A video game set in the Mad Max universe was mentioned by director George Miller in a 2008 interview. [36] Miller joined God of War II director Cory Barlog after Barlog left Sony Computer Entertainment . Initially, the game was to be related to a Mad Max animated film that was to be released simultaneously with it. The production of the film has been suspended so that the game has more time to be developed. [37] After Barlog announced in 2008 that he was looking for a publisher, no information about the game was revealed. [38] In 2010, Barlog was a consultant atAvalanche Studios , but left in 2012 for Crystal Dynamics . [39] Another game related to the movie Fury Road was being developed by Interplay Entertainment , but was abandoned when Electronic Arts acquired the franchise rights for $ 20 million. [40]
On February 14, 2013, a blurry, foggy screenshot was revealed by Avalanche Studios founder and CEO Christofer Sundberg. [41] The game was officially announced on June 10, during Sony 's E3 2013 conference , and its release was scheduled for Microsoft Windows , PlayStation 3 , PlayStation 4 , Xbox 360 and Xbox One in 2014. [42] However , during the conference, Christofer Sundberg revealed that the project Miller and Barlog are working on is not the same game that Avalanche Studios is developing, but acknowledged that Barlog worked on this gameMad Max when he was at the Avalanche. [43] Despite the unclear relationship between the two games, Miller, according to the game's design director, collaborated with Avalanche Studios during the game's pre-production phase in 2011. [38]
In April 2014, Avalanche announced that Mad Max would be postponed to next year, [44] being one of the titles to be released during Avalanche's "best year". [45] [46] The game was remade during development. [47] [48] Although released in the same year, the video game has nothing to do with the movie Mad Max: Fury Road and was never planned to have; [49] The setting and story of the game are original. [16] This decision was made because the publisher Warner Bros. Interactive Entertainment , learning from the success of the Batman: Arkham series, considered that there will be more benefits if the game has nothing to do with the film. [47] However, locations that have also appeared in films, such as Gas Town and Thunderdome, also appear in the play. [50] [51] Unlike other games developed by Avalanche Studios, such as Just Cause 2 , the game's tone is more mature [52] and more focused on the narrative. [53]
Like movies, Max rarely expresses his feelings; thoughts are reflected in his actions. The development team wanted to build a complex personality for Max. According to the game's director, Max is traumatized by his past experiences (such as losing his family); these experiences made him "crazy", "unstable" and "angry". These qualities are reflected in the "Fury" ability, in which Max can seriously damage enemies. [54] Chumbucket, Max's mechanic and assistant, is obsessed with Magnum Opus; according to the game's screenwriter, Chumbucket "has a pseudo-religious and sexual relationship with the engines." [55]Scabrous Scrotus, the game's antagonist, is one of the war lords and was designed to be a "bloodthirsty monster who can find solace only through the suffering of others." The enemies encountered are also painted with scars, according to the director of the game Frank Rooke, such appearances "are the approaches that civilization has chosen in such a territory." [56]
Design director Emil Krafting revealed that the gameplay of the game was the number one priority during development. Similar to the Just Cause series , the developer tried to give players autonomy through the available tools. [57] The studio also tried to create a dynamic world by creating "countless events". [29] The game was inspired by the Mad Max universe and not the series' movies. According to Avalanche, he revealed that he tried not to be inspired by other post-apocalyptic games, such as Fallout , Rage and Borderlands , most of these games being inspired by the original Mad Max .[35] They said that one of the hardest parts of creating the game was the design of vehicle fighting, due to the lack of experience in the field of such games. [35]
The design of the world was inspired by the Just Cause series , and contains a sandbox world to encourage exploration. Avalanche CEO Christofer Sundberg hoped players would compare the game's setting to that of Red Dead Redemption . The size of the world was designed according to the density and frequency of the gameplay; the company tried to create a world full of possibilities and distractions, and did not focus on size. [47] It was designed to be dead, threatening and hostile, but captivating and good-looking (to encourage exploration). [58] The challenge was to design a varied outfit , with Mad Max being the first post-apocalyptic game developed by Avalanche.[35] In this way, the developer spent most of his time designing the game's soil and terrain variations to avoid the repetitiveness of the landscape. [47] Because the game takes place in the desert, the team used vibrant colors when designing the sky. [59] Avalanche Studios sent a team to the jungles of Costa Rica to inspect the scenery and environment and create the sky in Mad Max . [60] Like the movies, the game does not explain the origin of the apocalypse, they want to create a "sense of mystery" for the land, leaving players to imagine what it came to look like. [61]
Mad Max uses the Avalanche Engine graphics engine, Avalanche's own graphics engine, also used in Just Cause 2.[62] Conform designerului principal al jocului, Alvar Jansson, noi funcții pentru motorul grafic au fost introduse în timpul dezvoltării lui Mad Max, iar acest motor grafic a fost proiectat și optimizat pentru jocuri open-world.[63] Echipa a lucrat și la îmbunătățirea funcției draw distance a lumii, pentru a se asigura că nu vor exista diferențe grafice între cele trei platforme.[64]
Journalists who watched a gameplay demonstration in private during E3 2013 noted that during this demonstration, Max had an American accent, different from the Australian one in the series' films. Many fans were against Max's American voice; Avalanche Studios later confirmed that the main character will have an Australian accent. [65][66][67][68] Cadrul jocului a fost numit un „ținut creol”, cu elemente din diferite civilizații, pentru ca personajele să aibă diferite accente
