{"id":1190,"date":"2016-01-02T16:00:42","date_gmt":"2016-01-02T16:00:42","guid":{"rendered":"http:\/\/theindiestone.com\/binky\/?p=1190"},"modified":"2016-01-04T12:53:53","modified_gmt":"2016-01-04T12:53:53","slug":"mad-max-could-yield-the-greatest-ever-post-apoc-survival-game","status":"publish","type":"post","link":"https:\/\/theindiestone.com\/binky\/2016\/01\/02\/mad-max-could-yield-the-greatest-ever-post-apoc-survival-game\/","title":{"rendered":"Mad Max could yield the Greatest Ever post-apoc Survival Game"},"content":{"rendered":"<p>Mad Max, from the Just Cause gamedevs Avalanche Studios, is to me 2015&#8217;s most bafflingly reviewed game. While I&#8217;ve only played it on PC and, therefore, some of the extraordinarily low scores it garnered for the console versions (5.5\/10 from Polygon, 4\/10 from Jim Sterling) could be partially explained if the visuals and performance are much much much lower on those platforms I suspect not considering the excellent PC performance even on fairly low spec rigs.<\/p>\n<p>It&#8217;s true that the game does not have a particularly stellar storyline, quests are basic, and the optional tasks repetitive &#8211; so you&#8217;d think a low score would be fair. But I don&#8217;t. You see, to me an open world game is as much about the feeling of existing in a world as it is about a story and emotional quests &#8211; if not more. The world is a character &#8211; in many ways, the most important character. And Mad Max&#8217;s world is staggering. Considering it&#8217;s set <em>entirely<\/em> in a post apocalyptic desert, the variety of landscape &#8211; <em>all<\/em> of it feeling real and natural &#8211; is breath-taking. A ruined suspension bridge spanning a dried river bed feels enormous &#8211; you know, like real bridges are.<\/p>\n<p><a href=\"https:\/\/theindiestone.com\/binky\/wp-content\/uploads\/MadMax03.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/theindiestone.com\/binky\/wp-content\/uploads\/MadMax03-1024x576.jpg\" alt=\"MadMax03\" width=\"500\" height=\"282\" class=\"aligncenter size-large wp-image-1209\" srcset=\"https:\/\/theindiestone.com\/binky\/wp-content\/uploads\/MadMax03-1024x576.jpg 1024w, https:\/\/theindiestone.com\/binky\/wp-content\/uploads\/MadMax03-300x169.jpg 300w, https:\/\/theindiestone.com\/binky\/wp-content\/uploads\/MadMax03.jpg 1920w\" sizes=\"auto, (max-width: 500px) 100vw, 500px\" \/><\/a><center><em>&#8220;It&#8217;s not ugly&#8221; &#8211; Jim Sterling<\/em><\/center><\/p>\n<p>It reminds me why, despite some great environmental design, in Fallout 4 the shrunken down microcosm of Boston never really gave me a sense of awe. Yet one ruined bridge in Mad Max did. Some people may find Mad Max&#8217;s world empty, but to me it was beautifully <em>vast<\/em> &#8211; the lower density of settlements and structures <em>adding<\/em> to the post-apocalypse vibe.<\/p>\n<p><a href=\"https:\/\/theindiestone.com\/binky\/wp-content\/uploads\/MadMax02.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/theindiestone.com\/binky\/wp-content\/uploads\/MadMax02-1024x576.jpg\" alt=\"MadMax02\" width=\"500\" height=\"282\" class=\"aligncenter size-large wp-image-1196\" srcset=\"https:\/\/theindiestone.com\/binky\/wp-content\/uploads\/MadMax02-1024x576.jpg 1024w, https:\/\/theindiestone.com\/binky\/wp-content\/uploads\/MadMax02-300x169.jpg 300w, https:\/\/theindiestone.com\/binky\/wp-content\/uploads\/MadMax02.jpg 1920w\" sizes=\"auto, (max-width: 500px) 100vw, 500px\" \/><\/a><center><em>&#8220;Nothing to remember it for&#8221; &#8211; Polygon<\/em><\/center><\/p>\n<p>Mad Max&#8217;s trump cards are its world, its lighting, its weather effects (when a storm blows in it&#8217;s an <em>event<\/em>. I thought the radioactive lightning storms in Fallout 4 were nice but, to paraphrase Crocodile Dundee, &#8220;lol that&#8217;s not a storm, <em>that&#8217;s<\/em> a storm&#8221;) and it&#8217;s for <em>these<\/em> reasons you play the game. The story and tasks are just things to occupy your time and give you a feeling of progression and if you&#8217;ve reviewed the game primarily in these terms you&#8217;ve rather missed the point (and, I suspect, you have no soul). The combat &#8211; both on-foot and in-car &#8211; are solid enough. But again, the game isn&#8217;t about this stuff in isolation. It&#8217;s about this stuff at the moment the game warns you there&#8217;s a storm approaching. It&#8217;s sensational.<\/p>\n<blockquote><p>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, \u201cGet inside, a storm\u2019s coming!\u201d and you have to stop whatever you\u2019re doing and find somewhere to shelter for literally ten goddamned minutes while it blows over&#8230; It offers nothing to the game, other than to interrupt whatever you were presently doing with a pointless period of no fun. It\u2019s bewilderingly stupid.<\/p>\n<p><center><em>John Walker, RPS review<\/em><\/center><\/p><\/blockquote>\n<p>I think we live on different planets.<\/p>\n<p>So, Avalanche Studios, what I would like next please, is a &#8220;World of Mad Max&#8221; sequel. Except not that name because it&#8217;s rubbish. I don&#8217;t want to play as Mad Max &#8211; I want him to be a character in the world, a legend, spoken of but never seen (except possibly in the climax). Let me create my own character, male or female, give me the world&#8217;s worst car to begin with, drop me into the world and say &#8220;go&#8221;. Take the water mechanic in the existing game, but make it deplete over time so that water becomes required for survival (while you&#8217;re out of water, your health slowly drops). Keep the car upgrading, it&#8217;s cool, but ditch the auto-repairing and make that the equivalent of resting (find a safe location, repair, time progresses). Make the whole game about slowly building up a reputation so that, ultimately, you come to the attention of Mad Max (for good or ill, depending).<\/p>\n<p>The world of Mad Max is so perfectly suited to an open-world survival game that it would be a travesty if it never happens. Sod the story, sod playing as Max himself &#8211; just give me the world, a bunch of psychopathic weirdos, and a true survival mechanic.<\/p>\n<p><a href=\"http:\/\/store.steampowered.com\/app\/234140\/\" target=\"_blank\"><strong>Mad Max<\/strong>, <em>Avalanche Studios<\/em><\/a>: Awarded Binky&#8217;s Brillopops Award for sensational world design 2015.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/theindiestone.com\/binky\/wp-content\/uploads\/MadMaxAward.png\" alt=\"MadMaxAward\" width=\"220\" height=\"317\" class=\"aligncenter size-full wp-image-1205\" srcset=\"https:\/\/theindiestone.com\/binky\/wp-content\/uploads\/MadMaxAward.png 220w, https:\/\/theindiestone.com\/binky\/wp-content\/uploads\/MadMaxAward-208x300.png 208w\" sizes=\"auto, (max-width: 220px) 100vw, 220px\" \/><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Mad Max, from the Just Cause gamedevs Avalanche Studios, is to me 2015&#8217;s most bafflingly reviewed game. While I&#8217;ve only played it on PC and, therefore, some of the extraordinarily low scores it garnered for the console versions (5.5\/10 from Polygon, 4\/10 from Jim Sterling) could be partially explained if the visuals and performance are&#8230;<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2},"jetpack_post_was_ever_published":false},"categories":[6],"tags":[],"class_list":["post-1190","post","type-post","status-publish","format-standard","hentry","category-games"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p326tq-jc","_links":{"self":[{"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/posts\/1190","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/comments?post=1190"}],"version-history":[{"count":22,"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/posts\/1190\/revisions"}],"predecessor-version":[{"id":1216,"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/posts\/1190\/revisions\/1216"}],"wp:attachment":[{"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/media?parent=1190"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/categories?post=1190"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/tags?post=1190"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}