Every movie game arrives burdened by the expectation of mediocrity. Avatar is certainly weighed down by the hype of being hitched to James Cameron’s (reported) $500 million 3D-focused juggernaut. But if you look past the titanic name and the genre pedigree, Avatar brings way more to the table than you’d expect — primarily two gameplay paths (one RDA, one the indigenous Na’vi) with enough variety to make each eight- to 10- hour stint worthwhile. And when you throw in a metagame of planetary control that adds a surprising mini-strategy sub-questy element; upgradable weapons, armor, and skills; and killer visuals even in 2D, we were more impressed than we expected to be.

Landing on Pandora as RDA Signal Specialist Able Ryder, you follow barked orders and abrasive comments from veterans as you head out into the world in human form. Soon after, you take on your RDA-controlled avatar form, which means you essentially become a 10-foot-tall native Na’vi. That sequence provides a quickfire introduction to both sides and their play mechanics before a decisive moment provides a choice: kill your human ally and join the Na’vi, or stay loyal to your people and their plans to mine the über-expensive, ridiculously named mineral Unobtainium.

We’re guessing that most gamers will opt for the Na’vi route out of the box. It’s a more melee-based gameplay format, so you speed through the dense, detailed vegetation of Pandora wielding a devastating bow (three-foot-long arrows hit hard), long staff, dual blades, or clubs. With each kill and quest completion, you earn experience points that unlock new armor, upgraded weapons, and skills. The changes are essentially cosmetic, but it’s a flavor level that maintains your interest as you roll through relatively linear maps, fetching and delivering bits of this and that on a quest to locate the fabled Well of Souls. Little RDA troops can be tough to spot in the vegetation when you’re a 10-foot Na’vi, but your battery of skills (speed bursts, brief invisibility, and health boost, among others) provides great balance.
You’ll witness A.I. burps (aimlessly wandering “marines” amid mass combat), some framerate dips, animation quirks (gestures in cut-scenes engaging awkwardly after a line is delivered), odd enemy spawns, and so much vegetation you’ll long for the meat of combat. But you’ll enjoy generous save-points and mid-combat recovery (it’s much easier as Na’vi than RDA), vehicle variety (particularly the RDA’s array of military-grade mop-up machines), a dense Pandorapedia (updated by analyzing objects, and perfect for Avatar-philes who grow enamored with the world’s make-up and backstory), a cool Risk-like metagame of global domination, and the option of two distinct paths. The multiplayer, though, is pretty throwaway, supplying 16-player RDA vs. Na’vi across 10 maps and five modes. (Final Battle, where you hold strategic points, is the star of a mediocre bunch.)

Really, you’d forgive a developer, limited by usual movie-studio pressures, if half these pieces didn’t make the final cut. In Avatar’s case, “it’s better and more thorough than you thought it would be” is a backhanded compliment that does a disservice to a fun third-person action game. Nitpicks are plenty, but so are the surprisingly fun aspects — whichever side of planetary strip-mining you fall on.
+ Two distinct campaigns, plus one bonus metagame.
+ Sweet visuals all around.
- Linear progression.
? If you see the movie first, will you ever play as the RDA?
7.5