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How a Korra Video Game Could Work

Many fans of the first series know about the video games for the series, and the general consensus is ranging from below average to pretty bad. I haven't played any of the console games, but from what I've seen and read in reviews, the bad spots seem to be choppy flow, boring linear stages, and overall average gameplay. I played the Gameboy games, and I got pretty bored with both of them. The only way to make the Avatar video game series something respectable would be to pull it out of the old, boring, cliche style and into the modern gaming style.

I know some of you think "first person shooter" when I say modern gaming, but that's not at all what I mean. I've come up with a couple of subjects that would lead the game to the greatness respect Korra deserves from gamers.

1.) Make the game a free roaming open world. Many of you gamers should know what I'm talking about: Games like the Elder Scrolls series, Grand Theft Auto, Fallout, Batman: Arkham City, The Amazing Spider-Man...the list goes on. All of these games have great reviews. Open world, or even partial open world, mean that there is a main storyline that has some restriction, but generally, at some point in the game, you can unlock most or all of the world to travel around in, explore, do missions and side quests, fight random enemies...etc. etc.

'All open world games have restrictions; usually it's having to go through an introduction-type scenario like Skyrim, where a dragon attacks and you flee, choosing either to join the empire or the rebels. From then on, the entire map is free for you to explore. Same for Fallout. In addition, their quests are pretty much entirely optional, even when in them; you can quit any time. Some other open world games however, like Arkham City and The Amazing Spider-Man, are slightly more restricting. They usually include a longer into mission, usually a full tutorial, starting off the city, far more focus on the primary storyline than side quests, and more restrictive missions, keeping you in them until you succeed or fail. I'd have to say the more restrictive type of open world would be great for Korra, because, being from a TV show, the game would be more story driven. However, side quests, free exploration, and the whole of Republic City, at the very least when you complete the main game, is a must'.

2.) Make the combat fluid, smooth, and (maybe?) customizable. This game would have to never be first person, like Skyrim or Fallout; they both deal with weapons, and this is a game about martial arts and bending. Arkham City is known for its fluid combat and good countering system, and Sleeping Dogs, a game about an undercover cop in Hong Kong, also has amazingly fluid fighting and countering systems (I wouldn't recommend looking it up, though; it's a very graphic game, in violence and language; nonetheless, it has great gameplay). The combat would have to be like that.

The customability idea comes from Prototype 2 (also another game full of violence), where you can assign 5 different abilities to the attack buttons, X and Y (for an Xbox 360). Maybe you could have the ability to assign fire, earth or waterbending to those two buttons for specific moves; Or maybe her ability pool is minimal enough to spread her elemental attacks between the controls on an Xbox or PS3 controller and/or a keyboard. That's the only thing from Prototype that ought to be included; in Prototype 2, you literally have near god-like powers, destroying dozens of people in a single punch. Korra needs to make each enemy be a challenge, because chi-blockers are powerful foes, especially for benders.

3.) Skills and collectibles. They are a must. Who doesn't get bored in an action game when they continuously use the same move over and over and over? I know I would, especially if it would be open world with hours of content. Skills make you feel like you've accomplished something by fighting tons of enemies, allow you to do something that may look better than the regular moves/combos, and can even open up more variety in enemy moves to counter that move or use that move to counter an enemy move that was harder to do before. Although I'm sort of impartial to collectibles, many people enjoy scouring a map, trying to get a complete set of a certain object. Especially when they unlock areas, abilities, or something that actually effects something in-game.

So, those are my three points on how a Legend of Korra video game would work and succeed. Congrats if you read through all of that (I know, I can type a lot sometimes). If you have any questions, or if you have something to add to the list or to improve on a subject I've already gone over, please, feel free to post it in the comments below. All I ask is that you keep it civil, respectful (as in, not blunt insults with no constructive criticism) and on-subject. Also, if you're at all interested in relationship pairs in LoK, feel free to check out my other blog called "Why Masami is Better Left in the Past."

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