Mad Max behoudt mysterie uit films

De game Mad Max moet hetzelfde mysterieuze gevoel oproepen bij spelers als de films ook deden. Senior game designer Emil Kraftling zegt dat de game verder bouwt op het thema dat George Miller heeft neergezet met de films: de spelers weten dat de wereld is vernietigd, maar ze weten niet hoe.

“Obviously we want to maintain that sense of mystery about what has happened in the world, and what is the history of every place that we visit. And while some of it is things that we have explained in development — either on our own or through the consulting with George Miller — while we know it, we don’t spell it out to people, but it affects how certain areas are constructed and what we find in certain area," aldus Emil Kraftling.

“There’s a lot there for the players to discover if nothing else. They won’t get the answer, but they will be able to look at a place and start thinking about how it came to be like that.”

Als voorbeeld vertelt Kraftling over een gebied genaamd 'The Great White,' dat lijkt op een witte woestijn of vlakte.

“It’s the old seabed, and there’s all this trash and the treasures of the old world that were buried at the bottom of the sea that is now exposed, or semi-exposed,” zo legt hij uit. “That’s a really interesting location to be in and explore, and see all of these things that when you first come across them, you might be like ‘oh, this is an old rock’, and then you realize what was here before was maybe a reef, or something that was very different in the old world than it is in this one"

“There’s a lot of interesting stuff there for us as developers as well as for players, and what we know and what the players know will not necessarily be the same. In some instances, I know myself that we have some stuff in the world, and it’s not described anywhere why it is how it is, but I’m making educated guesses as to why it is this way.”

Mad Max komt in 2014 uit voor pc en next-gen consoles.

Mad Max