James Cameron’s Avatar: The Game Preview

Will James Cameron’s space epic make us feel right at home on Pandora or alienate us like an out-of-body experience? We catch up with Ubisoft’s Kevin Shortt to find out.

By Rupert Higham, November 7, 2009


This level of access has allowed JCA:TG a level of authenticity that few movie videogames can match. Cameron has given Ubisoft carte blanche to create the best game their designers can make rather than being restrained by the source material. The exchange of information wasn’t entirely a one-way street either. When the team at Ubisoft felt the game could use a tank-like vehicle with room for a gunner they showed Cameron’s team the Swan. “They loved the design. If you look closely you will see it in the film,” Says Shortt.


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The Ubisoft designed Swan: an example of the good working relationship between game designer and film maker.

Not long into the game and Ryder and his team of hardened soldiers find that the beautiful paradise of Pandora is not the most welcoming environment as you are set upon by a pack of Viperwolves – just one of the many dangerous and bizarre inhabitants of Pandora that will be bothering as you draw closer to discovering the sacred site.


As with the movie, JCA: TG is much more than simply a case of rolling in the human cavalry and mindlessly slaughtering any extraterrestrial being in sight. Instead Ryder is forced to make allegiances early on that determine your entire route through the rest of the game. This presented Ubisoft with a challenge in creating content: “Essentially we were making two campaigns,” says Shortt. Following the path of the human or Na’vi presents many remarkable gameplay differences. While the human’s destructive weapons technology give them the advantage in a direct fire fight, the Na’vi are faster, more nimble and are much more in tune with their environment. They can painlessly pass by hazardous plants that think nothing of taking a bite out of human intruders.


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Even on a standard monitor the images have an incredible depth.

Unfortunately we didn’t have the benefit of the full 3D set-up at the preview we attended, though Shortt assures us the results are breathtaking: “This is the first time we have seen truly immersive 3D. We are looking at a slice of gaming history”. The Far Cry 2 engine-driven graphics present a rich field of vision even on a standard LCD TV so the prospect of 3DTV visuals is exciting and should act as a good companion to the pioneering cinema version, even if is is still out of reach for your average gamer who has only just upgraded to a standard HDTV. Cameron’s unparalleled vision when it comes to sci-fi design is typically strong throughout, giving Ubisoft’s game an impressive set of tools to work with, along with authentic voice performances from Sigourney Weaver and other key actors.


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Cameron's usage of mechs goes back to his 1986 sci-fi classic, Aliens. Will Sigourney strap up once again?

The clearest point of reference from a gameplay perspective would have to be Capcom’s Lost Planet series, with a Halo-like breadth of procurable vehicles. The over-the-shoulder point of view, the rolling and shooting mechanics, the AMP mech suits and even the exotic forest locale all have a pleasing similarity with Capcom’s first-rate series.


Only a few months from completion, JCA: TG looks to be an ambitious title with a view to raising the bar for movie adaptations. Expect more coverage from this pleasently surprising tie-in closer to December.


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One Response to “James Cameron’s Avatar: The Game Preview”

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