Developer: Ubisoft Montreal
Publisher: Ubisoft
Release Date: Out Now
Players: 1, 2-16 online
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Avatar is one of the biggest cinema releases of the last few years and hopes are high that the personal involvement of James Cameron himself can make the game tie-in something more than special.
The action is set on the moon world Pandora, where the RDA (a human mega-corporation) have set up various bases on the planet in order to mine Pandora's reserves of a valuable mineral called Unobtanium and are in conflict with the indigenous population, the 10-foot tall blue-skinned Na'Vi. The game itself is rather sparse in back-story, or any story at all. We aren’t told why humans are on Pandora - you choose a character model, fly in to reinforce the strained military forces and then jump straight into the action.
You are quickly introduced to the Avatar chambers but with no explanation as to what they are for, and you know they aren't used for infiltration as your Avatar speaks English, wears human clothes and the Na'vi know perfectly well who are not true Na'vi. This lack of story makes you feel just like the rookie you are playing as but the story never fleshes out or gets any deeper, and it does nothing to make you care about any of the characters. This lack of introduction is in complete contrast with the encyclopaedic nature of much of the rest of the game, which has reams of info about each and every type of flora and fauna to be found on Pandora, as well as explaining its other extraordinary geological features in great detail. Avatar: The Game is another one of those movie tie-ins that presumes you’ve seen the movie, and given the amount of publicity it’s unlikely you won’t at least be aware of some of the plot, but a bit more of an intro wouldn’t have gone amiss.
However thin the story is the environment is fantastic. The humans are isolated and vulnerable on Pandora: the air is poisonous and huge barbed wire fences offer little protection against the hostile wildlife that resides outside the RDA camps. On the way to a forward base you hear horror stories of men attacked and dismembered by the plants alone, and you come face-to-face with the wildlife soon enough.
Pandora looks fabulous and really transports you to another world. Not only is the forest floor full of giant green ferns and massive trees it is also packed with all kinds of weird and wonderful plants and animals. Some are beautiful, like the flowers that look like purple cones which quickly sink into the ground as soon as you get near, and some are deadly, like the giant Venus humantrap or the acid-spitting plants. In one of the levels you walk into this 'spirit' area of the forest, where the contrast is turned down and the colours burn bright neon, during these times the balance between beautiful and melancholy is exampled perfectly. It even looks great as the story moves on and more of the forest is scarred with fires and great tracks demolished by giant RDA earthmovers and mining equipment.
The game is essentially split into two - you always start as a human but very soon into the game you're forced to make a choice; side with the humans or the Na'vi and you branch out into different story paths from there. The choice is hardly a tough one in terms of morals - do you side with the murdering humans or defend the helpless Na'vi? Only a true sadist would join the techno-Nazis (Ooops, I sided with the RDA “Nazis” when I played it – Ed.)
As a Na'vi you specialise in close-combat, with a few clubs, sticks and swords at your disposal, as well as a few ranged weapons, and as a member of the RDA you play a third-person shooter, pillaging with machine guns, flamethrowers and grenade launchers. Despite appearing open-world the game is in fact very linear, often giving you only one mission to complete in a set way and following a set path, which is laid out plainly in front of you. Towards the end longevity is added by moving the points further apart and blocking off quick routes to objectives.
The missions themselves are simple and do not vary that much between the two story arcs - fetch this, destroy that, kill that guy... essentially playing very much like sub-missions from a real open-world game, with very little variation in what you can do. The missions are so lacking in imagination that early on in the Na'vi campaign you have to destroy a massive flying gunship attacking a village by climbing up and jumping on it three times! Missions are often repetitive to the extreme, and lack imagination.
For me, the human missions play a lot better as things feel a little tighter in the controls, and slightly less annoying in the cut-scenes (the “untrusted outsider gradually earning acceptance among the Na’vi” plotline grows thin quickly). Some of the guns feel like they lack a bit of weight, generally due to no real damage recognition or effects, but they are still fun to play about with. The land vehicles don't handle all that well (an all-terrain buggy, a gun truck, a kind-of tracked quad bike and an AMP mech-walker) when you get to use them but they are much more fun than the weird six-legged Direhorses you can ride as the Na'vi. You get to fly a couple of gunships as a human and a dragon-like creature called a Banshee as your avatar, but the weapons aren’t much fun to use (and the Banshees don’t have any) and they’re all quite difficult to fly accurately, and even harder to land.
The close combat controls for the Na'vi are sloppy and feel clunky and awkward. You’ll frequently get stuck on scenery even though you're supposed to be a nimble native hunter and all that. Hits sometimes don't register, you take an agonising amount of time to get up when knocked down (and can be shot all the time you’re downed) and you dismount a Direhorse as slowly as an arthritic granny. Even the cool animations of your character flipping around in the air are somewhat spoiled as there's only one and it doesn't map whatever weapon you're carrying, so as you flip your weapon disappears!
The AI on both sides offers no real challenge but is unpredictable - the humans will either ignore you until you get close enough to slash their moustaches off or will shoot from incredibly long range with near-perfect accuracy. The Na'vi will generally ‘teleport’ about like lemons, sometimes getting near enough to take a swipe but the Viperwolves and other animals can be easily defeated by a bit of strafing. There is no difficulty curve, just a few more enemies with bigger health bars and gun emplacements at the end.
There is a virtually redundant XP system operating in Avatar, as it tries to pretend it is actually an open-world RPG/TPS, which enables you to upgrade weapons, armour and skills (which are more power/health regeneration etc), but there are a limited number of weapons and skills to choose from and they all level up automatically as you do, so you never have any RPG-tweaking to do, which is just as well as the menus are clunky and even changing your weapon set is a major pain (you can map 3 to the D-Pad buttons as a human). The skills themselves are also a wasted opportunity to make the two story arcs completely different but having special powers as a human and being able to wield a machine gun as your Avatar Na'vi just feels silly. The ability to heal yourself and the fact that collecting DNA samples gives you continues also means you need never actually “die”. A couple of the skills are great fun to use though; an airstrike that’ll kill multiple targets (Mercenaries 2-style) and a predator-like active camouflage that allows you to sneak by or escape groups of Na’vi or the more dangerous creatures.
The multiplayer game supports 2-16 players and 5 game modes (King of the Hill, Capture and Hold, Team Deathmatch, Final Battle and Capture the Flag) and even though you can customise weapon, armour and skills loadouts it suffers from all the faults the main game does, so is not great fun to play and is highly unlikely to keep players entertained for long. Included in the game is a small strategy mini-game called Conquest mode, which plays as a turn-based Risk-like strategy game where you fight for control of Pandora via a zoomed-out planetary view. There are three types of troops you can buy (soldier, heavy ground and air units) with money given to you as you progress in the main game. You then use these units to take over neighbouring territories until you control the entire Moon's surface. This essentially boils down to amassing ten thousand troops on a border and head butting each sector until you run out of troops. If you don't have enough money to buy ten thousand more you come back later and money will have magically appeared for you to do so (it’s linked to XP gained in the campaign mode). Apparently capturing certain sectors gives you increased attributes in the main game, but there's no way of telling, especially since the increases were 5% and the game had no substantial feeling of progression or improvement in the characters anyway. It’s obvious that the development time used on both the multiplayer game and the Conquest mode would have been much better spent polishing and fleshing out the main story mode.
James Cameron's Avatar fails to live up to both the consumers' and its own expectations. Ubisoft have created a lush world and a great concept for a game but poorly executed it with no story, paper-thin characters and unimaginative gameplay. The huge and complex environments don’t actually have that much to make them worth exploring other than a few search & destroy/discover/ activate-the-doohickey-type missions, and most of the RDA installations lack any interactivity or purpose. We found many, many bits of sticky scenery for your character to get snagged on and sometimes even Pandora’s wildlife will get stuck on it. The flying banshees will even sometimes get frozen in midair! And there’s even a ‘typo’ in the in-game weapon menus. It’s hard to believe this sort of thing can get by both the spellchecker and game testers these days, but all these gripes point to the game’s slightly rushed and slapdash feel. What could have been an impressive alternative to the upcoming Alien Vs Predator game is actually just two minor games, a third-person shooter and slash-em-up rolled into one mediocre package, neither of which break any type of industry boundaries in the same way as the visually-stunning feature film has done.
Best Bits
- Beautiful environment - Some nice guns to play with - Two games in one