Avatar-inspired Bending Combat Comes to Quest & PC VR in ‘Elements Divided’ Next Month

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Loco Motion, the studio behind superhero action sandbox Superfly(2022), and publisher Fast Travel Games announced some very Avatar: The Last Airbender-inspired action is coming to Quest and PC VR headsets next month in Elements Divided.

Launching on Quest 2 and above and PC VR headsets on April 23rd, Elements Divided lets you bend fire, water, earth and air in chaotic online combat and co-op.

By moving your controllers, you can summon attacks and defenses, and use your superhuman abilities to hurl yourself across arenas.

 

Just like in the Avatar TV series, each element has its own fighting style, making for around 60 attacks and abilities across the four core elements, such as casting fireballs, controlling the flow of water, summoning air shields, and building earthly barriers.

You can also level up your character for even more devastating abilities, not to mention customize your loadout as well as your individual avatar, which you can show off in PvP or co-op to take on hordes of enemies.

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Elements Divided is slated to launch on April 23rd, priced at $10 on the Horizon Store for Quest 2 and above and Steam for PC VR headsets, where you can also wishlist the game.

In the meantime, you can sigh up for two of Element Divided’s upcoming free Beta testing weekends, taking place between April 11th – 13th, and April 17th – 19th. Spots are limited spots, and are operating on a ‘first come, first served’ basis. You can sign up over on the game’s Discord (invite link) for your chance to join.

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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 4,000 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • NicoleJsd [She/Her]

    I have pretty insane ideas on VR magic combat design but I think that they wouldn’t be super successful. Or maybe they are very hard to implement.

    First, what I would want to see in a magic system is its discovery and hence difference randomized with every playthrough.

    Then to the core itself it must utilise a language and be connected to the game world.

    Now to leverage VR I would like to utilise precise body positions as gestures as if you manipulate some kind of matter.

    Finally the game itself would make use of it less spammy but more meaningful in every occurrence and on an epic scale such as exploding whole mountains.

    It would be a narrative tool that shapes the world and the plot. So in each quest you could solve it in very different ways. The balance doesn’t matter ultimately vs fun but generally you have this kind of power meter that is affected by the plot events.

    During final boss battle for example you could cast a spell that would take a great deal of gymnastics and familiarity of magic language that would sink whole continent.

    Then you would perhaps return to the world you affected for another play-through