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 $60, 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.
Each of Pandora's explorable regions is relatively large, and missions often involve traveling long distances to get to your next objective. Along the way, you'll run into a number of different types of enemies that seek to destroy you. If you side with the Na'vi, you have a few instruments of death to keep you well protected. Your default bow will likely be your go-to weapon. It snaps to targets when you hold the trigger, which is a real boon in the busy environments, given that it can be tough to spot camouflaged RDA foes. You can also sport a machine gun, though it's rather feeble, so you're better off replacing it with another choice, such as the enormous spiked club, which is good for mowing down a few viperwolves at once. In fact, melee combat leads to Avatar's most consistently enjoyable kills: it can be a lot of fun to cartwheel toward your target and slice him up with your dual blades. You equip four weapons at a time, but you can switch them out for other available options, and over time, your weapons level up and you gain access to better armor. Leveling up isn't a game-changing mechanic--your core abilities remain more or less the same--but there's still something rewarding about rising to the next tier of weaponry.
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. Imprecise targeting 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.
Of course, what fantasy game would be complete without special powers? You get a number of skills to play around with no matter which side you choose, though it's odd that these abilities are never given any context--you just have to accept that they exist. Nevertheless, they're good to have on hand, and like weapons, skills become more effective as you level up. Your healing ability will become the most useful, because though you regenerate health quickly when not in battle, you'll need to heal yourself when engaged with enemies. There is some overlap between the factions aside from health regeneration. Both sides can sprint for a short period of time, and both can activate camouflage to remain hidden for a short time. Faction-specific skills include the Na'vi's ability to summon a swarm of insects, and the RDA's airstrike. Avatar isn't a difficult game, so you won't often need to employ your special skills, but it's still fun to watch a barrage of missiles devastate a crowd of Na'vi or to summon a viperwolf to fight at your side.
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 high-definition television equipped with stereoscopy, 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 TV 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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