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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.

Editorials

Seeing Things: Roger Corman and ‘X: The Man with the X-Ray Eyes’

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When the news of Roger Corman’s passing was announced, the online film community immediately responded with a flood of tributes to a legend. Many began with the multitude of careers he helped launch, the profound influence he had on independent cinema, and even the cameos he made in the films of Corman school “graduates.”

Tending to land further down his list of achievements and influences a bit is his work as a director, which is admittedly a more complicated legacy. Yes, Corman made some bad movies, no one is disputing that, but he also made some great ones. If he was only responsible for making the Poe films from 1960’s The Fall of the House of Usher to 1964’s The Tomb of Ligeia, he would be worthy of praise as a terrific filmmaker. But several more should be added to the list including A Bucket of Blood (1959) and Little Shop of Horrors (1960), which despite very limited resources redefined the horror comedy for a generation. The Intruder (1962) is one of the earliest and most daring films about race relations in America and a legitimate masterwork. The Wild Angels (1966) and The Trip (1967) combine experimental and narrative filmmaking in innovative and highly influential ways and also led directly to the making of Easy Rider (1969).

Finally, X: The Man with the X-Ray Eyes (1963) is one of the most intelligent, well crafted, and entertaining science fiction films of its own or any era.

Officially titled X, with “The Man with the X-Ray Eyes” only appearing in the promotional materials, the film arose from a need for variety while making the now-iconic Poe Cyle. Corman put it this way in his indispensable autobiography How I Made a Hundred Movies in Hollywood and Never Lost a Dime:

“If I had spent the entire first half of the 1960s doing nothing but those Poe films on dimly let gothic interior sets, I might well have ended up as nutty as Roderick Usher. Whether it was a conscious motive or not, I avoided any such possibilities by varying the look and themes of the other films I made during the Poe cycle—The Intruder, for example—and traveling to some out-of-the-way places to shoot them.”

Some of these films, in addition to Corman’s masterpiece The Intruder (1962), included Atlas and Creature from the Haunted Sea in 1961, The Young Racers (1963), The Secret Invasion (1964), and of course X, which was originally brought to him (as was often the case) only as a title from one of his bosses, James H. Nicholson. Corman and writer Ray Russell batted the idea presented in the title around for a couple days before coming to this idea also described in Corman’s book:

“He’s a scientist deliberately trying to develop X-Ray or expanded vision. The X-Ray vision should progress deeper and deeper until at the end there is a mystical, religious experience of seeing to the center of the universe, or the equivalent of God.”

While Corman worked on other projects, Russell and Robert Dillon wrote the script, which has a surprising profundity rarely found in low-budget science fiction films of the era. Like The Incredible Shrinking Man (1957) before it and 2001: A Space Odyssey (1968) after, X grapples with nothing less than humanity’s miniscule place in an endless cosmos. These films also posit that, despite our infinitesimal nature, we still matter.

In some senses, X plays out like an extended episode of The Twilight Zone. Considering Corman’s work with regular contributors to that show Richard Matheson and Charles Beaumont during this era, this makes a lot of sense. It begins with establishing the conceit of the film—X-ray vision discovered by a well-meaning research scientist Dr. James Xavier, played by Academy Award Winner Ray Milland. The concept is then developed in ways that are innocuous, fun, or helpful to humanity or himself. As the effect of the eyedrops that expand his vision cumulate, Xavier is able to see into his patients’ bodies and see where surgeries should be performed, for example. He is also able to see through people’s clothes at a late-evening party and eventually cheat at blackjack in Las Vegas. Finally, the film takes its conceit to its extreme, but logical, conclusion—he keeps seeing further and further until he sees an ever-watching eye at the center of the universe—and builds to a shock ending. And like many of the best episodes of The Twilight Zone, X is spiritual, existential, and expansive while remaining grounded in way that speaks to our humanity.

Two sections of the film in particular underscore these qualities. The first begins after Xavier escapes from his medical research facility after being threatened with a malpractice suit. He hides out as a carnival sideshow attraction under the eye of a huckster named Crane, brilliantly played by classic insult comedian Don Rickles in one of his earliest dramatic roles. At first, a blindfolded Xavier reads audience comments off cards, which he can see because of his enhanced vision. Corman regulars Dick Miller and Jonathan Haze appear as hecklers in this scene. He soon leaves the carnival and places himself into further exile, but Crane brings people to him who are infirmed or in pain and seeking diagnosis. Crane then collects their two bucks after Xavier shares his insights. This all acts as a kind of comment on the tent revivalists who hustled the desperate out of their meager earnings with the promise of healing. Now in the modern era, it is still effective as these kinds of charlatans have only changed venues from canvas tents to megachurches and nationwide television.

The other sequence comes right at the end. After speeding his way out of Las Vegas under suspicion of cheating at cards, Xavier gets in a car accident and wanders out into the Nevada desert. He finds his way to a tent revival and is asked by the preacher, “do you wish to be saved?” He responds, “No, I’ve come to tell you what I see.” He speaks of seeing great darknesses and lights and an eye at the center of the universe that sees us all. The preacher tells him that he sees “sin and the devil,” and calls for him to literally follow the scripture that says, “if your eye causes you to sin, pluck it out.” Xavier’s hands fly to his face, and the last moment of the film is a freeze frame of his empty, bloody eye sockets.

At this point, Xavier is seeing the unfathomable secrets of the universe. Taken in a spiritual sense, he is the first living human to see the face of God since Adam before being exiled from the Garden of Eden. But neither the scientific community nor the spiritual one can accept him. The scientific community sees him as a pariah, one who has meddled in a kind of witchcraft because he has advanced further and faster than they have been able to. The spiritual leader believes he has seen evil because he cannot fathom a person seeing God when he, a man of God, is unable to do so himself. The one man who can supply answers to the eternal questions about humanity’s place in the universe, questions asked by science and religion alike, is rendered impotent by both simply because they are unable to see. The myopia of both camps is the greater tragedy of X. Xavier himself perhaps finally has relief, but the rest of humanity will continue to live in darkness, a blindness that is not physical but the result of a lack of knowledge that Xavier alone could provide. In other words, he could help them see, or to use religious terminology, give sight to the blind. Rumor has it that a line was cut from the final film in which Xavier, after plucking out his eyes, cries out “I can still see!” A horrifying line to be sure, but it also would have kept the tragedy personal. In the final version, the tragedy is cosmic.

I usually try to keep myself out of the articles in this column, but allow me to break convention if I may. Roger Corman’s death affected me in ways that I did not expect. With his advanced age I knew the news would come down sooner rather than later, but maybe a part of me expected him to outlive us all. Corman’s legacy loomed large, but he never seemed to believe too much of his own press. I’ve heard many stories over the years of his gentle, even retiring demeanor, his ability to have tea and conversation with volunteers at conventions, his reaching out to people he liked and respected when they felt alone in the world. I never had the pleasure of meeting or speaking with him myself, but I did get to speak with his daughter Catherine and sneak in a few questions about her father. It was fascinating to hear about the kind of man he was, the things that interested him, and the community he created in his home and studio.

X: The Man with the X-Ray Eyes was the first Corman movie I ever heard of, though I saw it for the first time many years later. When my family first got a VCR back in the mid-80s, my parents quickly learned about my obsession with horror movies, though at the time I was too afraid to actually see most of them. One day while browsing the horror section at the gigantic, pre-Blockbuster video store we had a membership with, my dad said, “Oo! The Man with the X-Ray Eyes! That’s a great one.” For whatever reason, we didn’t pick the video up that day, but I never forgot that title. Then I read about it in Stephen King’s Danse Macabre and, though he spoils the entire movie in that book (which is fine, it’s not really that kind of movie) I was enthralled and became a bit obsessed with seeing it. Of course, by then it was a lot harder to track down the film, so I only had King’s plot description, a few scattered details from my dad’s memory, and my imagination to go by. When I finally did see it, the film did not disappoint. Sure, the special effects, clothes, music, and styles are pretty dated, but the themes and messages of the film are endlessly fascinating and relevant.

It may seem obvious, but X is a film about seeing and all the different meanings of that word. There are those things seen by the physical eye but there is so much more to it than that limited meaning. It asks questions of what we see with imagination, the spiritual, and intellectual eye. It explores what society does to people who can truly see. Some are deified while others are condemned and ostracized. And then there are those questions of if there is something out there that sees us. Is it a force of good or evil or indifference? Is there anything at all out there that looks for us as much as we look for it? It may just be a silly little low-budget science fiction film, but somehow X: The Man with the X-Ray Eyes has the power to provoke thought and imagination in a way few films can. It may even have the power to help us see in ways we could only imagine.


In Bride of Frankenstein, Dr. Pretorius, played by the inimitable Ernest Thesiger, raises his glass and proposes a toast to Colin Clive’s Henry Frankenstein—“to a new world of Gods and Monsters.” I invite you to join me in exploring this world, focusing on horror films from the dawn of the Universal Monster movies in 1931 to the collapse of the studio system and the rise of the new Hollywood rebels in the late 1960’s. With this period as our focus, and occasional ventures beyond, we will explore this magnificent world of classic horror. So, I raise my glass to you and invite you to join me in the toast.

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