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翻訳の問題を報告
So we need Hope and Glory to die before the boss fight, so we have to take Max out of the location. Let's steal his car, but how? OK, let's have him leave the car and have Chum steal it. Cool, that moves him clear across the map and we'll just say the trip took longer than it actually did. So we need Scrotus to kill Hope and Glory, but we need a way for him to know about them NOW when he didn't BEFORE. Oh, let's torture Chum, but in such a way that he's still able to fire the harpoon. Oh, damn! We completely forgot about Stankgum! Eh, thoss him in there as a throwaway fight. Why did we put him in the game to begin with?
So we need to remove everything else that ties Max to this game. The car's too badass to get blown up, so let's have Max destroy it. We need him to be crazy, so we'll just say he lost all reason and, like, drove it off a cliff or something. Oh, that gives us an easy way to remove Chumbucket from the game, took. Kill the car, kill Chum because he'd kill himself to protect it. But he too is crazy so he won't be able to come up with an actual smart way to save his car and instead choose pointless martyrdom. K, that ties up all the loose ends. Run it through a few drafts, run it past the gameplay boys to see what they can do with gameplay and we're good to go. Phew! We made deadline!
The whole ending - indeed the last "zone" - has a distinct air of desperate last-minute dash to the finish line, like they had a whole other large-scale zone planned out, maybe inside Gastown itself. It feels like we were supposed to work with Deep Fryah to undermine Scarbrous Scrotus' forces, use Hope as an inside agent - get some raport going between her and Max, get a relationship going. And then they ran out of time or money or washing detergent or whatever and had to slap an ending together on the fly. It had to tick all the boxes and be accomplished with minimal use of the art team and supplementary staff.
Ever notice how the unique cars which only show up in the Dump aren't "collectable?" Ever notice how all the Scavenge Locations in Gastown double as impromptu Camps as though tey were supposed to be scattered across a large area? Ever notice how all of the Deep Fryah's compound projects take very few items and they're all found within spitting distance of his comploud? Or how almost all Scavenge Locations have a project part in them? Or how the Dunes and the Buzzards seem like they'll be important but end up not mattering in the slightest? How there's no mission which introduces you to Deep Friah and you instead just show up? How there's next to nothing done with Stankgun while he's built up as the "mid-game boss?"
To me, the ending feels like the developers were forced to abandon a good third of the game and cobble an ending together from whatever they'd already made. I say this because up until the end, Mad Max is a proper open-world game with a minimalist but still perfectly serviceable story and plenty of breating room. Then it starts to decline in quality VERY rapidly towards the end, with locations getting smaller, missions getting simpler and the story becoming more cutscene-heavy and railroaded. Almost like the game is shoving you towards an end as soon as you set foot inside Gastown's walls.
Parts of the ending could have been used in later games, or DLC, or take your pick. Hope/Glory/Chumbucket survive, Scrotus gets done in, if it has to be a prequel, Max goes to scavange alone in the Interceptor, there's Fury Road's story, returns back to them after Fury Road, Hope and Chum ride in the MO or Interceptor, maybe with different skillsets, man weapons/repairs/etc, Glory (who it mentions is ace at finding buried things, but you can't discover that) could also ride shotgun and point out various car bodies, scrap camps, etc. Eventually, possibly Hope and Glory are killed in a later game, Max loses it, rampages and leaves Chumbucket, the MO, and everything else behind, becoming the loner he always was.
If we go by what you're saying, then the Mad Max license only serves to pull the game down from what it could have been with either a unique setting or really any other setting besides this one. Hell, I might have enjoyed this game more in the Carmageddon setting, playing as Max Damage trying to survive in a post-apocalyptic world, slowly realising he's enjoying it a little bit too much and eventually seeing ever bigger and badder things to take on.
Yeah, Carmageddon has always been silly and the original idea was to set it in modern day running over pedestrians, but censors shifted it into a post-apocalyptic future populated by zombies and insane drivers driving makeshift cars and bulldozers and buses and so on. Hell, that fictional universe - violent as it may be - would have ended up less wrist-slittingly gritty to the point where I started skipping Mad Max's melodramatic narration.
Also, Carmageddon is badass. A Max Damage surviving the wasteland game? I'd play that to hell and back.
Great point,
By this you can see it's just rushed,no camps in the Dump,project parts are too easy to get,you need 1part per project to complete it,not even a convoy roaming around the Dump,just 3 Stank Gum patrol cars that are not collecteable,and Stank Gum lol,they ran out of ideas and just ♥♥♥♥ over the ending.
WB did the same thing with Dying Light,they didn't rush it but man it is CRAP....Two great games with an EPIC gameplay but their story is dumb.WB killed 3 "firends" of the main character in Mad Max and they killed 3 friends of the main character in Dying Light,these 2 games need better writers and need re-writing...