After you take over a base, you can ensure you have all of the
collectibles present. But this is the problem – you spend all of your time
collecting. Whether you are taking part in one of the handful of repeated missions,
or just cruising across the visually stunning desert through a sandstorm, you
are met by a barrage of icons encouraging you to stop
having fun and search the area. You could just cruise on by –
but that is not how I play, especially when collecting an item can help you
slightly improve.
These
breaks in pace continue when
the story is laid out. Every time you enter a base, or perform an action of
note, the screen fades and comes back with your car parked or characters
present in a way that further breaks the action. It stops you feeling like Max,
with the game constantly reminding you that he is doing something you are not a
part of.
An open-world with too much of nothing
All
these bumps in flow, and the repetitiveness of many of Mad
Max’s tasks prevent
it reaching the highs the mechanics and stunningly created world promise. With
a bit more variety, less to collect, or simply a game that rewarded exploration
rather than chasing icons around the map looking for the next item, this could
have delivered something understatedly beautiful. What you get instead is a
solid good game in an interesting world, filled with repetition.
No comments:
Post a Comment