Avatar Frontiers of Pandora Preview: A Stunning, Yet Overwhelming and Puzzling Journey
Starting my first hands-on demo of Avatar: Frontiers of Pandora, I was ready for some initial disorientation. However, I wasn’t quite prepared for the immense and bustling world that awaited me, resembling my ikran Carol in its somewhat distant nature.
As one of the few open-world titles in Ubisoft’s upcoming lineup, a sprawling map with all its intricate details was anticipated. This included lore-consistent vegetation and wildlife, lush meadows, dense rainforests, and a variety of impressive creatures populating this visually stunning FPS landscape. Yet, as I tried to navigate this abundant world, I couldn’t help but feel that Massive Entertainment, despite employing numerous open-world game tactics, might have overlooked a crucial element in crafting this experience.
Welcome to the Jungle
Avatar: Frontiers of Pandora offers a breathtakingly beautiful world that’s easy to get lost in, and not always in the best way. The challenge of navigating to quest locations without clear map markers is daunting. Already, I find myself directed “southwest” of unfamiliar places, with my objectives seemingly miles away. So, instead of embarking on a possibly futile journey, I opt to gather fruit.
Massive’s creative director, Magnus Jansèn, views the potential to be sidetracked in Pandora as a testament to the game’s open-world success, believing that the story’s patience is a key feature. The vast world is indeed filled with random encounters and a mix of friendly and hostile creatures. The influence of Assassin’s Creed Mirage is noticeable in the navigation system, with a compass instead of a minimap. Yet, the difficulty in locating quest areas amidst this lush environment feels like a flaw.
For those unfazed by the elusive nature of quest objectives, Pandora’s world is still overwhelming. Key items, marked by purple dots, often blend into the visually dense surroundings. The rich tapestry of flora and fauna makes it hard to focus, and suddenly, you’re wondering if that’s a dinosaur in the distance.
Jansèn describes Pandora as reactive and challenging, reflecting the Avatar ethos of sustainability and respect for nature. Interactions with animals require a gentle approach. I’m eager to explore all these aspects, but time constraints in the preview session limit me.
Eventually, bonding with my customizable ikran, Carol, offers a solution to my navigation challenges. Flying is a smooth, intuitive experience that transforms my approach to the game. Flying over Pandora’s wilderness feels less overwhelming, but there’s still a risk of feeling isolated in this vast world.
The balance between exploration and reaching quest destinations is uniquely disorienting. The struggle with pathfinding and the overwhelming sense of bewilderment persist, leaving me torn between appreciating the lack of guidance and feeling frustrated by it. From a narrative standpoint, though, this seems to be a deliberate choice.
Getting Crafty
Echoing Joe Donnelly’s earlier preview, the similarities between Fallout 4, Far Cry 3, and Avatar: Frontiers of Pandora are striking. While Pandora isn’t the post-apocalyptic wasteland of previous Ubisoft titles, for the Na’vi orphan-turned-RDA captive I play, it’s equally enigmatic.
Magnus Jansèn describes our character as being torn between two worlds but unfamiliar with their own. This unfamiliarity is accentuated by the game’s sparse map markers, immersing me in the role of a newcomer trying to navigate Pandora’s mysteries.
The experience is a sensory overload from the start. 3D surround sound offers auditory hints amid the visual chaos, signaling nearby animals or enemy drones. The flora of Pandora is unique, offering both hazards and aids, like speed-enhancing spores or explosive plants. Learning the dynamics of Pandora, like vine-swinging from fruit or the limitations of parkour, is challenging yet immersive.
Crafting and cooking are integral, with detailed animations of meal preparations adding to the realism. However, figuring out crafting mechanics, particularly for ammo, is still a puzzle. This becomes problematic during combat, where my foray into aggressive wildlife hunting leaves me short on ammunition, leading to a hasty retreat during a combat mission.
Frontiers of Pandora stands out as one of Ubisoft’s most ambitious projects with its intense gunplay, cinematic worldbuilding, and rich soundscapes. However, the exploration aspect lacks refinement and distinctiveness. The open-world offers freedom but at the risk of detracting from the main narrative. Jansèn’s view of this balance between authored storytelling and player agency as a ‘magical combination’ underlines the game’s aim to blend structured narrative with open-world freedom, creating a unique gaming experience.
Both players need to own it, right? No free co-op app like It Takes Two?