A few days ago, I had the opportunity to participate in an exclusive remote preview event I organized Ubisoft to Avatar: The Frontiers of Pandora. In its context, I had the opportunity to play for about two hours with the upcoming and highly anticipated title, which is the French giant’s biggest release of the year, as it is based on one of the most commercial IPs of all time.
In these two hours I completed four main missions and had the opportunity to explore part of the open world prepared by experts massive entertainment, Known from The Division games. In particular, these quests took up space in Kinglor Forest, which, while practically large, seemed small compared to the overall size of the game map.
The first point I want to focus on is moving the world. I think Ubisoft has outdone themselves with Pandora, as the colorful and intense palette of James Cameron’s world was perfect for the extremely skilled company to create the perfect ‘tableau’. From the first minutes, I was fascinated and enchanted by the setting. Towering trees, high rocks, special flora and fauna and colors are everywhere. The world of Avatar is beautiful, very special, and very suitable for a video game.
Of course, after the initial excitement, my exploration also raised some concerns. For example, the game includes a seemingly ingenious mechanic regarding the materials you can find in the world. Instead of walking past each plant and simply pressing a button, you start a mini-game that also includes the DualSense’s special features, to get each fruit in a different way. This mechanic adds depth to an aspect of open world gaming that starts out boring and trite, but after a few hours can become boring.
So I felt like I was playing a game that perfectly conveyed the beloved universe and that its fans would certainly appreciate, but was still built on Ubisoft’s open-world templates. That is, it adopts the structure we see in games like Far Cry and Assassin’s Creed, which is very reminiscent of PlayStation’s Horizon, with all that that entails for everyone.
For all of this, plus more detailed information about the art, main and side quests, story, and everything else I was able to glean from my preview, you can check out the relevant excerpt from Unboxholics’ recent Framerate podcast (At about the seventh minute), where I, along with Sakis Karpas and Giorgos Britskas, describe the whole experience in more detail.
Finally, on behalf of the Unboxholics team, I would like to thank Ubisoft for the invitation.
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