutter says:

    I have to say I’m a little disappointed with the review.

    I’m surprised that RPS appear not to consider a large part of the community which support you – the older gamer!

    I like Mad Max because as I get older I don’t have the dexterity to press lots of different buttons in a specific order and the memory to remember all the different chains I’m presented with.

    This game rewards me and entertains me by giving me full immersive QTE cinema increasing spectacle by improving myself and the car without having to do thousands of things at once.

    Mordor was great, but in the end I got bored because there were too many action chains to remember. I’m starting to struggle with the Whitcher because I have to keep oiling my sword and buffing myself… inventory is so fiddly.

    Mad Max invokes the feeling I had when I first played WOW… gradual improvement of my survival chances.

    Immersion has been this games most redeeming feature… beautiful world, no one location (camp) is the same, holding a button for one second to ensure its safe to do so, storms which can disrupt or help… the AI grind on one’s health with random encounters. The never ending search for water, food and ammo… and of course it runs so smoothly… all designed to ensure one is immersed… well done Avalanche.

    Like a lot of your reader base I’m sure… I used to be really good at real time strategy and doom type games, but now prefer turn based and action games like this… easier to play but still providing all the great audio visual rewards.

    Perhaps RPS, you guys need to remember the old guard a little more often when you review… we are not all kids with sponge like brains and spidery hands.

    Cheers
    -LC-

    • Premium User Badge

      Harlander says:

      How old is ‘older’? Do you know how old the reviewer is?

      • Leafcutter says:

        I’m sorry, I don’t know how old John is. I’m 48. I’m sure there are many gamers older than me.

        When I buy a software productivity tool or use a Smart TV remote or program my washing machine, I want it to be be UI friendly, efficient and fast.

        When I play an immersive game like this, I want it to feel like I’m performing a task… not click and magically something appears in my inventory.

        A lot of people and reviewers always look at how well programmed a game is rather than how much fun or realistic it is. I’m a proponent of my character being able to walk… this game he jogs and that’s ok for me. But most every game the character runs, fast travel, do this, do that as fast you can… I guess that’s how life is now…

        However I find it refreshing when a developer make me work for every bit of scrap with the constant fear of death if I stop concentrating for a moment.

        Cheers.
        -LC-

        • Premium User Badge

          Harlander says:

          You’ve pretty much got a decade on him. My point was he’s hardly the “kid with lightning reflexes”.

          As to the rest of your post, I’m not sure who that was in answer to, but I’d say there’s a broad line between controls which have a sense of weight and impact and controls which are simply needlessly unresponsive.

  28. shrieki says:

    many thanks for this review.i´m so glad i waited for rps to write a whot i think on this…
    i still want to play mad max alot but now i decided to wait a little more waiting for a sale. going to put my money on Soma first.

  29. shrieki says:

    wait a minute … on that image mad max has a big beard… does that mean that his beard is actually growing in the game ? damn i think i cant wait for a sale after all. :O

    • JohnGreenArt says:

      Max’s beard doesn’t grow in the game, you just unlock 3 different stages of beard growth. There’s the default scruffy, a full beard, and then this long beard option. There are a few other variations, like with goggles, a bandana, greasepaint, war paint. But there are no dynamic character model changes (other than blood from damage).

  30. rgbarton says:

    I think your kind of simplifying the reason for the dissonance between proffessional reviews and user reviews. Because on metacritic the game currently holds an 8+ user reviews this is significant because usually the user score is much lower than the critics not the other way around.

  31. fish99 says:

    It annoys me how close they got to a really good game, rather than just a decent one. So many little things drag it down that could have been easily fixed with a little more time, better testing or better game design. The difference would have been 85 on metacritic rather than 75, and you wouldn’t have seen the price collapse.

    Having said that I still recommend playing it. It’s a good time overall and it’s well worth the £12 I paid.

    • svenhoek86 says:

      The problem was the game was being developed a long time before Fury Road was ever given the go ahead, and then Fury Road turned out to be the best movie of the year until Star Wars comes out. So when you compare them, this game is, well, MEDIOCRE.

  32. svenhoek86 says:

    Another complaint I had, especially after Fury Road, was the score of the game. It didn’t have the same impact, especially chasing convoys. So, I found the soundtrack, and now every time I engage a convoy I play this: link to youtube.com

    Fought one in a lightning storm, with this playing loud as hell. One of the top gaming moments of the year for me. The music always seems to sync perfectly.

    I think of this as like Assassins Creed 1, and I hope Metal Gear didn’t hurt the sales so much it doesn’t get a sequel, because this game has a LOT of potential. It was in development BEFORE Fury Road was even greenlit, so it wasn’t really feasible for them to have all the cool details and that from the movie in this, but the next game absolutely can. They could take the Nemesis system from Mordor and put it in, add all the craziness of Fury Road, collaborate with Miller on the lore, and make a fucking amazing game next time around. And get the fuck rid of Chumbucket. Make it so your mechanic is a war boy who can jump onto other vehicles and shit, and make it so they can die and you have to get a new one every time it happens. With different personalities so if you find one you like and he dies it gives it some weight.

    I could go on for days about how awesome they could make the sequel. They got a LOT right with this, but they got a lot wrong too. I agree, it’s the definition of a 7/10 game.

    • svenhoek86 says:

      Ok, seriously, thinking about having a War Boy as your ride along is making me so excited. Imagine being able to kamikraze them into a vehicle, and you keeping the car steady as he sprays the chrome onto his face and screams, “WITNESS ME!” as he double fists boomsticks into them. I need this in my life.

  33. wcanyon says:

    It offers nothing to the game, other than to interrupt whatever you were presently doing with a pointless period of no fun.

    Wow you missed an important point about sandstorms: Muthaloot boxes. If you hide (not in a stronghold) you can pick up 3 Muthaloot boxes after the storm has passed, each giving 300 scrap. 900 scrap for about 5 minutes of work. Not bad at all.

  34. thinkforaminute says:

    That harpoon is a pain in the you-know-where, especially when attacking convoys. There’s armor that needs to be peeled off the enemy vehicles and the harpoon seems to think think I want another useless bumper to add to my collection.