Mad Max
PC
Spiele als Mad Max, unwilliger Held und Überlebender, der nichts mehr will, als den Wahnsinn hinter sich zu lassen und Frieden zu finden.
91%Steam-Bewertungen57.651 Bewertungen73Metacritic/10069OpenCritic/100
Erschienen: Aug 31, 2015
Open World · Vehicular Combat · Post-apocalyptic · Action · Driving
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Preisverlauf

Letzte 36 Monate · täglich aktualisiert
Allzeit-Tief~ 1,72 €2024-11Aktuelles Tief über alle Shops~ 2,16 €Steamzum historischen Tiefstand+26%
~ 5,96 €~ 10,09 €~ 14,23 €~ 18,37 €25-0925-1226-0326-0626-09~ 2,02 €

Die Preise umfassen Steam und 39 autorisierte Shops; gezählt werden nur reguläre Angebote. Das Diagramm zeigt wöchentliche marktweite Tiefstände und Steams offiziellen Preis über die letzten 36 Monate.

Der Preisverlauf wird in USD erfasst. Die gezeigten Beträge sind zum EZB-Kurs vom 2026-09-16 in EUR umgerechnet und dienen nur zur Orientierung; was du tatsächlich zahlst, steht auf der Shop-Seite.

Mitwirkende

Entwickler
Avalanche Studios
Publisher
Warner Bros. Games · Warner Bros. Interactive Entertainment
7.8
Gesamtwertung
Externe Wertungen91%Steam-Bewertungen57.651 Bewertungen73Metacritic/10069OpenCritic/100
Grafik
7.8
Sound
5.5
Gameplay
8.5
Story
6.7
Umfang
8

A wasteland rig you build by hand wrapped around best-in-class chase combat, sold with an old-school checklist grind and a thin story.

Unser Fazit

A wasteland gem born on the wrong day, regraded by time

To understand where Mad Max stands, rewind to the day it shipped: September 1, 2015, the exact date it walked straight into Metal Gear Solid V: The Phantom Pain. On one side, Hideo Kojima's most anticipated work in years; on the other, an open-world adaptation of an old film franchise that nobody had pinned high hopes on. The outcome wrote itself. Mad Max took second in UK boxed sales that first week, trailing Phantom Pain, and slotted in eighth across the US in September — respectable, and well short of expectation, a shortfall the studio's former chief laid squarely at the feet of that release-day collision. It is hard to imagine a worse day to launch an ambitious open-world action game than the one Kojima had circled on the calendar, and Avalanche drew exactly that card. The press was no kinder. The spread from a five to an 8.4 nailed the game to the awkward wall of "mixed," and a 28-percent critic recommendation rate told publishers everything they thought they needed to know.

Mad Max overall verdict

Why the verdict flipped once the noise died down

A decade later, time cast the opposite vote. The game now holds somewhere around 91 percent positive on Steam, and across those tens of thousands of reviews "underrated wasteland gem" reads almost like boilerplate. The reason is not mysterious. Launch reviews mostly captured the first three hours — the repeated camps, the thin main thread — while the players who actually got the upgrade loop humming and the convoys flowing were playing a different game entirely. It is the classic title that scores higher the longer you stay with it, and that kind of game usually has to wait for the launch noise to clear before it gets a fair hearing. Mad Max waited, and the wait paid off. Sales never recovered — there was no sequel, and the canceled DLC stayed in its drawer — but reputation did, which is its own kind of vindication for a game that deserved a better opening night. These days you are far more likely to hear Mad Max recommended by a friend than warned against by a critic, and that quiet word-of-mouth turnaround tells you everything about which verdict aged better.

Who should buy it, who should steer clear, and the thing nobody has copied

The buying call is refreshingly simple to make. If what you want is fast, brutal car combat, the instant payoff of clearing ground and watching your rig get visibly meaner for it, and you can stomach a 2015-vintage rhythm of outposts, unlocks, and collectibles, then this is a wasteland machine cut to your taste. If, on the other hand, you came for narrative density, for the precision of hand-to-hand fighting, or you have no patience for side content that starts repeating itself by the mid-game, it will likely let you down — because those are precisely its weakest seams. This is not a game that rewards the completionist or the story-first player; it rewards the driver, the tinkerer, the person who measures a night well spent by how much meaner their car got. Know which of those two players you are before you buy, and you will know exactly how you are going to feel about it forty hours from now.

Mad Max closing chase

Set the ledger aside, though, and one thing on this game has still never been taken from it: the war machine you raise by hand and the entire combat system built around it. Rage, the closest wasteland-and-wheels relative, treats its driving as garnish, with nowhere near this depth of customization or chase. And the slicker open worlds that followed either have no car at all or treat the car as a commute. Nobody else made the driver's seat the heart of the game and committed this hard to it. That is the thing it cannot be replaced for. It is not a flawless game — the story and the music cap its ceiling, the dated grind drags its pace — but the moment the wheels start rolling across the sand, it has a temper entirely its own, and one nobody has managed to learn.

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