Avatar: Frontiers of Pandora has lastly appeared within the wild, and far the identical as with Star Wars: Outlaws, Ubisoft’s different large new open world recreation based mostly on a giant fantasy film licence, we noticed it in a bit extra element behind closed doorways over in Los Angeles – and spoke with the sport’s artistic director, Magnus Jansén.
At first look, a lot of this gameplay reveal is what you’d count on from a Ubisoft Large (and co.) tackle an motion film licence: it is open world, it is action-adventure, it is acquired bows and arrows and assault rifles, outposts, wildlife, useful resource gathering, crafting and customisation. It is in a pleasant sunny, broadly unique jungle. It is Far Cry, in plenty of methods – however there may be one twist.
Frontiers of Pandora is making an attempt to make its design really feel a bit extra “sustainable”, as Jansén put it to us. Usually, video games like Far Cry and its design cousins are likely to really feel, for lack of a greater phrase, just a little colonial: you flip up in a brand new place, and also you go round harvesting as a lot as you’ll be able to from that place – animal hides, crops, pure assets – till you have constructed up sufficient brute power. It is a gameplay loop that sits in direct opposition to the beliefs of James Cameron and his Avatar franchise – with its ultra-militarised people rocking up on idyllic Pandora and burning it to the bottom seeking Unobtainium and magic house ambergris. Environmentalism, naturalism, and customarily not simply rocking up someplace to reap as a lot of its naturally occurring stuff as you’ll be able to in your personal profit is sort of the central message.
So how does Avatar: Frontiers of Pandora combine that with the entire energy fantasy, loot-and-craft loop of previous Ubisoft open worlds? For one, it tries to shift the emphasis from “amount to high quality”.
“The ethos of Avatar of there being a sustainable angle to it actually made its approach into a few recreation loops,” Jansén instructed us. Within the recreation, he defined, you may each “harvest crops and hunt animals for meals, for sustenance, to regenerate your well being,” however better-quality components will provide you with sure buffs, whereas the higher you’re at discovering the higher-quality objects, the extra “in tune” you’re with Pandora, the higher high quality your crafted objects may be.


“As in actual life, some issues develop higher someplace. Some fruits are sweeter relying on the place you decide them, or the circumstances during which they develop,” Jansén defined. You do not have to give attention to this in-game, but it surely’ll make a distinction should you do, and reaching that can imply understanding the planet, speaking to NPCs or studying up on the place the perfect issues develop.
That then feeds again into the opposite main loop we noticed within the trailer, which is your battle towards the human antagonists of the RDA. They’ve stuffed the world with closely polluting outposts and factories that you should filter and, within the course of, enable the planet to heal. After they’re cleared – Jansén instructed us that is fast, however defined in-game with correct context – higher high quality assets will return to that space. He gave the instance of you discovering {that a} sure ingredient is in a sure RDA-controlled space, prompting you to go clear them out of that particular spot with the intention to discover it.
The circumstances themselves will be fairly assorted – “is it at night time or at daybreak or simply after rain?” Jansén urged – though you will not want to completely monitor the passage of time. He additionally tempered expectations of simply how central this will probably be. It is extra of a “excessive finish” mechanic for individuals who actually need to excel, he mentioned, and an added bonus to taking out your opponents. As Jansén put it, you may say to your self of the RDA, “I need to shoot them within the face and destroy them for story causes – sure, however there’s a small little gameplay impact there that we actually like as properly, on what you depend on to get by.”

Cameron’s different well-known obsession, after all, is know-how, and there is some speak of Frontiers of Pandora’s PC model being significantly good to take a look at. Jansén confirmed it’s going to have options like ray-traced audio and lighting, after “plenty of” technical growth on The Division’s Snowdrop engine, which Frontiers of Pandora makes use of. However the large emphasis for Ubisoft Large, in working with Cameron’s Lightstorm technical workforce, was on making the first-person perspective work, which went proper again to their early conversations earlier than it was introduced in 2017.
“Personally I am a first-person fan, I’ve been since I began enjoying them within the early 90s, I simply love the immersion and the escapism car that they’re. So I am tremendous comfortable that after we began speaking with Lightstorm all these years in the past, it was clear that they had been on board with that… So know-how is essential. The Snowdrop engine, it being new-gen solely, all of that’s a part of the way it all performs collectively to create the last word escapism car.”
A lot of Avatar: Frontiers of Pandora stays mysterious, however there’s loads to dig into right here. It is out on seventh December this yr, you’ll be able to play it in two-player co-op on-line – “we do not help break up display screen”, Jansén confirmed – and it would make for a curiously excellent match between Ubisoft’s historically escapist, thrill-and-conquest fantasy, and James Cameron’s fairly specific emphasis on enthusiastic about its penalties.