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Chumbucket leads Max to Scrotus and the War Boys and tells him that he built a car, the Magnum Opus, which has a few missing parts; Max agrees to search for them.
His stronghold is the remains of an oil tanker. He must penetrate the Jaw, a massive gate protected by War Boys, with the Magnum Opus outfitted with the Thunderpoon an exploding harpoon.
His victory is short-lived; Scrotus delivers the prize and attacks him. After he is shot with a crossbow and thrown down a mine shaft Max is saved by Hope, who takes him to the Organic Mechanic and Scab Orion Acaba —also known as the Bloodbag.
He eventually agrees, and travels to the Underdune. After Max rescues Glory from the Buzzards he returns to the temple to discover that Chumbucket, in a fit of jealous rage, had brought the Magnum Opus back to his old home in the south.
Max kills Stank Gum, rushes back to the temple and finds Hope hanged to death and Glory who had also been tortured on the floor.
Glory soon dies too, and Max swears vengeance against Scrotus. Max and Chumbucket find Scrotus driving around the Purgatory Flatlands, an area far away from the Great White and use the Magnum Opus to crash the Land Mover, which is pushed to the edge of a cliff.
The game ends with Max entering the Interceptor and placing a picture of his family on the dashboard before he leaves for parts unknown. A video game set in the Mad Max universe was mentioned by franchise creator George Miller in a interview.
The project was originally intended as a tie-in with a Mad Max animated film which would be released simultaneously. Full production of the game began before May Fury Road and was not intended to be a tie-in ;  its setting and story are original.
Interactive Entertainment , believed that a standalone game was more beneficial to players than a "play-the-movie game" after the success of its Batman: Similar to the films, Max seldom speaks or expresses emotion; his thoughts are reflected by his actions.
The team aimed at developing a complex character and personality for him. Lead designer Emil Krafting said that gameplay was the top priority during development.
According to Avalanche, they did not plan to be influenced by other post-apocalyptic video games such as Fallout , Rage , and Borderlands since most of those games were inspired by the original Mad Max.
The game world is scaled according to gameplay density and frequency; the development team emphasized creating a world with choices and distractions, rather than focusing on size.
The idea was later scrapped, since the studio thought the element "interfered with gameplay". Mad Max is powered by Apex Engine formerly known as Avalanche Engine , an in-house proprietary engine developed by Avalanche and also used in Just Cause 2.
Gaming journalists invited to preview a private gameplay demonstration at E3 noted that Max had an American accent, rather than the Australian accent of the film series, and fans protested his new American voice; Avalanche Studios later confirmed that he would have an Australian accent.
Players who pre-ordered the game could receive the Ripper, an additional Magnum Opus design. Fury Road were included in the Post-Apocalypse Edition.
Interactive Entertainment sponsored launch events. In Australia, the company invited artists to create artwork on their vehicles with dust.
The offer was free, since "dollars are worthless in the wasteland". Before release, Mad Max received positive reviews.
Game Revolution called its gameplay "exhilarating, fast, violent, and fun" and said it would be the title that fans of the series would want to play.
Mad Max received "mixed or average" reviews from critics, according to review aggregator Metacritic. Its story received a mixed response. Brandin Tyrrel of IGN found the story surprising and genuine, despite most of the action occurring later in the game.
Tyrrel wrote that the characters have different personalities and distinct qualities, and considered them the "true star" of the game.
Daniel Bloodworth of GameTrailers echoed Bertz, calling each region unique and distinct. Bloodworth also praised Avalanche for its efforts in crafting the world.
Brown praised the car action, calling it intense, complex, and unpredictable, but criticized the over-simplistic and shallow on-foot combat.
He also praised the car mechanics, writing that it has offered players a cinematic experience. Kollar criticized the boss fights, which he thought lacked variety.
Other gameplay aspects received mixed reviews. Tyrrel praised the customization system for Max and the Magnum Opus, since the customization impacts the gameplay and makes the overall experience more rewarding;  Kollar echoed this.
He called the health system a redundant addition in which resources, such as water and food, play an insignificant role and can be neglected by players.
Tyrrel praised the content and activities scattered across the world, calling the activities engaging for most players.
However, he disliked the repetition which dragged down their replay value. The game had some technical problems when it was released. Tyrrel noted an unstable frame rate and occasional texture pop-up,  and Kollar identified audio problems.
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