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Review: The Legend of Korra photo
Review: The Legend of Korra
by Chris Carter

One of the biggest surprises of 2014 had to be the announcement of a Legend of Korra game, published by Activision and developed by Platinum Games. Yes, that Platinum Games -- the current master of action titles.

It's only been a few months since the reveal of said Korra game, and already it's out on just about every platform imaginable outside of the Wii U. While the core result is indicative of Platinum's seal of quality, it feels rushed in many ways.

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Review: Samurai Warriors 4 photo
Review: Samurai Warriors 4
by Chris Carter

While the Dynasty Warriors series is often heralded as the pinnacle of Omega Force's hack-and-slash catalog, the lesser-known Samurai franchise has been churning out some of the best games in the stable.

Based around the Sengoku era of Japan, Samurai Warriors mixes things up with unique offerings like ninjas, samurai, and historical figures such as Goemon Ishikawa and Musashi Miyamoto. If you can get past the repetition, Samurai Warriors 4 delivers another hearty helping of action the developer is known for.

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Review: Disney Fantasia: Music Evolved photo
Review: Disney Fantasia: Music Evolved
by Chris Carter

[Disclosure: Nick Chester, who is currently employed at Harmonix, previously worked at Destructoid. As always, no relationships, personal or professional, were factored into the review.]

Fantasia holds a special place in my heart. My wife and I both grew up playing instruments, and whenever a song comes on from the film, we get to share a little moment as Disney fans. Yes, PhilharMagic is one of our favorite attractions at Disney World.

So when I heart that Harmonix was making a Fantasia game, I got excited -- until I heard that it had at least one song by Drake in it. Of course, my full judgment was reserved for the finished product, and I found it to be a magical experience overall.

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Review: Fairy Fencer F photo
Review: Fairy Fencer F
by Brittany Vincent

If you want to think outside the box, the role-playing genre may not be the perfect playground for you -- at least, when it comes to traditional Japanese titles, which generally confine themselves to a set of tried-and-true mechanics. For some, that’s acceptable. We know what we’re getting into, and what to expect. When it comes to Compile Heart’s latest, Fairy Fencer F, it’s clear that the company. famous for the Hyperdimension Neptunia series. went back to basics in order to tell its newest story of fairies, furies, and fencers.

Unfortunately, “back to basics” in this instance translates to a dull slog through menus, tutorials, and conversations interspersed with combat. And while the combat is enjoyable, there just isn’t enough of it to propel you through the slower parts.

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Review: The Art of Alien: Isolation photo
Review: The Art of Alien: Isolation
by Alasdair Duncan

Alien: Isolation has received a lot of praise over its faithful recreation of the original film's lo-fi take on science fiction. "Truckers in space" was the aesthetic director Ridley Scott set out to capture and the decks and corridors of the shipping vessel Nostromo defined a sci-fi art style for 35 years.

Titan has a new book out showcasing the concept art and illustrations that inspired Isolation but they could have just as easily come from a book showing the ideas behind the original movie.

[Don't forget to enter our competition to win a copy of The Art of Alien: Isolation. Just click here for more info.]

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Review: The Evil Within photo
Review: The Evil Within
by Chris Carter

I grew up happily playing Shinji Mikami's games, and he's probably one of the most influential directors/producers that ever lived. I remember the first time I played Resident Evil, the day I bought Devil May Cry from EB Games, and the exact moment when my friend showed me God Hand.

All in all Mikami has worked on over 20 major games that have impacted the industry in some way. Even if The Evil Within is one of the worst in the bunch, it's still in good company.

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Review: Senran Kagura: Shinovi Versus photo
Review: Senran Kagura: Shinovi Versus
by Brittany Vincent

In the world of Senran Kagura, excess is the rule. The outfits are skimpy, the plot threads are ludicrous, and the breasts are laughably large, so huge in fact that you wonder how the skimpy bras the girls are eventually stripped down to are actually wrangling those things.

But beneath a veneer of silliness and near-parodical levels of fan service lies a brawler with plenty of hack and slash goodness to offer.

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Review: Sherlock Holmes: Crimes and Punishments photo
Review: Sherlock Holmes: Crimes and Punishments
by Alasdair Duncan

In Fyodor Dostoyevsky's weighty novel Crime and Punishment, the central character robs and murders a loan shark and pawn broker but justifies the act in his own mind because he will use the money for good. Doestoyevsky's anti-hero believes that even murder is justified if some benefit can come of it, that even a wicked act can have some merit. Eventually, besieged by guilt, he confesses to his crime and accepts his punishment. 

Throughout Sherlock Holmes: Crimes and Punishments, there are frequent loading screens where you'll see the titular detective flick through Dostoyevsky's work and it seems to have had an effect on him. Now Sherlock can decide if a crime truly was justified and how he will punish the guilty. It's a novel approach that unfortunately only partially works out.

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Review: Short Peace: Ranko Tsukigime's Longest Day photo
Review: Short Peace: Ranko Tsukigime's Longest Day
by Kyle MacGregor

The Short Peace project was born out a desire to unite some of Japan's most talented artists and tell stories about the country's past, present, and a possible future. The result is a lovely bouquet of action, romance, and social commentary, a collection of four animated short films that are thought-provoking, gorgeous, and brilliant in just about every way.

The anthology also includes a game, Ranko Tsukigime's Longest Day, a modest collaboration between Grasshopper Manufacture and Tokyo Jungle studio Cripsy's that seems doomed to live in the shadow of greatness.

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Review: Borderlands: The Pre-Sequel photo
Review: Borderlands: The Pre-Sequel
by Darren Nakamura

[Disclosure: Anthony Burch, one of the writers for Borderlands: The Pre-Sequel, was previously employed at Destructoid. As always, no relationships, personal or professional, were factored into the review.]

"If it ain't broke, don't fix it." I can imagine that mantra circulating the 2K Australia office as the team worked on Borderlands: The Pre-Sequel. Gearbox had a huge hit on its hands with Borderlands 2, and there is not much reason to mess with a winning formula.

To be clear, a lot of what matters is new. The story, playable characters, environments, dialogue, and physics are all new. Despite that, it all feels very familiar. Where a number of core systems were significantly upgraded between the first and second games in the series, The Pre-Sequel's additions are much less pronounced.

One odd aspect of some of the new content that this entry brings to the vault hunting universe is that it feels more like Borderlands than Borderlands 2 in some ways, for better and for worse.

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Review: Dance Central Spotlight photo
Review: Dance Central Spotlight
by Chris Carter

[Disclosure: Nick Chester, who is currently employed at Harmonix, previously worked at Destructoid. As always, no relationships, personal or professional, were factored into the review.]

Although it's been a lot tougher to get people together for a Dance Central party than a Rock Band one, Harmonix's new franchise gave some hope for the Kinect, as it was one of the most accurate games for it.

The series isn't as groundbreaking as it used to be -- especially in the era of Kinect-less Xbox Ones -- but it's still good for a fun dance session every so often. That also goes for Dance Central Spotlight.

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Review: Neverending Nightmares photo
Review: Neverending Nightmares
by Nic Rowen

Mental illness is terrifying. Depression is a soul vampire that will suck the light right out of you. Obsessive compulsive disorder does not make you a supernaturally great detective like it does in the movies. It makes you paranoid and agitated, a raw nerve constantly scraping against a coarse world. The insidious, pervasive terror of mental illness can be far more horrifying than any chainsaw-wielding maniac could ever hope to be.

Which is exactly why Neverending Nightmares works.

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Review: Heavy Bullets photo
Review: Heavy Bullets
by Caitlin Cooke

The security system in Highrise Hunting Grounds has gone rogue, and you’ve been sent to shut down the mainframe. With only six initial bullets, you must fight your way through eight levels of neon jungle rife with lethal spiders, turrets, bush worms, and feisty cat-balls.

It’s a good thing your bullets bounce back, because you’ll need them.

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Review: Skylanders: Trap Team photo
Review: Skylanders: Trap Team
by Chris Carter

Toys For Bob has found some rather interesting ways to evolve the Skylanders franchise. While the conceit the first time around was simply interactive toys, the developer mixed things up with giants on the second go, and with a mix-and-match concept (my personal favorite to date) after that.

Trap Team is the fourth iteration of the series, and the gimmick this time around involves tiny plastic pieces that essentially function as little Ghostbusters tools to ensnare enemies. While the core game is still as strong as ever, the trap mechanic isn't all that exciting.

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Review: Costume Quest 2 photo
Review: Costume Quest 2
by Alasdair Duncan

The original Costume Quest was a seminal game for Double Fine; it was the first game to come out of Amnesia Fortnight, a two-week period of experimenting with small-scale games. Costume Quest's success led the way for Stacking, Iron Brigade, and other download-only games. 

Now, Costume Quest 2 is here just a few weeks before Halloween and it's delivering the same fun as the original. It may be a little too similar in some spots, but there are plenty of improvements to satisfy fans.

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Review: Driveclub photo
Review: Driveclub
by Dale North

Driveclub was supposed to be a launch day title for the PS4, but it was delayed for a while, pushing back until now. We got our hands on it at the E3 following the PS4 announcement last year and thought it needed more time in the oven, so a delay was actually welcome.

But that was a long delay. So, how much of a difference has a year made? 

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