This game would benefit from a Nemesis system.
Praying it moves up two weeks and they get to influence the film to hit on Blu Ray the week between it and MGS V. That would be godsend timing and readjustment for Avalanche.im reading some if these comments and wondering if theyve even seen a mad max movie.
this game sounds pretty spot on to me. I say it gets delayed or moved up. its in the path of a monster. I know we'll get a bunch of anti mgs buyers or people who say avalanche showed Kojima blah blah blah but seriously, thats a tough release date for them.
Praying it moves up two weeks and they get to influence the film to hit on Blu Ray the week between it and MGS V. That would be godsend timing and readjustment for Avalanche.
Proper AAA with an original story. Has been in development for quite some time and the devs are competentSo... is this a proper AAA game or just another crappy game based on a movie?
Here are the images for users who live in countries that fucking Game Informer is not activley IP blocking:
Sucks that it was cross gen for no reason for most of development. Almost all of the burden with nothing to show
Wasn't this game originally produced by KMM in Australia?
The longshot sniper rifle looked pretty cool during the hands-off demo, but I don’t use it much. Instead, I find myself relying – some might say over relying – on the harpoon. When upgraded it allows players to do a variety of devious things, such as yanking off enemy tires (eff- ectively taking the crippled car out of play),
pulling people from the driver’s seat, or simply impaling anyone on foot.
One of the highlights comes when I am pulling a guy behind me and step on the brakes. He is propelled forward, and smacks into a spike-covered War Boy enemy car. He sticks. Later, I latch onto a car’s tire and his buddy drives between me and the car. The second driver plows into the cable, yank- ing the other car’s tire free. Thanks, I guess.
Well, some of that was from when the game and movie were closely associated. They split off a while back, and cross gen hurt the game overall at this point imo.Well they began development in 2008 for PS3/360 and it was supposed to be a 2012 release but the delay of the film kept pushing back the game because George Miller wanted both the film and game to be released close to each other. He was even quoted in a interview saying he'd be prepared to delay the release of the film to finish the game but as fate would have it everything worked backwards on that. lol
Then Corey Barlog left the project in 2012 who was the Game Director and Frank Rooke took over and over the various delays the current crop of new consoles came along making the systems they were originally developing for obsolete. There's a nice side bar in the mag about the benefits of sticking with just current gen.
Yep, RDR vibes from Mad Max stuff to me too.Pretty excited for this. Just watched The Road Warrior for the first time last night, and the game is giving me heavy RDR vibes. Please don't disappoint!
The film looks like it has some pretty stunning use of color. I hope they get creative with that sort of look.I know that it's the Mad Max aesthetic, but I hope they have some more variety then just "desert" in the open world.
Sounds like pretty standard open-world fare.
I bet it'll be more fun than MGSV though.
Totally agree.This game would benefit from a Nemesis system.
This may make or break the game, I still remember having awful time with The Crew 'Beta' driving handle.Dying to explore how the driving 'feels.'
I know that it's the Mad Max aesthetic, but I hope they have some more variety then just "desert" in the open world.
During the drive, I gain a better appreciation for how much visual variety the artists have put into the game. Based on the initial trailer and assump- tions about the franchise, I expected to tool around in a vast, featureless desert. Theres much more going on in the Wasteland.
Senior producer John Fuller says the games concept artist took inspiration from an unlikely source: fantasy art. He was very keen to get striking colors and breathtaking vistas with dramatic sunsets and skylines and that sort of stuff dramatic and eye-catching silhouettes for rock formations and cliffs and mantles, Fuller says. He has been inspired by fantasy, which wouldnt necessarily be an auto- matic source for a Mad Max title, but it was important for us to create a rich, immersive Wasteland that captures your eye all the time.
The dried-up seabed Im exploring gave the team a chance to surprise players. In one region, for example, the terrain is filled with weird stone structures that burp sulfurous gas. Weve seen all of those interesting locations from underwater volcanic activities thats a thing that exists in our world, Nedfors says. If you took away the water, how would that look? Thats kind of the thought behind that area. It creates a possibility for us to do some- thing different visually that still is a wasteland.
I hope it doesn't have sucky Shadow of Mordor aesthetics. That game unfortunately took cues from the overly CGI-d Hobbit films that have often been criticized for looking like video games instead of professional cinema.They talk about it in the article. Here's the excerpt:
They also note exploring sea caves and a old subway tunnel system from the Great White.
I hope it doesn't have sucky Shadow of Mordor aesthetics. That game unfortunately took cues from the overly CGI-d Hobbit films that have often been criticized for looking like video games instead of professional cinema.
Like fake as hell with bad physics? No thanks. Original LOTR trilogy is much prettier and better styled than The Hobbit trilogy. There's aesthetics to aim for in games, and it's ignorant to attempt to have two unrelated mediums when it comes to games and film.so you dont want it looking like a video game?
During our visit to Avalanche Studios offices, I spent hours exploring the Wasteland. That meant that I experienced Mad Maxs day/night cycle several times over. Senior producer John Fuller pointed out that the night sky featured a meticulously accurate recreation of what youd see in the Southern Hemisphere. Id heard the team mention it a few times, but it seemed like a perfect time to ask outright: Where exactly is the Wasteland? Were in Australia, right? Not really, it turns out.
George Miller directed his films in Australia, so its a natural assumption that the game would be set there, too. That location worked in movie-length adventures, but games require a different approach especially large, open worlds. The creative team at Avalanche didnt want to pen themselves into a particular place, since it was important that players explored a variety of terrain and not just an endless desert. That decision also gave them freedom to create the backstory to their Wasteland, which they did to a point.
We dont know where it is in the world, says senior game director Emil Kraftling. The player doesnt know where it is in the world. The people in the world hardly know where it is in the world. Theres a sense of mystery to the Wasteland.
thunderpoon....
do they say how big is the map?
Let's pray they don't make the annoying mistake that Red Dead and Skyrim make of having zero uninhabited areas. If I'm supposed to be out in the desert or wild, don't make it so I can see a building or ruin somewhere in view at all times like those two games did. I want to ride for a couple of minutes in the desert without it telling me there's a camp or town close by like Skyrim. In red dead, there weren't any spaces to ride around where you couldn't see a building or two. That sucked and killed any illusion of it being a big expanse.Not specifically no but the cover story mentioned it taking a fair bit to get from one location to the next.
All those details can be change. DamnBuilding Your Nightmarish Dream Car In Mad Max
Nice breakdown of all the upgrades and features for your car.
This game would benefit from a Nemesis system.
Car customization is nice and I hope for customization for Max too,
some different suits.
Reading OXM and it sounds like you can. They talk about upgrading his gear and stats which in turn unlocks the ability for executions, weapons or different gear and outfits, like say some gloves decked out with plate steel for better melee damage.
OXM goes to compare and say Mad Max's melee combat DNA is made up from different games such as Batman: Arkham, Mordor, Uncharted and Assassin's Creed. Like Batman's fluid combat and counter system, Mordor's executions, Uncharted's contextual combat and AC with being able to fight and disarm enemies of their weapons and then use them until they break.
You can use the sawn-off shotgun but ammo is scarce and when you aim you're unable to move ala Resident Evil.
"Its an open-world experience that we recognise, but one that doesnt aim for Assassins Creeds map-saturating, no-effort points of interest. its more a case that wherever you go, somethings always happening, or you can make something happen. every time you think youre heading off to do one thing, youll likely end up being distracted by something entirely different.
That feeling, that in among the usual tangle of open-world systems sits a proper driving game, is our favourite part of Mad Max so far. the cars are meticulously designed, with an incredible focus on the handling model and real-world physics of each one. Well-armoured vehicles are more sluggish, but ram with devastating force and become harder to roll. Faster, more vulnerable cars will suffer from direct contact, but make using secondary weapons (handled by chumbucket in the back, with ultra slow-motion added to help your aim) feel more efficient and valuable.
where most open-world car chases devolve into scrappy,hard-to-control, one-on-one contests,avalanche has made something that feels more akin to the films the game is based on drawn-out, adrenaline-rush gauntlets that have you sideswiping enemies into scenery, bursting tyres, avoiding hijackers and finally, triumphantly, watching your target explode in a huge cloud of scrap which can then be used to make your car even better.
Sun
The Wastelands default state is cloudless and clear, heat haze your only obstacle to seeing all the way to the horizon. Its harsh, hot and perfect for clubbing bad guys.
WIND
Wind is a physical thing in Mad Max, which can be both cosmetic and practical the right gust might kick up a dust cloud from down the road, indicating a nearby convoy.
Storms
Storms are terrifying. Walls of sand kicked up by gales bear down on you, before youre enveloped and get to watch your own personal lightshow as lightning arcs through the cloud.
Night
You might want to wait until the next night to pop out again. at which point you find out how beautiful this vicious world becomes by moonlight, and how easy it is to be ambushed.
All of the above
the beauty of the reactive weather systems is that you wont just notice them, you have to contend with them. every change can alter how you play or where you want to go.
.. from emergent vehicle chases that lead to on-ground combat when you crash, to a trudge through the desert for fuel that leads to discovering a wandering mission-giver, or a fight in a camp where you find a hauler covered in scrap. Every action can lead to another, endlessly, simultaneously sending you up upgrade trees, reaping rewards for simply playing how you want to.
everything out in the wasteland is operating on its own terms, says Rooke. were not saying theres a car combat moment here, this person shows up there its operating on its own rules. You may be driving around, nothings happening, getting a false sense of security, then all of a sudden a convoy shows up, and there are six or eight cars you have to deal with.
or you see something alongside the road, you jump out of your car to see
if theres something to scavenge, and a couple of guys jump out of the sand and all of a sudden youre under attack. then on top of that, a couple of snipers show up and start taking shots at you. Suddenly, youre 20 feet away from your car, which is your
safe haven, and that 20 feet seems like a very long way.
Every now and then when I do a convoy, my car gets wrecked. I get out of the vehicle, someone else in the convoy stops, then I just steal their car and go after the convoy leader then a sniper in the distance shoots out my tyre and I tumble around, so
I call for Chumbucket, he drives up and I can continue the fight. Emil Kraftling,senior game designer
Weve got the Boombug, which is like an exploding suicide car so if that comes up next to you and sets all its fuel on fire, you might want to take out his wheels so you can get away. Or you could harpoon the driver, pull him out, steal the car and run it into a camp.
Alex Williams, senior game designer
We have big characters all over the place. You could meet somebody interestingwhenyouleastexpectit you could meet some lonely wanderer out there, walking around thirsty. Frank Rooke, game director