The Scotsman Games review: The Legend of Korra

THE potential for fun, diverse combat is scuppered by a lack of ambition and budget
Combat feels repetitive throughout the short campaign. Picture: ContributedCombat feels repetitive throughout the short campaign. Picture: Contributed
Combat feels repetitive throughout the short campaign. Picture: Contributed

The Legend of Korra

Platform: Xbox One (reviewed) / Playstation 4 / Xbox 360 / Playstation 3 / PC

Score: 5/10

THE Legend of Korra may not be well known to viewers this side of the Atlantic, but in the US the animated series has rightly won a strong following thanks to its rich universe and invigorating action sequences. A follow up to Avatar: The Last Airbender, it focuses on the adventures of a select group capable of ‘bending’, whereby they are able to manipulate the elements around them to their advantage. It is a premise that ought to lend itself favourably to a game adaptation. Unfortunately, this is not it.

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Given it is a third person beat ‘em up, it seemed like Korra was in safe hands thanks to developers Platinum Games, the firm behind the superb Bayonetta series. With an impeccable feel for fighting mechanics, the decision to hand the studio the licence seemed an inspired one. Unfortunately, in execution it feels stale and repetitive, with no imaginative use of the various special powers at Korra’s disposal as the game progresses, with abilities feeling interchangeable and indistinct - only the water attack stands out, thanks to its increased range.

The environmental detail is sparse and at times leads to confusion

Surprisingly, given its critically praised visual source material, the graphics in Korra are underwhelming, in particular the locations and backdrops which commit the cardinal sin of being bland. The action roams from one stage to the next, with progress dependent on clearing an area of enemies or taking down a boss. As you make your way through the chapters, you begin to realise that one realm could easily substitute for another, and the environmental detail is so sparse that becoming lost in the network of paths and roads that makes up the game world proves a frustratingly regular occurrence.

Platinum attempt to mix up the package with a few minigames peppered throughout the short campaign experience. There is a ‘pro bending’ sports-style event that is entertaining enough the first few times, but the second offering takes the form of endless runner-style sections with Korra riding a curious dog / polar bear hybrid. The player only has to dodge obstacles, occasionally jumping or sliding underneath gates, with enemies only entering the equation later on. It all feels distinctly underwhelming and slapdash.

It feels rushed, underbaked and above all, disappointing

Korra is a budget download title and while diehard fans of the series will likely find some value here, the majority of players will balk at the idea of paying over £10 for a title with all the complexity and diversity of a mobile game. There is no doubt that the disappointment feels more pronounced due to the pedigree of Platinum Games and there is a sense that the developers’ heart was never quite in the project. It feels rushed, underbaked and devoid of inspiration.

TIPS AND TRICKS:

1) Korra begins the game without any of her elemental powers, gaining them one by one as the game progresses. Water feels like the most substantial option and is especially good for striking opponents at a distance.

2) The lock-on mechanics are unreliable when faced with several enemies at once so do not rely on them. Instead, keep moving, jumping and dodging and shift the camera yourself.

3) Do not stockpile health-giving potions as you will lose your inventory upon death. For this reason, keeping money in reserve is a prudent move when faced with a boss battle.