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James Cameron’s Avatar: The Game, a game made by motives phenomenal blockbuster that ravaged the normal and 3D cinemas. Although the shape is reminiscent of the sandbox, this is linear action game with one major and one side (end RDA campaign) shunting.
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Avatar has two campaigns are equally stupid and conceptually identical, reducing the cleaning of the area, collecting plants and other nonsense, and the pursuit of crystal artifacts that unlock the path to “the well of souls” to factions on whose side you stand bring victory. Monotony and uniformity mission will surely bore you away before the end of the game (to pass both campaigns should be about 15 hours). Available movements of its and transitioning from zone to zone as elements sandbox completely unused – the only resolving one quests sequentially unwound action and additional XP, supplied by solving Zone Challenges (explore the entire zone, kill X from this, expensive Y one) completely is unnecessary, before the end of the game you will reach the level cap and unlock all instances of weapons and armor that the game offers.
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In the same category falls the strategic target – sub campaign in the style of Risk, an optional element that is available to every fast travel cell, whose combat bonuses (in Normal, 3D action mode) completely unnecessary.
If you choose the RDA side, from the beginning to the end of the game will use firearms and literally plow anything that comes their way. Weight (and grateful) version comes to you if you play as a Na’vi, archery instead Nailgun and heavy machine guns, beatings instead grenade launcher and the need for timing Careful use of special abilities (treatment, AoE stun, short-term resistance to hits) playing on indigenous side seems somehow more complete experience. ATVs RDA faction (bugi, mech suit …) and saddle animals with the Na’vi (direhorse, thanator), which during the mission can accelerate the movement of the zone and possibly easier to kill opponents (except in the case of buggy and horses) give little peppers whole thing.
Message relay game examples. Flying Scorpion helicopter or Ikran, you will experience only a few scripted town in the game, suffering from terrible control scheme, but because of the sporadic nature do not have excessively negative effect on game-play and viewed in its entirety.
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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.
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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.
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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.