Saturday, September 19, 2015

These are all the included leagues in FIFA 16

EA has confirmed the full list of leagues and teams included in FIFA 16.
Over 30 leagues and 650 teams are playable in FIFA 16. Today, EA has revealed the entire list. This number includes 12 Women’s National Teams, Brazilian teams and series staples such as Barclays Premier League, Ligue 1, Bundesliga, Serie A, as well as collection of other leagues.

The full list of teams is massive, so we’ve only included the leagues list.
[Argentina] Primera División
[Australia] Hyundai A-League
[Austria] Ö. Bundesliga
[Belgium] Pro League
[Chile] Camp. Scotiabank
[Colombia] Liga Dimayor
[Denmark] Alka Superliga
[England] Barclays Premier League
[England] Football League Championship
[England] Football League 1
[England] Football League 2
[France] Ligue 1
[France] Ligue 2
[Germany] Bundesliga
[Germany] Bundesliga 2
[Italy] Serie A TIM
[Italy] Serie B
[Korea] K LEAGUE Classic
[Mexico] Liga Bancomer MX
[Holland] Eredivisie
[Norway] Tippeligaen
[Poland] Ekstraklasa
[Portugal] Liga NOS
[Rep. Ireland] SSE Airtricity LeagueRest of World
[Russia] Russian League
[Saudi] ALJ League
[Scotland] Scottish Premiership
[Spain] Liga BBVA
[Spain] Liga Adelante
[Sweden] Allsvenskan
[Switzerland] Raffeisen SL
[Turkey] Süper Lig
[USA] MLS
Men’s National Teams
Women’s National Teams

Wednesday, September 16, 2015

The Last of Us 2 Accidentally Outed in Naughty Dog Stream

Naughty Dog appears to have accidentally confirmed the existence of The Last of Us 2 during a livestream focused on the upcoming Nathan Drake Collection.First noticed by Gamepur, during the livestream featuring community strategist Eric Monacelli, writer Josh Scherr and lead animator Eric Baldwin, Scherr seemed to all but confirm a second Last of Us game is indeed on the way."All the facial animation in the Uncharted series was led up by Eric, here," he begins, "and [on] the first The Last of Us. Uh, did I say the first The Last of Us?”Though it's not an official confirmation, if you watch the video above and note how flustered Scherr becomes, repeating himself several times and tripping over his words, it certainly seems like he realises he's slipped up. It's possible he's referring to the original game rather than the Left Behind expansion, of course, but this seems unlikely.This isn't the first time we've heard mutters about a sequel to The Last of Us. Earlier this year voice actor Nolan North claimed The Last of Us 2 is being worked on at Naughty Dog, though Troy Baker (the man behind Joel) was quick to say things remain up in the air.We know ideas for The Last of Us 2 have been kicked around, but currently the studio's primary focus is on finished Uncharted 4. With that in mind, if you're hoping to hear something official about Naughty Dog's next project, don't expect anything before next year.

Monday, September 14, 2015

Need for Speed Delayed to Spring 2016 on PC

Sorry racing fans, there will be no Need for Speed for you this holiday season. EA and Ghost Games have announced that Need for Speed will not arrive on PC until spring 2016.In a blog post, Ghost Games explains the situation, saying that they need more time to deliver a stellar PC experience. The team is also taking the time to add additional graphics options, such as an unlocked framerate and superior graphics, to the PC version. Considering a few recent PC ports, this delay might be for the best.“At Ghost, we’re united by one common passion… to deliver the best Need for Speed™ experience possible. And at every step of the development process we’re guided by our community. Whether that’s reading your comments on Facebook or Twitter, watching your videos on YouTube, or joining in with the discussion on Reddit, the conversation we’ve been having as fans of Need for Speed is enormously important and we’re working to reflect it in the game we’re building.“Part of the conversation includes hearing from our PC community that an unlocked frame rate in Need for Speed is a massive priority for you, and we fully agree. To deliver this, we’ve made the decision to move the PC release date to Spring 2016. Our PlayStation 4 and Xbox One release dates will remain the same, starting November 3, 2015 in North America and November 5 worldwide.“This decision on PC gives us the necessary development time to increase the visuals that we can deliver on PC. We will also include content updates that will have been released on console up to that time, making them available to all PC players from day one.”Need for Speed is out November 3 on PS4 and Xbox One, and spring 2016 on PC. EA and Ghost Games are holding a beta on PS4 and Xbox One, which will take place sometime before release.

Sunday, September 13, 2015

Experience the Mortal Majesty of Swordplay in For Honor

Combat has evolved substantially throughout human history. Our tools have changed, becoming deadlier and easier to wield with each iteration, but nothing has ever quite surpassed the sword in terms of sheer lethal elegance. It’s a weapon that requires immense skill and focus to master, giving those who do the power to bend entire battles to their will. Ubisoft Montreal’s For Honor is built around this very concept, pitting two teams of five players against each other in a battle for territory framed around fierce, calculated duels.The battlefield is flooded with colored units, some on your side but most from the opposition, and those computer-controlled pawns can be dispatched with basic light and heavy attacks without much thought. For Honor feels very much like Dynasty Warriors in these moments, as you and your teammates fight back hordes of weaklings to capture a piece of territory. Dynasty Warriors actually has a significant advantage in attack variety in comparison to For Honor, but what it doesn’t have is its tactical PvP duels.
When you get another player in your sights and lock on, your fighter will immediately raise his sword in preparation for the approaching clash of blades. He’ll wield his weapon in whichever direction you flick the right stick, either left, right, or up. Matching your opponent’s stance will block their strike, while moving your blade to a position your foe has left open creates a chance for a light or heavy attack, depending on which button you press. Players can also dodge and break their opponent’s guard, often opening up opportunities for lethal counterstrikes. For Honor‘s duels are tense, tactical encounters, but they’re only a portion of the game’s broader battlefield clashes.Ubisoft Montreal’s game is first and foremost focused on the acquisition of territory, and teams must work fluidly to push back enemy units and isolate opposing knights. Working in pairs seemed to be a successful strategy during my time with the demo, especially when we faced up against a single enemy knight. Part of the tactical aspect of For Honor is keeping tabs on the overall state of the battlefield and fighting wherever you’re most needed, instead of blindly swinging your sword at every enemy you see. The game rewards you incrementally for maintaining a streak of small victories, tallying the soldiers you kill and unlocking special abilities, like rallying your troops for a time or unleashing a barrage from a catapult. These perks once again emphasize the strategic element of For Honor, teaching players that it’s perfectly acceptable to run from a fight if they need to regroup and maintain their advantage long-term.
Falling to the blade of a foe sends you back to the point you spawned from without tolling more than your time, but once your opponents start to overwhelm you in territory control your team loses the ability to respawn, making each death more costly and raising the stakes exponentially for the players left alive. Though the pressure is high in these moments, the battle is not lost; your team can level the field by recapturing crucial pieces of territory, extending For Honor‘s tug-of-war gameplay until one team bests the other definitively.The demo only offered knights as playable units, but in the final game players will also have access to warriors from the Viking and samurai factions. You’ll be able to choose from a variety of weapons, classes, and even customize your armor, and take to the battlefield online with your friends or in a campaign designed to welcome players to For Honor’s unique, culturally blended world. Ubisoft looks to have a truly unique and exciting new IP on its hands, and we can’t wait to see more ahead of the game’s 2016 release on PS4, Xbox One, and PC.

Assassin’s Creed Syndicate is One to Get Excited About

After last year’s embarrassingly buggy Assassin’s Creed Unity, Ubisoft has to deliver with Assassin’s Creed Syndicate. Many fervent fans were burned by Unity’s disappointing launch, and if another sub-par game follows it up, it could spell the end of the Assassin’s Creed franchise altogether. Luckily, Syndicate looks like one of the most promising entries in the series yet, boasting a more modern setting, more refined stealth and combat mechanics and a year’s worth of practice on current-gen consoles.Assassin’s Creed Syndicate features a number of significant changes from past games in the series, none more striking than its 1868 London setting. The industrial Revolution brings with it an array of new weapons, tools and environmental features, most notably a rope launcher that allows players to rappel up buildings and zip-line across rooftops, making moving about unseen easier and more enjoyable than ever. The entire core of Assassin’s Creed feels more refined this time around, with significantly faster combat and more fluid traversal. Syndicate‘s other touted feature is its twin protagonists, a first for the series.
Jacob and Evie Frye both fight to provide for the poor of London, but they have drastically different methods. Jacob is an outspoken brawler, always ready for a fight, and he prefers building up his street gang and rolling deep than working solo in the shadows. Evie, on the other hand, is a more traditional assassin, most comfortable in the dark and an expert in silently extinguishing life. Players will control both during their time with Syndicate, in story missions designed around the traits of one or the other. Having said that, however, you will also be able to tailor the twins to your personal preferences, perhaps specializing Evie in combat and making Jacob more of a typical assassin, or vice versa. During my recent hands-on demo with the game, I got to know Evie on a mission to kill a templar by the name of Lucy Thorne. Ubisoft challenged me to play the same mission twice, each time taking a different path towards the same goal.The first time through I rappelled up the courtyard walls and swung in through a window, unsure of the how I should approach my target. I stumbled upon a captured constable, who I liberated and followed outside. Grateful, and sharing my same distaste for Ms. Thorne, he lent me a legion of guards who I could call at my leisure to assist me in neutralizing any annoyances that cropped up on my way to her chambers. It involved a lot of blood and little stealth, which isn’t quite Evie’s forte. Her strengths lend her well to meticulous planning and deliberate distribution of death, and her bespoke chameleon ability, which renders her invisible if she stands still for a few seconds, making her an obvious candidate for sneaky operations.
Determined to act more assassin-like during my next attempt on Ms. Thorne’s life, I chose a more deceptive route on my second pass at the mission. It first involved me silently terminating a group of Templars disguised as guards, culminating in a crafty plan with one of Evie’s acquaintances. Posing as a guard, he pretended to apprehend Evie, bind her hands and deliver her to Ms. Thorne. It was a refreshing change of pace after the frantic violence of my last plan, and made me feel much more like an insidious assassin, hiding in plain sight. At least until I walked too close to a guard in Ms. Thorne’s abode, and he sounded the alarm. Then I got right back to the stabbing and shooting. But hey, it was good while it lasted.Admittedly, I was skeptical before playing Assassin’s Creed Syndicate. Innovating a series year after year is a big ask, but Ubisoft seems to have made a number of small but substantial tweaks to its established formula, and I had a blast. Refocusing on the single player experience is an intelligent decision and 19th century London looks to be an exciting setting full of firsts for the franchise. Only time will tell if Syndicate can live up to fans’ expectations and launch smoothly, but one thing is certain: it has our attention.

Sunday, September 6, 2015

Until Dawn Review

The Butterfly Effect is an abhorrent film, but an interesting concept. A part of chaos theory originally coined by Edward Lorenz from observing weather patterns, the phrase has since entered the cultural lexicon to describe how slight decisions can effect major parts of history. Ray Bradbury popularized the concept in his fantastic short story A Sound of Thunder (not to be confused with the terrible film A Sound of Thunder, which brings into question why every movie about this effect has been so detestable) and when applied to everyday human life, the butterfly effect is fascinating. We make frequent seemingly insignificant decisions that could set us down a completely different path. Leaving your house a minute later because you had to run back in for your briefcase, for instance, could make it so you end up being hit by a red light runner simply because it altered the timeline of when you made it to that intersection. Deciding to stop at a bar on whim could lead to meeting a future spouse, radically changing the timeline of both parties. In fact, the odds of your mere existence are nearly incalculable as not only are your parents meeting likely spurred by a series of nominal events, but they could have easily have had a child that simply wasn’t you. The randomness of life is spooky when one puts thought into it and enough to bring out neurosis in even the most stable individual. Until Dawn is an experience that not only preys upon our basic fear of what lurks in the dark, but also our basic fear of life itself.Until Dawn puts players in control of ten friends — Sam (Hayden Panettiere), Mike (Brett Dalton), Jessica (Meaghan Martin), Ashley (Galadriel Stineman), Chris (Noah Fleiss), Matt (Jordan Fisher), Emily (Nichole Bloom), Josh (Rami Malek) and his twin sisters, Hannah and Beth (Ella Lentini) — as they head up to Blackwood Mountain Ski Lodge for their annual winter getaway. Hannah has long had a crush on Mike and some of their friends decide to take advantage of this knowledge and play a prank on her, having Mike invite her to his room as they lay in hiding watching and laughing. Hannah realizes this deception and is devastated, running out of the cabin and into the snowy woods. A distraught Beth chases after her and while they eventually reunite, they’re chased off a cliff by a mysterious figure. Although searching for weeks, Hannah and Beth are never found.A year later, Josh decides to go forward with the annual getaway in memory of his sisters and invites all of his friends back up to the mountain. This time around, however, things simply don’t seem right. Not only is there a storm brewing, but the group continues to discover alarming things like a wanted poster for an escaped murderer, missing weapons and items out of place. Things continue to devolve as the night continues until (depending on how the events unfold) people start dying or disappearing. Now it’s up to the player to stay alert and survive until dawn.
Until Dawn has a bit of an identity crisis as it ends up being two fairly unrelated stories rolled into one. Things begin like a typical teen slasher film. We’re introduced to group of good looking teenagers/young adults who’ve inexplicably ventured to a spooky cabin where their friends died; there’s the jock, the nerd, the bombshell, the bookworm, the cheerleader, etc. If the player makes the “wrong” decisions, events will unfold in the normal slasher formula where they are picked off one by one predominantly due to poor decisions. One of the first playable scenes, for instance, tasks players with controlling Mike as he ventures through a storm (and numerous threats) with Jessica to a remote cabin to have sex with her. This isn’t an exaggeration, one of the most groan inducing lines in the game is literally “are you really that upset with me and Mike that you’re going to ruin our fun? Well guess what, you can’t ruin it because Mike and I are going to screw. That’s right: we’re going to have sex. And it’s going to be hot, so enjoy because I know we’re going to.” Why they have to venture to a remote cabin to screw when they are staying in a gigantic ski lodge with plenty of private rooms is one of the many tropes Until Dawn seems to proudly wear on its sleeve.Even though it follows the teen slasher genre to a T, clichés and all, it’s an expertly plotted slasher. The atmosphere is well-crafted, the characters are developed enough to care about them and the plot unfolds at a neat pace. A little over halfway through, however, the proceedings do a complete 180 and swap from teen slasher to paranormal monster movie. It’s a tonally jarring shift that while connects to the slasher parts well enough to work, falls short of the original intention of the title. Until Dawn would have been a much tauter experience if developer Supermassive Games had stuck to making it feel like a single (ultra long) interactive slasher film, but instead it feels like it has a bit of an identity crisis. Regardless, the story is ultimately still effective (although it ends too abruptly) and will keep players hooked until the credits roll.
Until Dawn was a different beast when announced over three years ago. Originally conceived as a PlayStation Move release for PlayStation 3, the game had players navigating through the world in first person with the help of the PS Move controller. From what we’ve seen from the original version, most everything else was the same as the final release, but the gameplay changes had been drastic. For its PlayStation 4 release, Supermassive has essentially swapped out the gameplay. Instead of venturing through the player controlled story parts manually in first person, they unfold through QTE filled cutscenes. While QTEs have their detractors, they are much preferable over the original first-person segments. What we saw of the original game looked clunky, with the player simply running through an environment in chase. The exploration parts of the game, however, seem relatively the same with swapped viewpoints.Outside of the QTEs, the rest of the gameplay rests in either decision making or wandering around the mountain. The environment is predominantly broken up into three areas: the ski lodge, an abandoned mine and a sanatorium. Why would anybody go to this hellish blender of a mountain is anybody’s guess, but it does make for an unnerving setting. All three of the main areas are well designed and do a great job ratcheting up the tension. The self-exploration parts are basically designed to trigger a jump scare before giving players a small amount of time to regain their bearings and get spooked out by the atmosphere before delivering another jump scare. While most of these jump scares won’t be predicted, that’s because there are far too many of them and most of them are far too cheap. I attempted to keep track of how many there were and tallied forty-three. That’s a lot of jump scares for what amounts to around a nine hour experience and far too many of them are random yelling ghouls flashing on the screen that aren’t explained well enough later on.Until Dawn is scary and will have your heart racing, but it would have been much more effective if the jump scares were cut in half saving only the most clever and more focus was placed on atmospheric horror. Supermassive did an impeccable job crafting a dread-filled atmosphere and that’s true horror. Sure it won’t make you jump, but wandering around an abandoned sanatorium unaware what lurks around the corner is the kind of atmosphere that has you looking over your shoulder as you sit on your couch.
Until Dawn’s ace in the hole is of course its butterfly effect system that allows players to alter the course of events. Instead of decisions that trigger plot alterations being predominantly major things like shooting somebody in the head or not (although this does actually happen), most of the decisions are insignificant such as going left instead of right. The game is drastically altered, for instance, based on who you select to pick up a flare gun halfway through. It seems like a rather inconsequential decision that there’s no clear right answer to, but it completely alters the future of multiple characters. Some will be in awe of seeing a live demonstration the butterfly effect, while others might be frustrated that they killed two characters simply by making an everyday decision with no clear answer. Until Dawn is designed to be replayed, however, allowing those with the time to go back to individual chapters to rethink their decision after the first playthrough.Visually, it’s nigh impossible to tell this began as a PS3 game. It looks fantastic through and through with realistic environments and characters. Framerate can be an issue as it doesn’t stay constant, but it’s hard not to be impressed when you’re not too busy jumping out of your skin. The assembled cast did a fantastic job bringing the characters to life. As motion capture was used to actually render their movements and appearance, everything seems quite natural. Rami Malek, who currently stars in USA’s Mr. Robot and is rapidly approaching“somebody just give this guy an Oscar for something” territory, is especially impressive. This is a guy who treated Until Dawn like an Oscar caliber film and clearly spent time trying to understand and get into the head of his character. Hayden Panettiere is also quite natural, but it’s perhaps Peter Stormare who steals the show. Stormare plays “The Analyst” who appears between chapters to gauge what scares the player most to help tailor the most effective experience. Although it’s simply Stormare being Stormare, the surrealism of the character bolster the overall worth of the experience and end up being one of its most unnerving elements.
Closing Comments:
Until Dawn will likely be forever mistaken as part of Quantic Dream’s oeuvre. That’s high praise, however, as the French studio has come the closest to making a game that truly feels like an interactive movie. The area that Until Dawn fails to measure up to Quantic Dream’s efforts, however, is in its plotting. Everything is rather straightforward and cliché and while it’s easy to care for the characters, there’s a noticeable lack of poignancy. It could have been a near masterpiece if not for the tonal shift halfway through and if Supermassive committed to either going in the over the top Cabin in the Woods direction or delivering a taut and intelligent slasher like the original Black Christmas. Still, Until Dawn is gripping through its nine-odd hour running time and never lets off the gas. It’s scary — although sometimes cheaply so — and does a great job illustrating the butterfly effect. What Supermassive has accomplished so early in their tenure is impressive and something all horror fans should experience.
Score: 3/5
Reviewed BY: HardCoreGamer

Mad Max Review

Out of the many high-budget games released in the past few years, none feels more like a AAA title than Avalanche Studios’ Mad Max. It’s a testament to the commercialization of video games, as it feels like it encompasses every anti-player mechanic imaginable without sacrificing a base level of entertainment. For every smile-inducing moment in Mad Max, there seems to be a matching instance of design that doesn’t seem to take fun into account. Nowhere is the problem with this particular game better illustrated than in its single biggest draw: upgrading the Magnum Opus, your ultimate battle vehicle. Sure, it’s exciting to level up your car and see the results of your efforts translated into an awesome in-game item, but the sheer amount of busywork that goes into earning these upgrades simply isn’t fun. With a gorgeous open-world filled with busywork sporting intriguing characters in an abysmal story, Mad Max is about as hit or miss as it gets.Within the open moments of the campaign, the titular main character finds himself left for dead in the middle of a barren wasteland after the ruthless Lord Scrotus (son of Mad Max: Fury Road‘s Immortan Joe) beats him down and steals his car, The Interceptor. Max is left to pick up the pieces of his humble life and, with the help of a bizarre hunchback mechanic known as Chumbucket, sets off to get his car back and seek revenge. This initial opening cinematic is about as close to a MacGuffin as a plot-moving device can get without actually being one (being that this has the framework of a revenge story), as the overall narrative is told in the franchise’s traditional minimalist manner. The thing is, even though Max’s car being stolen forms some sort of a reason for him to continue his journey, as the story moves forward, it feels as though Avalache’s writing team forgot to give him tangible reasons to care. Nowhere is this more evident than in the final third of the main quest-line, where Max basically obtains a pseudo-family that he deeply cares about without players witnessing any of the moments necessary to establish a bond of that level. In aiming to weave a story that’s largely based upon atmosphere, a few basic tenants of narrative design seem to have fallen by the wayside here.
It’s a real shame that Mad Max‘s narrative is such a disaster, as the sheer number of fantastic characters in this fascinating world are seemingly left to rot. Naming and describing every interesting character in Mad Max would likely create a long-form article on its own, being that literally every major and minor character outside of Max and his aforementioned adopted family, Hope and Glory, are interesting in their own right. Max’s blandness and stoicism can be easily explained away considering that he’s a battle-hardened survivor, but inserting a stereotypical damsel and a child whose personality could be described as, well, childish, into a world rich with intrigue completely weakens what Mad Max is going for. From the amazing visual design of the self-proclaimed immortal Lord Scrotus to Chumbucket’s quips in the back of the Magnum Opus, there is something to love about nearly every character present here. Some of the more bizarre characters, including a Warboy whose only duty is to provide blood for transfusions, are so cringe-worthy and bizarre that their insertion into one of the most by-the-books open world stories around feels like a massive letdown.In regards to the world that Avalanche has created, things are far more positive. While the environment pretty much comprises of desert landscapes and nothing more, there’s a tangible sense of desolation and wonder for players to lose themselves in. For a game that’s almost entirely some shade of brown, this environment finds a way to make every area feel unique thanks to a number of awesome landmarks. One of the best looking games to come out all year, Mad Max truly makes you feel like you’re trying to navigate a world trying to kill you. The overall atmosphere of the world is so wonderfully realized that it completely diminishes the shoehorned-in survival mechanics, which require you to maintain fuel levels and use water and food (read: dog food and maggots) to regain health. The thing about this particular wasteland that’s truly a shame is that it would be able to stand on its own as a fun place to explore, granted with interesting mission design, without having bland, repetitive activities splattered across it, but sadly for players that’s exactly what they’re going to find when they hop in.
Mad Max, for all its mediocrity, is at its absolute worst when it comes to its mission design. If you were to take every standard open-world quest trope, namely endless scavenging and repetitive base captures, and stuff them into a single game, you’d likely wind up with something resembling Mad Max. A campaign that would be roughly seven or eight hours long is nearly doubled by progress gates that require you to complete numerous side missions (read: chores) until you’re able to continue on your journey. This is perhaps the single biggest sin one can commit in creating an open-world game, as players should be driven to complete side activities on their own rather than simply being forced to in order to lengthen the experience. The worst part about this is that none of the side missions are particularly fun. From demolishing towers that decrease the threat level of a given area to capturing bases that feel completely linear, unlike the amazing Outposts in the Far Cry series, every activity in Mad Max feels like homework rather than genuine fun. Even the campaign missions leave something to be desired when you’re not fighting other vehicles in the Magnum Opus, as these encounters largely amount to fetching an object after defeating hordes of enemies using watered down Arkham combat. Those seeking a video game that will entertain them simply by assigning them tasks will find themselves captivated by Mad Max, but those who want their content to be meaningful should probably run far far away.Combat in Mad Max is fifty percent awesome, fifty percent bland as it gets. Whenever you’re in a car ramming into enemies, engaging in chases and firing harpoons at enemies, there’s a tangible sense that you’re playing a dynamic action movie. If any part of this particular game feels like Mad Max: Fury Road, this is it. Upgrading your car, though cumbersome due to the sheer amount of scrap you need to scavenge, drives players to do more and more, as the better your car gets, the more fun combat becomes. The thing about the car combat system that makes it exciting is its novelty; outside of the Twisted Metal franchise, we haven’t necessarily seen vehicular combat that feels this exciting. Compare this to the ground combat, which basically amounts to the standard X-Y combat of the Arkham series without any of the dynamic combos, and it’s easy to see why Mad Max falls flat on its face whenever you leave the Magnum Opus. It’s also worth noting that this bland combat system, which is definitely starting to get stale and long in the tooth, goes from boring to awful as soon as you get into enclosed spaces, as the camera finds a way to lose its mind here every single time.In terms of the PC version of Mad Max, it’s a testament to how to optimize a AAA game for this particular platform. On a rig sporting a GTX 970 and an i5 4690k, the only times that the framerate dropped below 60 FPS on max settings was when I received a Steam notification signaling my download of Metal Gear Solid V: The Phantom Pain was complete. If you have the means to play Mad Max on PC, and you’re not dissuaded by its mediocrity, you’re going to want to choose this particular platform. After the debacles that were the PC versions of Arkham Knight and Mortal Kombat X, it’s such a relief to see a WB-published game that feels perfectly suited for PC play.
Closing Comments:
While Mad Max avoids being the disaster that the development hell storylines surrounding it suggest that it could have been, it’s an absolute testament to mediocrity. Its characters and the world itself provide a great deal of intrigue, and they will keep some players interested, but there are too many flaws to consider it a solid video game. From its bland quests and progress gating to the fact that it uses a weak clone of the standard Arkham combat system, Mad Max feels like a AAA studio attempted to make a AAA video game and nothing more. For this particular game to have truly shined, we would have needed to see a much better narrative and a more varied set of missions. Unfortunately for gamers far and wide, Mad Max is far more likely to frustrate than entertain.
Score: 3/5
Reviewed BY: HardCoreGamer