James Cameron's Blue aliened movie tie-in didn't use active shutter technology, rather it used the more comfortable, more effective (and hugely more expensive) polarising tech. Of all the games we tested Avatar was the most convincing, with the branches of its alien jungles appearing to reach right out of the screen and poke you the cheeks and eyes - which is to be expected, really. Allow the camera to clip some grass or hanging vines and you'll be accosted by giant pixels floating inches from your face. Shoot and bullets sail into the screen.
The game itself is unlikely to be anything particularly magnificent, a Lost Planet-style third-person action-shooter with fantastic giant creatures and bizarre and colourful flora. No, what's astounding is just how impressive and deceptive the 3D imagery is, to the point where you can't help but reach out and paw clumsily at the air in front of you while muttering 'it's like it's right there!
This is, we're told, the same tech being used in the Avatar film - itself a 3D CGI extravaganzoid, meaning that to get some idea of why these last few pages have been filled with gibbering, wet-eyed descriptions of what a fully-realised third dimension looks like on a screen, you've only got to visit your nearest overpriced IMAX cinema.
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After 15 minutes of play the effect becomes less pronounced, but at this point we're invited to remove our Jarvis Cocker specs and view the game running on a regular monitor. The difference is honestly surprising - we had difficulty discerning the edges of objects in the now entirely flat world and simply moving the character felt disorientating. It's like stepping back into the Vaseline-smeared hell of standard-definition TV, having been given a glimpse of perfect clarity of high-definition.So thanks for that Ubisoft Montreal. Thanks for making everything else we play look shit.