Road Madness
Thirty-two percent positive on Steam tells you most of what you need to know. Road Madness had a rough post-apocalyptic pitch and almost nothing to back it up.
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About Road Madness
My honest first reaction after booting Road Madness was that it felt like something yanked off a free Flash game portal and stapled to a Steam page. The premise is fine on paper: a post-nuclear world run by warlords who stage deadly highway races to keep the population in line. You pick a car, blast down hazard-filled roads, and shoot your way through enemy vehicles and obstacles across a small number of levels. That loop has worked brilliantly for decades. Here it barely functions. The core structure is a top-down or near-top-down highway runner where you weave through traffic, dodge traps, and fire at enemies. There are six levels, each tied to a Steam achievement, and the community figured out almost immediately that a game bug lets you crawl across the finish line even after your car is destroyed and the game declares you dead. When your achievement guide essentially says "exploit this crash glitch to unlock everything," the game's depth is not a mystery. Vehicle unlocks exist, and stronger cars do make later stages more survivable as hazards ramp up, but the upgrade and progression layer is paper-thin compared to any combat racing game you could name. No split-screen, no multiplayer, no online modes. Solo only. Visually, the environments are sparse post-apocalyptic wastelands with simple textures and ruined roads. The art direction is functional at best. Obstacles and enemy vehicles read clearly enough that you can react to them, which is about the nicest thing I can say on the visual front. Players in the Steam forum noted that the game looked like it belonged to the year 2000, and that is not a compliment dressed up as nostalgia. There was also a reported bug on Level 3 (the snow map) that made normally slow-moving hazards suddenly move at instant-kill speed, a problem raised in community discussions and, as far as available evidence suggests, never patched. From a sports and racing perspective, there is nothing here for wheel or pedal owners. The input complexity does not justify any hardware beyond a keyboard. No force feedback, no steering physics to speak of. Gamepad works, but even then the handling feels like it was tuned by someone who had read about car games but never played one. Average playtime hovers around four hours, which is generous considering the achievement-glitch speedrun exists. There is no co-op of any kind, so the "four friends on the couch" test fails immediately. This is a solo experience through and through, and a short, rough one at that. If you have a completionist friend who wants the cheapest possible achievement haul or you have a personal curiosity about early indie arcade experiments, Road Madness exists. For anyone else, the Mostly Negative review score is doing real work. Practically every other arcade combat racer on Steam, free or otherwise, gives you more content, more polish, and more reason to come back for a second session. Riley, Scout Team
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Game Info
- Developer
- Faton
- Publisher
- Faton
- Release Date
- Mar 29, 2016