COLOGNE, Germany—As the cliché goes, it’s a game of two halves. In Mad Max‘s case, one half is in the car, and the other is out of it: on wheels, on foot.
Already, then, Mad Max bears little in common with Mad Max: Fury Road, one of the most well-constructed action movies of recent years, and one obsessed with keeping the pace fast and furious by locking Max behind the wheel as much as possible. Going it alone and not allowing the content of a movie to define a game can be a good idea if you’ve got other ideas to use as your design pillars… but sadly, that doesn’t seem to be the case with Mad Max, which is as much about third-person action as it is souped-up vehicular combat.
In Mad Max there is just one drivable vehicle, called the Magnum Opus. The “great work” is central to the game: without it, navigating the Wasteland to find missions—ones that take place with and without the car—would be a massive trudge given the scale of Mad Max’s open world. The Opus’ wheels, engine, grill, weapons, and more can be upgraded to alter both its functions and aesthetics. Trying to provide a mechanical friend that evolves as the adventure plays out is clearly the idea, although it remains to be seen whether there’s enough depth to the customisation for that to work out.
All kinds of weapons can be fired while inside the car, no matter whether you’re moving or stationary. Chum Bucket, a fanatic with a religious-grade dedication to all things mechanical, has homed himself in the back of your car and takes care of most weapon duties. Rockets are useful for taking out adversarial vehicles, the shotgun is best for ending whomever is brave/stupid enough to jump onto the Magnum Opus, and the harpoon gun can bring down structures or rip open locked grates.
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