Story trailer:
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Hands-on Impressions:
Kotaku
As an example: when I used my harpoon to rip off an enemy’s tires, metal screeching, the game immediately greeted me with a prompt saying that I yanked 1/5 tires and that I should go do it some more to get the achievement (or trophy, or whatever). When I destroyed an enemy watchtower, the game said GOOD JOB and told me to rinse and repeat. Every accomplishment came coupled with an endless reminder that I was just filling boxes on a checklist—it felt like the worst parts of a Ubisoft game or, to some extent, like the dreaded Farmville.
This is all too bad, because the hand-to-hand combat is really fun—basically the Arkham games with more brutal weapons and guns—and it’s quite satisfying to drive around smashing into enemy Warboys (who are way less entertaining when they’re mindless NPCs). There’s a ton of stuff to do, from chasing down enemy convoys to sniping baddies out of the back of Max’s car, but so much of it feels like it’s in the game to hit some sort of arbitrary list of features—look what you can do!—rather than to create a meaningful experience. Objectives are there just for the sake of having objectives.
All this can be done without ever slowing down, and it comes pretty close to capturing the energy and pace of Fury Road, especially when a car explodes in front of you and all that's left is a single flaming tire wobbling sadly in its wake.
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