
The protagonist, Jax, must explore the open world of Magalan and these factions, knowing he was their primary enemy at once. The game takes place 160 years later, with handcrafted ruins scattering the open-world environment. Multiple factions exist and are vying for dominance of the planet by the time of Elex: the Berserkers, who reject technology and convert Elex to Mana for magical powers the Outlaws, who are opportunists in taking scrap and making something unique out of it the Clerics, who believe their religion and reliance on technology can save the planet and the Albs, ex-Clerics who consume Elex directly (thus changing themselves in terms of appearance and emotion) and serve as primary antagonists to the other factions. However, an event known as The Great Fall took place, with a giant meteor hitting the planet and bringing a precious resource, Elex, to the planet.

Magalan, the planet of Elex, was once a civilized world filled with billions of people and insane technological advancements. But there's no denying that Elex's Magalan was one of the best, most unique open-world offerings of the past five years.

Among those user scores, though, fans will find far more positive reviews than negative ones it's very much the type of game that some will love and some will hate. All of this is understandable because the game had a rather buggy launch (though, there have been some that were far worse), and the game is notoriously difficult. It has a 67 metascore/7.0 user score on PC, a 62 metascore/6.4 user score on Xbox, and a 58 metascore/6.5 user score on PlayStation. Upon release, THQ Nordic and Piranha Bytes' Elex received average to mixed scores. Not every game or franchise needs to be open world, but there are some truly good open-world games out there that may have been forgotten. Among those, THQ Nordic and Piranha Bytes' Elex stands out as one of the best, if underrated, open-world games of the past five years. There are so many open-world games out there that sometimes it feels more like a methodical, dime-a-dozen approach to game development.
