James Cameron’s Avatar: The Game – 360 – Review

It ain’t
easy being blue. But if you can’t make it as a Na’vi, with the long and lanky
frame, maybe there is hope in the NBA.

In James
Cameron’s Avatar: The Game, the Na’vi are native inhabitants to Pandora, a world
that a human-based faction known as the RDA is mining. Unfortunately for
humankind, the Na’vi are disrupting the mining operations and forcing the humans
to think of ways to neutralize the threat (and yes, the planet has a nice
variety of indigenous species that pose threatens to any other living species).
As one of the newer members of the RDA to be assigned to Pandora, your job is
simple – transfer your consciousness into the Na’vi avatar that has been created
and infiltrate.

Oh sure,
there is a lot more to it than that, but that’s the crux of the game. Avatar:
The Game is based on the pending movie James Cameron’s Avatar, a lushly animated
film that sports some recognizable faces such as Sigourney Weaver. That quality
of work has been transferred to the video-game in a manner that will provide a treat
for the eyes.

While the
game has some very familiar elements, there are aspects where it diverts from
the norm. As the game begins you are the rookie on Pandora. Your goal is to run
around to complete some stock missions and soon into the game you are able to
transfer your mind into your Na’vi avatar. You will meet up with the Professor
heading the Na’vi avatar program and he immediately foreshadows what may lie
ahead when he says you will either be the best of friends or the worst of
enemies. Why? Because you get the chance to determine what side you will be
fighting on – you can either go back to the humans and fight the Na’vi, or you
can take the role of the Na’vi against the human invaders.


While this
sounds great, the philosophical debate this could spark is tossed aside for
gameplay mechanics that are reasonably familiar. And that’s too bad. Avatar
could have resonated on several different levels when you consider the wealth of
material available that details how some elements of humanity toss aside the
right of natives and just march in to conquer and exploit the natural resources.
Instead the game provides an albeit entertaining vehicle for two campaigns –
each wrapped up in social justification for what they perceive as being in the
right.  

The game
also features role-playing elements in terms of gaining experience with field
work – which means running missions from the base – and that experience
translates into leveling your character. When you level, you get to upgrade
skills, which are then assigned to the hot keys and you can trigger those with a
shoulder-button/key combination. The main drawback to the mission system, though, is the
repetition of the missions. There are not that many mission types and they
repeat.

You start
off as Ryder, a member of the RDA and the storyline takes on some predictable
qualities. As a Na’vi avatar, you begin to see the world of Pandora in a new
way. The game has some nice mechanics that allow it to depart from the general
run ’n gun element endemic to a lot of shooters. You can dodge with the tap of a
button and there is also a way to temporarily slow the situation so
that you can react faster. Unfortunately, though, as you slow the setting, the
movement speed of your avatar also slows, which makes aiming slightly more
difficult.


Combat takes
on some nice elements. There are the weapons of the humans, with stations dotted
around the maps that will allow you to replenish your ammunition. The Na’vi
weapons are more on the primitive side – from first appearances, like a bow.
However, the Na’vi weapons are surprisingly effective and because the
environment is not as hostile to the Na’vi as it is to humans, you can work
through the maps much easier.

The camera
is also a concern. It is not quite over the shoulder but rather off to the right
behind the game’s characters. This means you are countering the angling runs of
your characters rather than being able to scan the landscape and proceed with a
behind-the-back or isometric viewpoint. The voice work is hit and miss; not
enough emotion to make it compelling but the dialogue itself drives the story
lines and hints at what is pending.

Avatar: The
Game is a title of tradeoffs. It has the base concepts to be more than it ended
up being and yet it is still manages to provide a decent gaming experience. That
it has a strong movie tie-in is certain to spark interest in this title.


Review
Scoring Details for James Cameron’s Avatar: The Game

Gameplay: 7.0
The targeting can
be a touch off and the camera angles do not help the game. The interface,
though, is serviceable enough and players should not find understanding the
layout too intimidating.


Graphics: 8.0
A nice game to
look at and the animations are solid. Come combat scenarios, particularly
playing as a Na’vi against the humans (think Ewoks against Imperial mechanical
walkers and you have an idea of the scope that this game tries to feed to
players) provides some nice contrary elements.


Sound: 7.0
Not bad, but a
bit too much dialogue foreshadowing. The voice work comes across as too sterile
at times. The environmental effects and music are understated but decent.


Difficulty: Medium


Concept: 7.0
This is a missed
opportunity for social commentary … but then, it is a game. The branching
campaign choices give it some bounce, but there are more than a couple of stumbles
en route.


Overall: 7.0
Some camera
problems and a somewhat predictable story throw up a few roadblocks. Still the
game throws out a nice bit of eye candy, has enjoyable challenges and combat
elements involving the more primitive Na’vi against the advanced weaponry of the
humans. The movie tie-in will no doubt help the game.