May 8, 2016
[Review] Avatar: The Burning Earth (Wii)

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The Avatar games are an interesting example of a developer iterating their design over the course of a series. I discovered that Halfbrick, in going from their first Avatar game on GBA to their second, streamlined their game and made it more action-focused, trimming RPG elements. Turns out THQ Australia did a similar thing for their second console entry.

The game is now shifted in a co-operative action-platformer direction. There’s still an experience bar but levelling up is simpler, and there are no persistent items besides collectible health potions. They seem to have strived to make the game more accessible and child-friendly, and as a result it can come across as simplistic at times. Fortunately there are improvements, such as much nicer looking and better animated cutscene models, and a slightly deeper combat system with button combos for different moves; fights still amount to mashing though.

A concern with this game is it simply rehashing the plot of Book 2 instead of telling its own story. This is somewhat mollified by having unique dialogue and a rearranged story; for example, the Fire Nation drill attack is foreshadowed heavily and serves as a motivation and the climax of the game (this is the same as the DS game). This adjustment at least added interest to how they would tell the story. Plus there were weird additions like the Omashu governor being an expert firebender, or having Jet, Iroh, and even Momo as playable characters on certain stages (Momo has the ability to throw cabbages at will!). There’s also plot added to the swamp with the Fire Nation dumping waste there, and Jet helping you clean it up (revealing in the process that after the Freedom Fighters disbanded they started helping Earth Kingdom refugees, much like the Kyoshi Warriors).

The real problem with the game, and my co-op buddy’s main complaint, was the motion controls. Characters’ ranged attacks would trigger accidentally, and “focus move” spots required specific fiddly motions that were a pain to get right. The PS2 and Xbox360 versions would obviously avoid this problem.

Being always on the lookout for anything adaptations can add to the universe, I can report that enemies in the game included some kind of warty beaver-rat in various sizes, found in the swamp and Omashu sewer, as well as giant spiders. The Library of Wan Shi Tong also had to include fights, so now there are statues that come to life and can bend fire and earth.

This game has potential but it’s hampered by being overly easy and by its frustrating motion controls. There’s still interest for Avatar fans but in this case the contest between the console version and the DS version is closer, and the GBA one loses out. The console one is a little shorter and probably a better overall package, though (but not having played the DS one for a long time, my memory’s a little hazy).

April 18, 2016
[Review] Avatar: The Burning Earth (GBA)

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I’ve encountered a roadblock in terms of Avatar games. When I opened the case for The Burning Earth on Wii that I bought ages ago, I found a disc for the first game had been sold to me by mistake. And it was too scratched up to work! So while a new copy wings its way to me, I played the GBA version.

It was a bit of a letdown. I completed it in only a couple of hours—it’s the shortest game on the list so far. Like the other Halfbrick games, you use bending and other abilities for both puzzles and combat. And like the Into the Inferno game in particular, the characters are paired up in different combinations (or sometimes solo) in different levels. In this case, the puzzles, combat, and action-y segments are pretty segmented; you’re either doing one or the other, and moving on linearly, a quite plain structure.

This time, the game is built around a scoring system. Presumably this is to encourage replays of its short length. The upper left number is your score, which also acts as health and is restored by defeating enemies. Beating a string of bad guys (only ever the same three types of Fire Nation soldiers, besides the boss fights) also gives a combo bonus, to encourage proper use of your bending abilities. It’s a fairly complex and neat little system. The upper right is a bonus, which ticks down over time and is filled up by collecting jars in the levels, providing the occasional reward for doing something extra or risky.

The sprites, following the previous game, are adorable, and the environments are drawn beautifully. The weakness of the game is that it’s simply retelling the story of Book 2, but severely cut down. It doesn’t have the novelty of the first game’s new plot, and it’s so fast-paced that you have to be familiar with the show to really get it. It does have the advantage of showing Zuko’s side of the story as well, which the DS version was unable to do. What I look for in adaptations are things they’re able to add to the story or world, but the only thing I noticed that wasn’t an adaptation from the show was a reuse of the armadillo wolves from the previous game; they’re used for puzzles rather than combat, which is amusing.

The characters’ abilities are translated to game mechanics in interesting ways, but the score-chasing structure is just something that doesn’t grab me. Despite the aesthetic strengths of the game, I find myself preferring the DS version in this case. Of course, both cover different content, with the desert and Ba Sing Se omitted here but present on DS, and Zuko and Iroh levels here. It’s just so short though, only 7 levels and one of those is more like a minigame. After playing all of Halfbrick’s other games in the series, this was underwhelming to me.

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