Adrian Morales
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From the start, Skull and Bones makes it clear that this is almost entirely a ship-based game. The first time players take control of their character after a destitute character creation process, the game's technical issues are highlighted by its odd movement animations, sluggish camera, and clunky player momentum. Simply going up to a merchant and trying to talk to them is needlessly tricky sometimes, as it requires being at a specific distance from the NPC and not a step closer. The only on-foot combat players will ever encounter is fighting with the camera controls just to see where they need to go. In fairness, Skull and Bones was very upfront about on-foot sections not being a focus for this title, but when the actual on-foot gameplay feels so tacked on, it's a wonder why it was even implemented in the first place.
Between providing little value to the IP or otherwise squandering Avatar’s themes of environmentalism into checklist items in service of the stale Ubisoft open-world formula, Frontiers of Pandora leaves little to enjoy for fans of the franchise and even less for anyone who wants to see these games evolve past Far Cry 3. Stunning to look at, tedious to play, and with nothing to say, Avatar: Frontiers of Pandora feels less like the game Cameron’s films deserve and more like a theme park ride that wears out its welcome far too soon.