The lack of character in Avatar: Frontiers of Pandora
*I would like to start off by saying these are just my opinions. You do not have to agree or disagree. If our don't like what I am saying that is perfectly fine but please keep all negative opinions to yourself. Thank you!*
I'm a really big fan of story based games. Games were you are the main character, were you can look like anyone you want and act like anyone you want, were what you do and the kind of character you have created matters and has impact.
It's the reason why I love Avatar: Frontiers of Pandora. Being immersed in the world of Pandora personally, as a Navi no less, was so much fun and so satisfying as I unlocked new area's, gained an Ikran and, most importantly for me, further designed and personalized my character. Physically at least.
I'll be honest when I first played and completed my first run through of the game, the lack of personality and choice options within the story didn't bother me. It didn't even cross my mind. But then I got into other story based games like Dragon Age, Baldurs Gate 3, games were you can shape not only your character's appearance but their personality through dialogue options. Some of these dialogue options lead to different story beats or can effect and change your characters dynamic with another character.
Story branch: When your decisions affect the story.
Dialogue branch: When your character is exchanging conversation with another character.
Avatar: Frontiers of Pandora has neither of these options. You do not at any point in the story get to shape your characters personality through dialogue or make meaningful decisions. This is a very large problem for a STORY BASED GAME. There is only one time in the whole story that we ever get to make a choice, regarding whether we choose to move forward after learning of Alma's betrayal or hold onto the pain. And yet even with that one choice that could have been meaningful, it didn't even amount to anything or change the narrative in anyway shape or form. We still finish off the story by giving Alma the "I see you" gesture, even if we decided not to forgive her.
It honestly creates a bit of a divide between our character and us as a player. Because even though we have created this character, we can not shape their personality or their relationships with other characters which then leads the character that we are suppose to be controlling and playing as, going off and doing or saying things we don't want them to do or don't agree with them saying. What's worst is that there were plenty of moments throughout the game in which it would have been a perfect opportunity to have a story branch appear, for that moment to be turned into a choice the player has to make. But we never got that.
When it comes to the personality of our character I have to say, and this might be a hot take, but we feel almost hollow and like a blank slate. We have a goal in the story yes, we want to finally become Navi and integrate ourselves into Navi culture after being deprived of that from the RDA and ultimately stop Mercer and the rest of the RDA. But a goal and a personality are two different things. Take Dragon Age for example. In Dragon Age: Veilguard we have a clear goal, we need to stop the bad guys before they destroy the world. And yet, we still get to shape our character through personality, three personality options as a matter of fact, "diplomatic/helpful/and kind, Sarcastic/charming and funny or aggressive/direct and grumpy."
Baldurs Gate 3 took a less direct route but you can still make up a reputation that other characters can comment and note on based on your dialogue and story options.
We don't get any of this for our Sarentu character. Their only personality trait is being the poster boy/girl/person for taking down the RDA and saving Pandora. (Okay, I know this is a bit of an exaggeration and I do think there is a little personality to be gauged from the Sarentu character, but you don't get to make it, which is the whole point of a story based game.)
It feels like our character doesn't have much of an identity, which is ironic given that a large theme of the game is about identity. Our character isn't given a name or a nickname, they are just called the Sarentu which only further adds to the divide since it sounds so dehumanizing. (In the Dragon Age games our character was often given an alias in which they were called by, like Hawke and Rook). We get to pick our pronouns but they are never used and our character is only referred to as a they/them which only works for those who chose the nonbinary option. Someone even made a post talking about how when we look over Alma's notes in game, where she writes about each of the main members of the Sarentu clan, our character isn't written about or mentioned.
It's honestly just disappointing because apart from this (and what I wrote about in my other post, but I won't get into that) I really do love this game. It's so beautiful and meaningful and I love getting to design a Navi and then play as that Navi as I explore Pandora. But it feels like there's almost a hole in the game. Like there's almost a barrier that stops you from fully immersing in the world, at least when your playing the story. I just feel like if your going to create a STORY BASED GAME, commit. I would have rather waited longer for the game to come out if they went to the trouble of adding story and dialogue branches then having none at all.


























