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Yeah, my wallet is ready for Mad Max 2 pre-order for about the same price, i need moar.
Any news on new movie? I think enough time has passed. Of course they're making it live instead of modern CGI conveyored movies, but…
I think there's a slim chance.
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if you use a trainer, you can drive about 20mts into the Dunes NW corner...why have so much unused area left in a game?
If you go far enough, come to the end of the map..I haven't done it yet but there is a Youtube video showing various roads...
here's one if them:
https://www.youtube.com/watch?v=cVlrMSeiUTI&t=50s
If there is a 2nd Mad Max game, it would be easier just to re-release this version in an 'expanded edition' and just fill in all the unused areas...maybe add the 'Bullet Farm', possibly the Citadel also.
Personnaly I got the game at the same time as Metal gear 5 - Witcher 3 - Fallout 4, and I think for my taste its almost on par with those games. They perfectly nailed the desolation feeling, a lot better then what I got in Fallout 4. But hey thats only my opinion. And the engine...that engine, wow, its really beautiful. Its a screenshot generator.
http://steamcommunity.com/sharedfiles/filedetails/?id=1120016180
http://steamcommunity.com/sharedfiles/filedetails/?id=1120016022
http://steamcommunity.com/sharedfiles/filedetails/?id=1119462129
http://steamcommunity.com/sharedfiles/filedetails/?id=1119462163
i was blown away by the quality and performance of this game and i would, without any hesitation, pre order a sequel to this game and i never pre order any games... ever!
http://steamcommunity.com/sharedfiles/filedetails/?id=515497318
http://steamcommunity.com/sharedfiles/filedetails/?id=515497254
Sales:
Mad Max was the second-best selling game in the United Kingdom in its first week of release on the UK software retail chart, only behind Metal Gear Solid V: The Phantom Pain, which was released the same day. According to the NPD Group, it was the eighth-best selling game in the US in September 2015.
Development:
George Miller provided input during the game's pre-production period.
A video game set in the Mad Max universe was mentioned by franchise creator George Miller in a 2008 interview. Miller joined God of War II director Cory Barlog to develop the game after Barlog left Sony Computer Entertainment. The project was originally intended as a tie-in with a Mad Max animated film which would be released simultaneously. The film's production was suspended to allow adequate production time for the game. After Barlog announced in 2008 that a publisher for the game was being sought, no further information about the project was forthcoming. In 2010, Barlog was a consultant for Avalanche Studios, leaving in 2012 for Crystal Dynamics.
A Fury Road tie-in video game was in development by Interplay Entertainment, but was scrapped when Electronic Arts acquired the franchise's video-game rights for $20 million.[38]
On 14 February 2013, a blurry screenshot of the game was released by Avalanche Studios founder and CEO Christofer Sundberg. The game was announced at Electronic Entertainment Expo 2013 on 10 June at Sony's press conference, with a scheduled 2014 release for Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, and Xbox One.[40] Although Sundberg said during the expo that Miller and Barlog's project was not the Mad Max game announced by Avalanche, he later said that Barlog had worked on a Mad Max game at Avalanche.
Despite the unclear relationship between the projects, according to the game's design director, Miller had collaborated with Avalanche during the game's pre-production in mid-2011.[36] Despite having Miller to offer input, Warner Bros. inclined to give lots of creative freedom to Avalanche. Full production of the game began before May 2012.
In April 2014, Avalanche announced that Mad Max would be delayed until the following year, making it one of the titles released during Avalanche's "biggest year since [its] inception".
The game was retooled during development.Despite its release that year, the game is not directly connected to 2015's Mad Max: Fury Road and was not intended to be a tie-in;[48] its setting and story are original.This decision was made because the game's publisher, Warner Bros. Interactive Entertainment, believed that a standalone game was more beneficial to players than a "play-the-movie game" after the success of its Batman: Arkham series.[46] Locations which have appeared in the films, such as Gas Town and Thunderdome, are featured in the game.
Lead designer Emil Krafting said that gameplay was the top priority during development. Like the Just Cause series, Mad Max's developer aimed to give players autonomy by providing tools to create their own events.[56] The studios intended to build a dynamic world, creating "a seamless series of events".[27] The game was inspired by the atmosphere of the Mad Max universe, rather than a particular film in the series. According to Avalanche, they did not plan to be influenced by other post-apocalyptic video games such as Fallout, Rage, and Borderlands since most of those games were inspired by the original Mad Max.
The company said that the game's vehicular combat posed a challenge because of their inexperience with that type of game.[33] The car customization system was designed to increase the game's fun factor and give players more freedom.
Screenshot of Max, the Magnum Opus and a large ship half-buried in sand
Regions feature different landmarks to create a variety of environments. The developers used vibrant colors to depict the sky in contrast to the brown ground.
The game's world was inspired by the Just Cause series, which features large sandboxes for players to explore. Avalanche Studios CEO Christofer Sundberg hoped that players would compare Mad Max's desert setting to the western setting of Red Dead Redemption. The game world is scaled according to gameplay density and frequency; the development team emphasized creating a world with choices and distractions, rather than focusing on size.
Designed as dead, threatening, and hostile, it is also exciting and engaging (encouraging exploration).One challenge faced by the developers was building a wasteland with a variety of environments, since Mad Max is Avalanche's first post-apocalyptic game. They spent most of their time designing ground and terrain variations to minimize repetition in the landscape.[46] Since the game is set in a desert, the team used vibrant colors for the sky.
] Avalanche Studios sent a team to a Costa Rican jungle to inspect local landscapes and environments in preparation for creating the world of Mad Max, particularly its sky. Like the films, the game does not identify the apocalypse; its developers wanted to give "a sense of mystery" to the wasteland so players could imagine how the wasteland evolved. Garages allowing players to upgrade and repair their cars were originally intended to be featured in the game. The idea was later scrapped, since the studio thought the element "interfered with gameplay".
Mad Max is powered by the Avalanche Engine, an in-house proprietary engine developed by Avalanche and also used in Just Cause 2. According to lead graphics designer Alvar Jansson, new graphical features were introduced to the engine during the development of Mad Max and it was designed and optimized for open-world games.[63] The team also worked on improving the world's draw distance and ensuring that gameplay across the three major platforms have no significant difference.
Gaming journalists invited to preview a private gameplay demonstration at E3 2013 noted that Max had an American accent, rather than the Australian accent of the film series, and fans protested his new American voice; Avalanche Studios later confirmed that he would have an Australian accent. The game's setting is described as "wasteland creole", with elements of a number of civilizations, so its characters have a variety of accents
You know that everything beyond the great nothing is procedurally generated right? The devs stated this in several interviews hence why the big nothing seems endless.