As a long-time fan of the Avatar franchise and someone who has put countless hours into the original game, I was truly excited for The Sky Breaker expansion. I had high hopes that it would offer new and exciting challenges, intriguing storylines, and a fresh take on the Pandora universe. However, after playing through it, I must admit, I’m left feeling rather underwhelmed.
Upon receiving your invitation to join the Heart of the Plains expansion in The Sky Breaker, the initial paid DLC for Avatar: Frontiers of Pandora, you’ll find yourself immersed in a setting reminiscent of a beloved animated Disney tale. Traversing the expansive plains on the back of a Direhorse, observing the majestic march of the elephantine Zakru, exchanging pleasantries with fellow travelers, and soaking up the excitement for the revival of the Great Games – it’s an intoxicating ambiance that captivates. The enchanting visuals only serve to heighten the sense of wonder and expectation.
When you reach the camp and reunite with familiar faces like Nesim, Nefika, Teylan, and So’lek, a sense of belonging from the base game washes over you. The experience of immersing in the culture, eavesdropping on casual chats, and engaging with the Zakru (even if it means helping one for the sake of obtaining…cheese) remains as charming as before. Despite Mokasa’s return as a traitor, the excitement for the Great Games reignites your appreciation for the team’s commitment to authenticity.
I’m finding it difficult to decide on the overall flow of the story since it continues from where the main game ended. However, some parts seem overly familiar as if they’re repeating previous plotlines, such as hostility towards the Zakru and human mistrust.
I was so engrossed in the game, lost in its captivating world, when suddenly, I discovered that the RDA had been monitoring my every move, suspecting me of planning something against them. Before I knew it, my campsite was under attack, and the consequences were tragic. The game unsubtly reminded me that I was indeed playing “The Sky Breaker.” After a few days of survival and fighting against RDA mechs, clearing their camps, and gathering skill points and wind flutes, that chaotic opening sequence now seemed like a distant memory. The Great Games, once a source of excitement, had become insignificant in the face of my new reality.
I’m indecisive about the storyline as a whole since it continues after the original game’s conclusion. However, I can’t help but notice that certain elements seem repetitive, such as the violence towards the Zakru and human mistrust. Additionally, the return of RDA from the movies feels less impactful in this context.
As a gamer, I can’t help but notice the uncanny timing of the RDA’s attack right after I discovered their nefarious plans. It’s as if they were waiting for my return specifically to launch this assault. And what’s even more convenient for me is that it leaves me unconscious for a few days, giving me plenty of time to establish new bases and clear out any remaining threats. The line between coincidence and contrivance in “The Sky Breaker” is incredibly thin, and sometimes it feels like the game is intentionally pushing me towards the latter.
In the core game, common open-world themes prevailed. However, the story presented intriguing ethical dilemmas that stood out. The abduction of the Sarentu people and their unexpected release into Pandora’s untamed lands, where they struggled to understand their new surroundings. They reconnected with their clan and other cultures, leading to a complex web of interactions.
Based on my own gaming experiences, I must admit that I was quite disappointed with the “new” RDA lieutenants in the latest update of the game. Despite their supposed health improvements, they didn’t offer anything particularly intriguing or new to make them stand out. And to add to my frustration, Massive failed to deliver a unique final boss to conclude the story. As someone who has spent countless hours immersed in this game world, I was hoping for a more satisfying conclusion to the narrative.
In simpler terms, the essential elements are largely missing in this story, and the main character resembles John (or Jane) more than anyone else – roaming around and destroying the RDA whose opposition varies from amusing to erratic, based on the amount of healing resources you possess. Mokasa’s eventual salvation appears insufficiently developed. The most entertaining aspect is that despite causing significant destruction to the RDA in the original game, you are not even considered a major threat by them here.
As a gamer, I found it refreshing not to have to deal with liberating enemy camps every time I wanted to attack a main base. Instead, I enjoyed the stealthier approach of taking out the core bases directly. However, my experience with camp liberations hasn’t changed much since the original game. The only noticeable difference is the increased presence of mechs.
From my perspective as an avid fan, the game wouldn’t feel so bland if they introduced some fresh and intriguing adversaries instead of just adding a new mech with a shield and gatling gun. The mech’s large weak spot offers an exciting challenge when trying to shoot it down. Unfortunately, I can’t say much about the supposedly “new” RDA lieutenants other than their increased health points. Disappointingly, Massive failed to provide us with a distinctive final boss to conclude the story.
As a gamer, I find it more effective to take cover at secure spots and rain Heavy Bow shots on the mechs instead of engaging in gunfights head-on. This strategy is particularly useful when dealing with specific types of mechs that are vulnerable from behind. By focusing on their weak points, I can bring them down without putting myself at unnecessary risk.
Beyond the primary storyline’s brief span, you’ll find extra missions and activities to tackle. These additional tasks involve various activities such as hunting wild animals using a shotgun or contributing premium resources to the communal chest.
The enemy AI in the game, including the AI of the enemies labeled as “enemy,” is equally unreliable and unpredictable at launch. For instance, you may destroy helicopters, but human soldiers persistently patrol, making common foot soldiers appear more intimidating than they actually are. One mech unexpectedly jumps down to attempt a flanking maneuver, granting me the advantage of high ground instead of just shooting me. Another mech seems to switch back to search mode during combat before meeting its demise.
In certain situations, the RDA can pose a significant threat, such as when you’re being attacked by two flamethrower mechs and under fire from distant units with no place to hide. It can feel like a vast power disparity in these moments, given how swiftly they deplete your health compared to other encounters.
Hacking adds more excitement when used for solving puzzles, and its absence makes things somewhat less engaging, but only slightly so. The RDA Balloons have been altered; instead of landing to hack them, you now need to stay near and fend off aerial adversaries. A silver lining in every situation.
As a devoted fan, I can’t help but share my excitement about the numerous activities outside the primary storyline in this game. These additional tasks aren’t just an afterthought; they offer a rich and rewarding experience. For instance, you can engage in hunting wildlife with a shotgun or contribute high-quality materials to your clan’s stash. The former side quests involve painting roaming Zakru, rescuing some distressed ones, and eliminating other RDA camps. It’s all about immersing yourself in the game world and making every moment count!
The soundtrack and voice acting are commendable, with each actor giving a noteworthy performance. However, despite these strengths, it’s challenging to invest emotion when other aspects seem lackluster or insufficient.
In the DLC, you have the option to create new armor and weapons. However, I was hoping for more innovative experiences instead of just riding on Direhorses and shooting targets. It would’ve been exciting to have some fresh abilities, especially since leveling up only enhances health, damage, and energy. I’m not asking for a complex Paragon Board, but the current setup feels underwhelming.
Despite feeling disappointed with the storyline and content of “The Sky Breaker,” I must admit that the visual presentation is truly impressive. The attention to detail in textures, foliage, clouds, and skyboxes is stunning. Lighting and shadows add depth and dimension, while draw distance and animation work seamlessly. Weather effects enhance the overall experience, even if they don’t significantly alter gameplay. And let’s not forget about the soundtrack and voice acting – both are commendable, with strong performances from the actors. However, it’s hard to fully appreciate the presentation when other aspects of the game fall short.
As someone who has spent countless hours immersed in the rich and vibrant world of Pandora from the original Avatar film, I can understand the allure of wanting more content within that universe. If you found enjoyment in Avatar: Frontiers of Pandora and yearn for additional experiences, this expansion might be right up your alley.
Based on being a continuation of the primary story, I had hoped for more depth and excitement in “The Sky Breaker”. Unfortunately, most aspects of the game seem merely satisfactory yet unremarkable. It’s not an awful or average title, but it doesn’t provide enough incentive to seek it out specifically.
This game was reviewed on PlayStation 5.
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2024-07-23 15:41