>people would rather be busy praying for Mako to die horribly in the game than be excited by how it plays or that it's by a company with a good pedigree I never liked Mako to begin with but his haters are some of the pettiest and most obsessive people I've ever met.
>>117295 Faced with something as epic as a PLATINUM GAME, and people still gripe and not find some happy. Heck some are even worrying this might save Korra. I mean that's a given being a Platinum game but really why be so hard against it.
>>117299 I know that I just hope it will be such shattering success that it makes those that bitch out of trolling and spiteful meanness get chased off or ignored. Really keen on the Pro Bending Arena segment they've got planned.
>Moves in the game are split into four different groups to correspond with the four different elements Korra can bend. By pressing the shoulder buttons, you can switch between the elements and, consequently, the different movesets. These aren't just the same actions reskinned, either: each element has its own specialization. Ranged attacks are exclusive to Water, Earth has slow, close-quarters attacks, Fire focuses on fast melee combat, and Wind gives you a balanced, versatile set of moves.
>Each set has several different attacks, split between light and heavy strikes. Holding down either button will charge Korra and make her attacks even stronger. Different levels of charge are unlocked as the game progresses. The developer promises that the four different elemental sets allow for numerous different combos. Leveling up Korra will also unlock different light moves and collecting the game's currency lets you purchase heavy strikes and finishers.
>Platinum has made sure that attacks are as fluid as possible, which means you can switch between elements on the fly, even mid-combo. He showed us sequences where Korra would bounce an enemy in the air with an Earth attack, shoot him with long-range Water strikes, jump up and land a dozen punches on him in rapid succession with Fire moves, then blow the guy away with a Wind attack. Finally, he would land and use one of the element-specific finishing moves to kill the enemy for good.
>In addition to fluid offensive strikes, Platinum is also adding a counter system for players who wish to approach the game more defensively. If timed correctly, Korra can block and send long-range attacks back toward the enemy. Although this counter system works well, Kurooka said that the game is much more fun if the player takes advantage of Korra's offensive capabilities.
>>117315 >the four elements correspond to different styles >guard and counter systems Sounds pretty awesome. Odd choice as to the water versus wind styles though. I would've thought it makes more sense to have them switched, especially since water is Korra's native element anyway.
I wish there was more bending that interacted and changed the environment (permanent rock walls to temporarily divide up enemies) or ways to blend bending (water and fire for a quick burst of steam like a ninja smoke bomb). I guess that's expecting too much for a $15 game, and the straightforward fighting does fit Korra.
Seems kinda slower-paced and underwhelming with the CUHRAYZEE, but considering Basara or a Revengeance style frenzy would be at odds with how Avatar battles usually play out I guess i can sort of understand. Plus nobody's really skilled enough at the game anyway to pull of those kinds of insane combos.
>>117638 Yea the form switching looks really good and the bending transitions are pretty quick. I think this will go well. The "driving" sequence was kinda eh then she had to whip out the bending and that went kinda neat.
According to the few interviews with the Platinum guys the on-rail level with Naga will just be one of a few different minigame levels to give a break from all the fighting. Pro-bending being one of them.
I'm hyped for the game, but I'm not really looking forward to the probending stuff. I'd rather have some sort of skirmish mode that lets you play Avatar's greatest battles (Pakku vs Katara, Zuko vs Azula, Korra vs Tarrlok...).
>>118049 Damn Titmouse is a great job Making Korra look good in those animated bits. Hey if New Series is opened up with this game going out. I say tag them since Mir now has that Dreamworks Gig. Also more Korra games.
Just finished the Air Temple Island level. Running into a bug with the knockout move prompt where I did the knockout animation on the same chi-blocker twice while it neither knocks the enemy out nor deals any damage. I hope this isn't prevalent throughout the rest of the game.
>>118330 Younger audience isn't the problem (the game is freaking hard on normal and the final boss is REALLY creepy), extremely low budget is. The combat system is great, the probending is actually enjoyable, but the enemy variety is lacking and moving around in small textureless environment isn't that cool.
It's worth the $15, but it could've been incredible if more money and time were put in it.
>>118367 It takes about 40 or 5 hours to get through the story. But its really built for multiple playthroughs - considering the first *playthrough* is the tutorial.
The real meat of the game is the higher difficulties and trying to S rank (Platinum Medal) the combat scenes. Plus there's Pro-Bending which is fun. I mean the combat shit is really really fun too. I'm no good at this sorta games but this is really a great introduction to the action genre, too.
Just finished the story mode on Normal after putting it down a couple times during the week. It was hard to divvy my scant vidya time between this, Smash, and Hyrule Warriors lately. Took me 6 hours including the time I took to backtrack through chapters 2-5 after I completed chapter 5 so I can grab some extra spirit energy and level up my bending/combos. Felt good murking the enemies in the early levels that were a huge pain in the ass. The Triad Triple Team fights were still challenging with the unlocked powers.
Final Level and the Final Boss fight were fucking crazy for lack of a better term (without spoiling anything).
In short, I'm very satisfied with my purchase.
I'm content with running through the Pro-Bending mode and beasting through story mode on Casual. Not going to touch Extreme Mode though. I know my limit.
>>118378 Yeah, for all intents and purposes, this honestly was the best Korra game these resources could have possibly made. I mean, Platinum at their lowest still makes a damn entertaining action title imo.
Hopefully, with this game doing well we could get a AAA title with all the bells and whistles it deserves - and hopefully Platinum on board again. Man, I'd love separate campaigns. A Lin Beifong campaign? Hooof. That'd be beautiful.
>>118379 Yea, it seems to be well received on the consumer level even if a good number of Reviewers seem to be shitting on it for a number of reasons.
Some because they are shit at this type of game others because they want to shit on Platinum to show they don't have a bias or something and then the whole "I expect better from Platinum" douchebags same kind of people that did a number on Pacific Rim because that wasn't the kinda film they thought Del Toro should be making.
Well now he's putting out the plans for a Pacific Rim show and two more movies. I hope Platinum can see past those whiners and do similar since they declared a love for the franchise.
I mean something that I just heard about in June and its out now not a year or two from now and it didn't cost $30+ and its a damn solid game with a pretty deep combo system. I think given time with the license they could make something fantastic and sprawling. I really hope they get the chance.
//youtube.com/watch?v=Zf4pUzWjUZM The gameplay is your regular turn based strategy fare with a Korra skin... but it lacks any semblance of presentation there could possibly be. Its disappointing, I usually like Turn Baseds.
Which makes it incredibly annoying to read the comments because not only do people think the only game that does that is Fire Emblem, but the only FE game to exist is the waifu-ridden Awakening.
>>118381 >Which makes it incredibly annoying to read the comments because not only do people think the only game that does that is Fire Emblem, but the only FE game to exist is the waifu-ridden Awakening.
I've played a lot of tactical strategy games, and I can say pretty confidently that pretty much everything about the UI and gameplay idiom screams Fire Emblem, way more than it does "generic turn-based." It doesn't look like Final Fantasy Tactics or Disgaea or Super Robot Wars. It looks like Fire Emblem--and specifically the Fire Emblems since Path of Radiance, including Awakening.
>>118399 That was precisely the kind of opinion I expected out of that voice. Alternatively, that was precisely the kind of voice I expected out of anyone who'd every actually say any of that out loud.
>>118502 It occurred to me that I typed this whilst half asleep and made it slightly ambiguous: am I going to massacre a small village using puppies or am I going to massacre a village full of puppies? The answer: yes.
>>118575 None of the bending would fit very well. Firebenders are the ones that rely on the sun, so they would match the Ripple's "power of the sun" most closely. But most firebenders and lightningbenders output power through actual flames and lightning, while the Ripple is more of an ethereal energy that moves Vampire-killing sun-energy around.
Ripple can travel through water and be used to walk on water, so its also kind of like waterbending. But the Ripple can be stopped if a limb is completely frozen in ice.
Firebending is probably the best analogue, since both derive thier power from the sun and from proper breathing techniques, and the way they move the energy through their bodies is like what firebenders can do to produce lightning.
>>118514 Overall their impression seems to be a lot more positive than I was expecting considering how Woolie's such a big fan of Platinum action games. A lot better than Totalbiscuit's review which was kind of middling.
>>118580 Well it's a budget action title and they are familiar with the parts of the game that platinum does well and what they do not. So unlike others they aren't going in blind. Also their background in actual game development gives them an edge in understanding this titles development cycle.