July 11, 2016
[Review] Avatar: Into the Inferno (Wii)

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Into the Inferno is much like its console predecessor, Burning Earth. It’s still a basic 3D action-platformer that follows the plot of the show, more or less (a lot is cut out; amusingly, it flashes back to Crossroads of Destiny, the events of which didn’t actually happen in the last game). One difference is the addition of a currency which acts as a reward system in levels for breaking things and beating enemies, and unlocks art and game-changing extras. The bending system has been overhauled; instead of a tacked-on and finicky contextual motion control, it’s a lot more integrated into gameplay with Wiimote pointing to both solve environmental puzzles and aid in combat. Also it’s shorter.

The game is obviously intended for co-op, as I found when in solo play battles dragged on, and deaths resulted in instant return to checkpoints, rather than the respawns enabled in co-op. It’s certainly less difficult and frustrating when playing with a buddy, although my wife didn’t enjoy it too much.

It’s definitely the best game of the three, although it doesn’t have the unique plot of the game released for Book 1. I liked improvements such as a neat world map (that has you flying on Appa above a stylised map as seen in the show’s intro), which allows you to replay levels at any time to find missing collectibles. Long overdue; the Book 2 game on DS and GBA allowed this. There’s also a glider minigame set around a small group of islands which isn’t bad.

As a fan of the source materials, once again I was looking for ways that this would expand on the world of the show. Unfortunately there’s not much going on. Enemies are merely barely-different kinds of Fire Nation soldiers (albeit including the female variant introduced in Book 3 of the show), and hog monkeys as always. There’s one or two setpieces that are slightly expanded from the show, and a large previously-unseen portion of the Western Air Temple that’s apparently specifically designed for secret Avatar training, or something.

Mostly I was amused to see how they truncated the story, such as Zuko immediately joining the party on the Day of Black Sun. Amusement turned to disappointment at the brief and very lame final boss battle, throwing puddles of water at an Ozai with simple patterns on top of a small rock plateau. Completely failed to capture the epic feel of the show’s finale, and even the denouement was underwhelming. Oh well. At least you get some decent voicework from the show’s cast, including Sokka catchphrases and a Zach Tyler Eisen who is obviously ageing out of his youthful Aang voice by the time the game was recorded! That was fun to hear. Pick up the game if you want to see a hallucinatory samurai Momo give you tutorial hints, or if you want to idly airbend a beachball. Oh and being a combat-heavy game Sokka actually makes decent use of his space sword, I appreciated that!

See more Avatar game reviews here.

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