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Looking Back on 2015’s Underrated ‘Mad Max’ Video Game

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Between the hyper-violent car combat of Twisted Metal and Fallout’s familiar-looking Mysterious Stranger, it’s pretty clear that George Miller’s Mad Max franchise has been incredibly influential in the world of gaming. That’s why you might find it surprising that video games directly based on the adventures of Max Rockatansky have been notoriously difficult to get off the ground.

From Mindscape’s Outlander – which was supposed to have been an official Mad Max adaptation until the studio lost the license when the title was nearly complete – to the ill-fated Melbourne House project which would have been the first Australian-made game based on the franchise, telling an interactive Road Warrior yarn has never been easy.

In fact, only two officially licensed Mad Max games have ever seen the light of day. While the first one was simply a re-skin of 1988’s Road Raider, the second might just be one of the most underrated licensed games of all time. And with the upcoming Furiosa: A Mad Max Saga featuring story elements that were previously introduced in this fascinating game, I’d like to take this opportunity to look back on Avalanche Studios’ 2015 Mad Max.

The story behind this fascinating title actually begins many years earlier, with George Miller refusing licensing deals left and right after becoming disappointed with Gray Matter’s lazy take on his brainchild back in 1990. It was only after God of War director Cory Barlog – then working as a consultant for Avalanche studios – approached the filmmaker during the late 2000s that he demonstrated interest in allowing a new Mad Max game.

At the time, Miller was frustrated by a series of unfortunate setbacks (including everything from September 11 to the Iraq war) that had led to his initial version of Fury Road becoming trapped in production hell. That’s why it makes sense that he would relish the opportunity to collaborate on a canonical gaming experience that could lay the groundwork for what he perceived to be a new era of Mad Max stories.

Collecting spooky hood ornaments is the name of the game here.

This proposed game was going to be an open world action title that followed Max as he attempted to rebuild a damaged Interceptor while taking down warlords and helping survivors on a journey that would eventually lead to Fury Road. Warner Bros actually collaborated closely with both Miller and Barlog during this time, with the development team gaining access to exclusive concept art and story ideas meant to flesh out a franchise revival.

Alas, this version of the project was not to be, with Barlog exiting Avalanche and Warner Bros souring its relationship with Miller after a series of contract disputes. While the Mad Max game was still technically in development, what remained of the creative team would have to make do with mere scraps of lore and artwork in order to craft their next-gen post-apocalyptic experience.

It’s here that 2015’s Mad Max really began to take shape, with developers finding themselves in a pickle as they struggled to deliver something that resembled Fury Road without having insider access to the film’s production. Their solution was to focus more on the overall atmosphere of the Mad Max films and allow players to lose themselves in advanced moments of emergent gameplay rather than scripted set-pieces.

In the end, Mad Max was a tie-in game in name only, telling a mostly self-contained adventure that followed in the footsteps of its inspirations by not making it quite clear when it took place in the franchise timeline (though I’m pretty sure that it can still be assumed that this is a prequel to Fury Road telling an alternate version of the tie-in comic which was released ahead of the film).

In the finished game, which came out in September of 2015, we follow Max as his journey to the fabled Plains of Silence is interrupted by a war-party led by Scabrous Scrotus, one of Immortan Joe’s sons. After a thrilling battle, Max loses his iconic Interceptor and is left to fend for himself in the brutal wasteland. Luckily for our hero, he soon encounters a deranged hunchback named Chumbucket who decides to help him build a new vehicle so he can continue his quest.

In gameplay terms, this means that players scour the harsh desert for parts and scrap in order to improve the “Magnum Opus,” all the while dealing with hostile factions (usually by beating war boys into a bloody pulp) and occasionally helping out survivors in need. While the open-world formula was already getting stale back in 2015, Mad Max stood out by making traversal incredibly thrilling while also presenting a fascinating new rendition of a familiar apocalypse.

Good thing Immortan Joe didn’t hear about this.

And while the story no longer benefited from direct input by Max’s creator, it still managed to tell a surprisingly mature yarn that ends on such a bleak note that it can only be compared to the 1979 film. Luckily for fans, the narrative also managed to reverse engineer some of Miller’s original ideas, which is why the title is still technically canon and even introduces us to conflicts and characters that we’d only end up seeing in the upcoming Furiosa film (such as the aftermath of Dr. Dementus’ war for the citadel, with Chris Hemsworth playing the vile biker in the new film).

Unfortunately, the rushed development cycle and plethora of behind-the-scenes issues resulted in quite a few flaws marring an otherwise fantastic game. From random physics glitches to underused gameplay concepts (we needed more customization options!), I can understand why the title wasn’t exactly a blockbuster hit back when it first came out.

Thankfully, it appears that gamers have since learned to appreciate Mad Max’s ambitions even if the finished title outreached its grasp. From Thunderdome knock-offs to chases echoing the climax of the second film, this is a must-play for fans of Miller’s particular brand of vehicular carnage – especially since most of the fun bits happen organically as you explore the wasteland.

At the end of the day, 2015’s Mad Max wasn’t the dream game that both fans and Miller himself had been hoping for, but I still think that Avalanche did the best they could under the circumstances and managed to deliver one of the best licensed titles in history. The years may not have been kind to some of the presentation and formulaic mission structure, but I’d still argue that nothing quite plays like this high-octane trip down Fury Road.

And while I wouldn’t hold my breath for a sequel, I’d love to see a spiritual successor – licensed or not – that could take the car combat and customization mechanics to the next level.

Born Brazilian, raised Canadian, Luiz is a writer and Film student that spends most of his time watching movies and subsequently complaining about them.

Books

‘See No Evil’ – WWE’s First Horror Movie Was This 2006 Slasher Starring Kane

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see no evil

With there being an overlap between wrestling fans and horror fans, it only made sense for WWE Studios to produce See No Evil. And much like The Rock’s Walking Tall and John Cena’s The Marine, this 2006 slasher was designed to jumpstart a popular wrestler’s crossover career; superstar Glenn “Kane” Jacobs stepped out of the ring and into a run-down hotel packed with easy prey. Director Gregory Dark and writer Dan Madigan delivered what the WWE had hoped to be the beginning of “a villain franchise in the vein of Jason, Freddy and Pinhead.” In hindsight, See No Evil and its unpunctual sequel failed to live up to expectations. Regardless of Jacob Goodnight’s inability to reach the heights of horror’s greatest icons, his films are not without their simple slasher pleasures.

See No Evil (previously titled Goodnight and Eye Scream Man) was a last gasp for a dying trend. After all, the Hollywood resurgence of big-screen slashers was on the decline by the mid-2000s. Even so, that first Jacob Goodnight offering is well aware of its genre surroundings: the squalid setting channels the many torturous playgrounds found in the Saw series and other adjacent splatter pics. Also, Gregory Dark’s first major feature — after mainly delivering erotic thrillers and music videos  — borrows the mustardy, filthy and sweaty appearance of Platinum Dunes’ then-current horror output. So, visually speaking, See No Evil fits in quite well with its contemporaries.

Despite its mere  setup — young offenders are picked off one by one as they clean up an old hotel — See No Evil is more ambitious than anticipated. Jacob Goodnight is, more or less, another unstoppable killing machine whose traumatic childhood drives him to torment and murder, but there is a process to his mayhem. In a sense, a purpose. Every new number in Goodnight’s body count is part of a survival ritual with no end in sight. A prior and poorly mended cranial injury, courtesy of Steven Vidler’s character, also influences the antagonist’s brutal streak. As with a lot of other films where a killer’s crimes are religious in nature, Goodnight is viscerally concerned with the act of sin and its meaning. And that signature of plucking out victims’ eyes is his way of protecting his soul.

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Image: The cast of See No Evil enters the Blackwell Hotel.

Survival is on the mind of just about every character in See No Evil, even before they are thrown into a life-or-death situation. Goodnight is processing his inhumane upbringing in the only way he can, whereas many of his latest victims have committed various crimes in order to get by in life. The details of these offenses, ranging from petty to severe, can be found in the film’s novelization. This more thorough media tie-in, also penned by Madigan, clarified the rap sheets of Christine (Christina Vidal), Kira (Samantha Noble), Michael (Luke Pegler) and their fellow delinquents. Readers are presented a grim history for most everyone, including Vidler’s character, Officer Frank Williams, who lost both an arm and a partner during his first encounter with the God’s Hand Killer all those years ago. The younger cast is most concerned with their immediate wellbeing, but Williams struggles to make peace with past regrets and mistakes.

While the first See No Evil film makes a beeline for its ending, the literary counterpart takes time to flesh out the main characters and expound on scenes (crucial or otherwise). The task requires nearly a third of the book before the inmates and their supervisors even reach the Blackwell Hotel. Yet once they are inside the death trap, the author continues to profile the fodder. Foremost is Christine and Kira’s lock-up romance born out of loyalty and a mutual desire for security against their enemies behind bars. And unlike in the film, their sapphic relationship is confirmed. Meanwhile, Michael’s misogyny and bigotry are unmistakable in the novelization; his racial tension with the story’s one Black character, Tye (Michael J. Pagan), was omitted from the film along with the repeated sexual exploitation of Kira. These written depictions make their on-screen parallels appear relatively upright. That being said, by making certain characters so prickly and repulsive in the novelization, their rare heroic moments have more of an impact.

Madigan’s book offers greater insight into Goodnight’s disturbed mind and harrowing early years. As a boy, his mother regularly doled out barbaric punishments, including pouring boiling water onto his “dangling bits” if he ever “sinned.” The routine maltreatment in which Goodnight endured makes him somewhat sympathetic in the novelization. Also missing from the film is an entire character: a back-alley doctor named Miles Bennell. It was he who patched up Goodnight after Williams’ desperate but well-aimed bullet made contact in the story’s introduction. Over time, this drunkard’s sloppy surgery led to the purulent, maggot-infested head wound that, undoubtedly, impaired the hulking villain’s cognitive functions and fueled his violent delusions.

See No Evil

Image: Dan Madigan’s novelization for See No Evil.

An additional and underlying evil in the novelization, the Blackwell’s original owner, is revealed through random flashbacks. The author described the hotel’s namesake, Langley Blackwell, as a deviant who took sick pleasure in defiling others (personally or vicariously). His vile deeds left a dark stain on the Blackwell, which makes it a perfect home for someone like Jacob Goodnight. This notion is not so apparent in the film, and the tie-in adaptation says it in a roundabout way, but the building is haunted by its past. While literal ghosts do not roam these corridors, Blackwell’s lingering depravity courses through every square inch of this ill-reputed establishment and influences those who stay too long.

The selling point of See No Evil back then was undeniably Kane. However, fans might have been disappointed to see the wrestler in a lurking and taciturn role. The focus on unpleasant, paper-thin “teenagers” probably did not help opinions, either. Nevertheless, the first film is a watchable and, at times, well-made straggler found in the first slasher revival’s death throes. A modest budget made the decent production values possible, and the director’s history with music videos allowed the film a shred of style. For meatier characterization and a harder demonstration of the story’s dog-eat-dog theme, though, the novelization is worth seeking out.

Jen and Sylvia Soska, collectively The Soska Sisters, were put in charge of 2014’s See No Evil 2. This direct continuation arrived just in time for Halloween, which is fitting considering its obvious inspiration. In place of the nearly deserted hospital in Halloween II is an unlucky morgue receiving all the bodies from the Blackwell massacre. Familiar face Danielle Harris played the ostensible final girl, a coroner whose surprise birthday party is crashed by the  resurrected God’s Hand Killer. In an effort to deliver uncomplicated thrills, the Soskas toned down the previous film’s heavy mythos and religious trauma, as well as threw in characters worth rooting for. This sequel, while more straightforward than innovative, pulls no punches and even goes out on a dark note.

The chances of seeing another See No Evil with Kane attached are low, especially now with Glenn Jacobs focusing on a political career. Yet there is no telling if Jacob Goodnight is actually gone, or if he is just playing dead.

See No Evil

Image: Katharine Isabelle and Lee Majdouba’s characters don’t notice Kane’s Jacob Goodnight character is behind them in See No Evil 2.

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