INSTRUCTION
Avatar James Cameron's: The Game is the official video game based on the film, and it takes you deep into the heart of Pandora.
Bigger
doesn't mean better. Developer Ubisoft Montreal disregarded this mantra
when creating James Cameron's Avatar, delivering a mediocre game loaded
with unnecessary padding, rather than a tight and enjoyable package
that could have gotten players excited about the upcoming film of the
same name. In fact, if you're eagerly anticipating the upcoming Avatar
movie, it's probably best that you avoid this bland and overlong
third-person shooter altogether, because there's nothing fantastical or
compelling about its story or characters. That isn't to say that Avatar
is all bad. A branching story featuring two disparate factions makes
this a two-games-in-one experience, so if you like wringing the last
drop out of your $50, the single-player campaign might keep you busy for
15 hours or so. Unfortunately, while a few of those hours are
entertaining, Avatar's action is too bland and tedious to justify the
game's length, and a variety of bugs and bizarre design elements put a
further damper on the fun.
Avatar
takes place on the planet Pandora, which the human-controlled Resources
Development Administration (RDA) is stripping of its resources--much to
the dismay of Pandora's indigenous population, the blue-skinned Na'vi.
Meanwhile, the RDA has established a way of transferring a human's
consciousness into an artificially created human/Na'vi hybrid called an
avatar. You play as Ryder, an RDA operative who soon finds himself (or
herself, if you choose a female persona) in over his head as he
discovers the consequences of the RDA's destructive presence on Pandora.
About an hour into the campaign, you'll be faced with a choice: side
with the RDA, or live as an avatar and take your chances with the Na'vi.
Yet no matter which path you meander down, you'll meet a series of
unmemorable characters, played by unexceptional voice actors who deliver
their poorly written lines without a trace of enthusiasm or urgency.
If
you go the way of the RDA instead, you won't wield any melee weapons
and will instead shoot your way to victory. You've got a pair of pistols
to get you through if the better guns run out of ammo, but they're all
but useless; luckily, your shotgun, flamethrower, and other weapons seem
appropriately powerful, if not exactly satisfying to use. Enemies that
melt into the background and inconsistent hit detection make it feel
like you're spraying bullets around willy-nilly much of the time, and
humanoid enemies are too stupid to make shooting them exciting. Your
foes often will ignore comrades falling over dead right in front of
them, engage harmless creatures and ignore you as you pick them off, and
walk directly into walls and continue to walk in place. Not that AI
characters are the only ones prone to technical weirdness. You might get
stuck in a crevasse while flying a banshee, fall into an inescapable
fissure, or dismount from a direhorse directly into the geometry of the
plant right next to it and be unable to get out.
Avatar's
multiplayer modes aren't quite as useless as Conquest, letting up to 16
players compete in a variety of modes like Team Deathmatch, King of the
Hill, and Capture the Flag. The multiplayer suite feel less like a
throwaway than you might expect for a movie tie-in but the factions play
so differently that weird imbalances become quickly apparent. A Na'vi
player can crush an RDA player with a single swipe of his club, while an
RDA player can jump in a mech suit and mow Na'vi down without much
fuss. (Though oddly, the swarm of insects Na'vi players can unleash make
short work of those big hunks of metal.) The factional differences make
for some initially appealing variety, but the disparity is too
great--and the basic mechanics too bland--to support long online
sessions. The mechs don't feel heavy enough to make them fun to pilot,
and the cavorting camera renders buggies as uncomfortable to drive in
multiplayer sessions as they are in the campaign.
One
of Avatar's main selling points is its use of 3D technology, so if you
own a display with the right capabilities, you may get a kick out of
seeing Avatar pop out of your screen. Yet even if you're one of the few
lucky enough to see the game this way, no screen yet has the capability
of making James Cameron's Avatar: The Game play any better than it does.
It's not a bad game, and portions of it are competent, if not quite
remarkable. But Avatar wears thin quickly, and the story is too fragile to compensate for the deficiencies.
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