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"Top dog" mini-bosses are pattern-slaved, so if you've grabbed the local intel on their exploits, they're pushovers.Ĭlearing minefields involves using a dog to bark out locations, but wastes time by requiring you drive a primitive buggy-as if the dog couldn't do so from the magnum opus's posterior.
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Convoys fall apart as soon as you dispatch the lead vehicle, something you can too easily accomplish with a few hits from an explosive harpoon. Taking out snipers is as straightforward as sniping each witless shooter first. Gathering intel to see around camp fortifications requires only the ability to point your car at a waypoint and chat with a wastelander. Completing all the regional tasks necessary to clear a single warlord's territory of enemy patrols can take upwards of a dozen hours.Īt times the needle skips or falters anyway. Patrols and convoys bristle with increasingly powerful, tactically savvy escorts, and "death run" races, which unlock vehicles and permanent fuel depots, provide some of the most satisfying white-knuckle rustbucket-shredding this side of Steve Jackson's Car Wars. Hot air balloons necessary to glass an area's objectives (clearly inspired by Assassin's Creed's area-unlocking towers) are each uniquely arduous: some defended by enemies, others in need of fuel or the removal of cable tethers. Enemy camps, for instance, are at first easily breached, with collectibles or destructible objectives in plain sight, but later locales are heavily fortified labyrinths, each a singular exploration puzzle, with scrap or workbench components carefully hidden in obscure corners. It's a crawl up from the dregs in Max's hardscrabble world, but Avalanche iterates objectives to keep repetition to a minimum. Avalanche is renowned for its sprawling Just Cause open-world games, and those colossally vast fingerprints are all over Mad Max.
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