Mad Max (2015): How the Ending Undercuts the Game Itself
This is a critique of Mad Max. Something about the game spoke to me. I don't play too many AAA games these days, and I haven't played one with an open world for a while so it was a good opportunity to check out modern AAA open world game design. A game where the map acts as a checklist of goals to accomplish everytime you load it up.
Mad Max is all about the Magnum Opus. Every side quest and task you complete is about upgrading your car, and it speaks to the pull of that task that when I ran out of upgrades (the rest were locked behind gates), I just played the main missions until the credits. Of course I also have to talk about the ending as well, and the narrative weight that was undercut. There's a little talk of Mad Max as an idea too.
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Transcript - http://davegamethoughts.blogspot.com.au/2016/07/dave-critiques-mad-max-what-exactly-was.html
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