March 29, 2016
[Review] Avatar: The Legend of Aang (Wii)

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As part of a rewatch of Avatar: The Last Airbender, I’m playing video game associated with the show. Of course I had to wait until Book 1 was finished to start this one, and finish the game before Book 2. Yes, most versions of the first tie-in game bar the PC version share a unique plot. It’s a nice little sidestory, with some inconsistencies to be sure, but greatly enhances the value of the game for fans. Note that the PS2, GCN, and Xbox versions are mostly identical, and this Wii version is a port of that version with some motion controls added.

I would tell you to go back to my review of the DS one for a rundown of the new plot, but I’m always embarrassed by my old writing so I’ll tell you again now. The setup makes you think it’s a Mechanist situation where a gifted engineer is making machines for the Fire Nation against her will. You find out though that Lian, aka The Maker, has a grander plan to replace benders with analogous constructs and end the war by having a better army of robots. You also discover benders from every nation are in on the conspiracy. Tracking Lian takes Team Avatar (plus Haru, so that you can play as an Eathbender too) from the North Pole to several Earth Kingdom villages, Omashu, a hidden island with a lost history, and the Southern Air Temple before you confront Lian in her fortress in what has become a desolate wasteland due to her machinations.

Some parts feel familiar, taking cues from the show, but mostly it’s fresh and exciting to see new places and talk to people, even if they don’t have much interesting to say. Lian is a great character, and evocative of themes that are brought up later in Korra. Zuko has a scant few scenes: he captures Katara but is detained himself as a traitor, then has a few brief cameos. Really he could have been cut entirely without losing much; this game is about the new independent mechanised threat, and the Fire Nation just gets in your way in a few levels.

Zuko’s reintroduction in the first chapter seems to ignore his state at the end of Book 1, but at least the game then goes on to acknowledge his banished status. Lian’s plan to destroy the Avatar statues in the Southern Air Temple was, as far as I can recall, treated seriously in the DS game. The console version gives Aang a line to say that this wouldn’t actually do anything, but they should protect them anyway—salvaging that moment for me in terms of the order I played them. But Omashu is still regarded as the Earth Kingdom capital, remaining as a niggle for me. Nitpicks aside, the plot is fine for a video game, although chapter transitions can be a little narratively clunky.

Anyway let’s talk about the game. Each chapter has a pseudo-open world structure, with a hub town. You get quests, visit shops, then venture out along narrow paths to other hotspots, fighting groups of enemies in real time. There’s usually backtracking involved and fights are generally very easy once you have the full party, as long as you take the time to do sidequests and get the best set items. Yes, there is also phat loot. Combat gets more challenging and interesting on the few occasions the party is forcibly split. Unfortunately once you leave a chapter there is no returning. Doubly unfortunately, I think there might be a bug because after doing everything (so I thought) in Chapter 6 it was stuck on 98%, so I never unlocked the character gallery. Boo. According to the guide I occasionally used, it’s good to watch out for quest order, because due to bad design certain things become cut off even within a chapter. I never encountered this though.

I did however have problems with the game crashing, but that may just be due to a damaged disc. Either way, my play experience was occasionally fraught but despite this I had a better time than with the gruelling DS version. The sprite art there is more appealing than the wonky 3D models here, but I did like the lush environments here better. It’s also more quick and fun to play, and much more fully-featured. It does frequently make you stop to play a drawing minigame with the Wiimote to pull off environmental bending moves though.

Two more quick highlights of this game. The incidental dialogue heard just by standing around villagers adds both humour and world-building, which I appreciated. And as with all Avatar adapted material, I’m on the lookout for new animals, as the series is known for its fun hybrid animals. In fact this one was pretty lackluster for new hybrids but it does have some rarely-seen vanilla animals, with wolves and feral cats as enemies. A different kind of wolf with some perhaps armadillo traits is a common enemy, and the final chapter has a “deer” with some alpaca and rhino traits. Item names also reference minksnakes and whales. There’s also several spirits in the story: a forest guardian in the form of a horned bear who transforms into a man, a normal-looking badger mole who guards the lost history of the people of the hidden island, and a large owl connected with a sacred place next to the Air Temple. I liked seeing these spirits more than the animal offerings, although the game did also bring back many animals from the show as enemies, not to mention the variety of intriguing elemental machines.

Well I’ve gone on long enough. For now I’d say this is the best way to experience the new story that Flint Dille created for this project, but we’ll see how the GBA and PSP stack up later on. Keep an eye on the home page for my Avatar reviews if you’re interested.