[Review] Avatar The Last Airbender: Bobble Battles (PC)
A budget licensed RTS, it's about what you'd expect.
Frima Studio is a successful French Canadian developer: over the years they've done lots of casual, Flash, and mobile games, as well as some console stuff. I just found out they're working on a Risk of Rain spinoff currently. But one of their first jobs was making a tie-in Avatar strategy game in 2007, and they did it competently enough.
Based on Books 1 and 2 of the show, Bobble Battles takes its name from the "bobblehead" art style, better known as chibi or super deformed, which was employed in a few other spinoff projects like animated shorts, comics, and video games. It's an appealing look and helps a bit with readability of the characters when you're zoomed out (although character design could have differentiated common unit types a lot more), but you can't appreciate the look too well unless you're zoomed in, in which case the game is much less playable.
As a real-time strategy game in the vein of your Warcrafts and Dune 2s, it's been simplified and streamlined to the nth degree. There's only one resource, no upgrading, a handful of unit types that act identically between factions, and a basic control scheme. The limited nature of the controls hurt it as moving between the arrow keys to shift your view and the numbers for control groups is uncomfortable. Those are pretty much your only functions by the way; there's no attack-move or other specialised move commands, although hero units do have more flashy attacks.
I'm no RTS die-hard but even having played a bit of Starcraft and Age of Empires back in the day I couldn't help but find Bobble Battles wanting in gameplay. There's no rally points, few hotkeys, and just getting your units to do anything is a hassle. Selecting control groups instantly shifts the camera over to them, there's always a pause before they execute your commands, and they need to be heavily micromanaged to attack targets. Pathfinding in narrow spaces can be atrocious, with your guys often milling around or getting stuck on walls when you're on a city-based level. On the whole there's a lot of pain points in the micro scale, and little need for macromanagement at all. I understand the desire to create a game in this genre for younger audiences, but it's not just dumbed down, it feels shonky and shallow.
The game is structured in three campaigns. The first two more or less cover the heroes' journey through the first two seasons of the show, while the third has you playing as the Fire Nation trying to stop them. After completing these you unlock the Timeline mode, which rearranges the scenarios into chronological order... this seems superfluous. The missions do try to have some variety between small-scale hero exploration and production maps and to give you different kinds of objectives. They do a decent job at this, although the scope never gets very big. The most that will ever be demanded of you is juggling three control groups to defend three settlements that are pretty close together, but again this is baby's first RTS so I don't knock it for lacking difficulty.
As an Avatar game, it's kind of cool seeing events from the show reinterpreted into a new genre. You rarely had squads of people running around battling in the series, so there's some novelty to that. The characters having unique abilities is fun, and I got a kick out of seeing the designs of building and units between the nations. There's even one unique creature here, the goat-like mount that Water Tribe riders use. [EDIT: This beast does actually appear briefly in the North Pole episodes.] Only covering two-thirds of the show is a bit of a letdown, although to be fair it's an unavoidable consequence of the passage of time and when the game was commissioned. Can't argue with the immutable laws of time and space.
Bobble Battles is essentially fine. It works. There's even some creativity in how it's interpreting the source material and in the scenarios, but by attempting to simplify what is generally a complex genre, I think they went too far and actually hurt the playability. And that's before mentioning the dodgy behaviour of your units. It gets points for its uniqueness within the sphere of Avatar games, but it's hard to recommend except for completionists like me, and they would just play it anyway so it doesn't matter what I say about it!
Descubre el tráiler de lanzamiento de Disciples: Liberation.
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Disciples: Liberation se ha estrenado ofreciendo a los Jugadores la oportunidad de explorar el mundo vivo y palpitante de Nevendaar y de viajar a través del misterio y la intriga política de este juego de estrategia RPG de fantasía oscura. Lanzado por el editor Kalypso Media y el desarrollador Frima Studio, Disciples: Liberation ya está disponible en PlayStation Store, PC y Xbox, donde los…