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Transformers: Fall of Cybertron Mini-Review

September 21, 2012 By Keri Honea Leave a Comment

Transformers: Fall of Cybertron

I had a great romp with Transformers: War for Cybertron, and its sequel, Fall of Cybertron, was a great continuation of the romp through nostalgia. Even better, FoC seemed to have fixed many of the complaints I had with WfC, especially when it came to the odd difficulty spikes and the overall game mechanics. Driving and flying were much tighter and smoother, and you have no idea how great it is that all Transformers can dash away–even Megatron’s mega-slow ass.

The game also has quite a bit more features from its predecessor. There are actual collectibles, and they actually contribute to the game in a fun way. The following is an excerpt from my review on Gaming Angels.

The collectibles system and types of collectibles have also greatly improved over its predecessor. In WfC, the game’s ideas of collectibles were shooting down any insignias of the opposing faction that the player happened to see around the levels. Now players collect weapon blueprints and audio files, which are really scattered and hidden and force a bit of exploration on the part of the player if you are a completionist. The audio files are little audio diaries that members of the Autobots and Decepticons have recorded that offer a little bit of insight into the story and to their own personal feelings. For example, an audio file found early on was recorded by Grimlock, where he explains why he left his post. Without that audio file, the player will never really know why Grimlock left outside of Jazz and Cliffjumper’s assumptions as they look for him. A special set of audio files also details Shockwave’s experiments on Grimlock’s team and how they became the Dinobots.

The blueprints, however, can be used to purchase new weapons for characters. Unlike the first game, FoC has a store! Players can purchase weapons, swap out weapons, purchase upgrades for said weapons, purchase health packs and weapon accessories, and purchase perks. The perks include the ability to move more quickly, better shielding for vehicles, and more overall health, just to name a few.

Of course, most importantly, FoC has so many delightful callbacks to the 1980s, it made this retro-fangirl nearly shed a tear or two, especially hearing “You’ve Got the Touch” as the ending credits rolled. Ah, how many young’uns will that be completely lost on? No matter; this game and its prequel were made for the original fans, and it has made original Transformers fans, such as myself, very, very happy.

You've Got the Touch

As I said in my full review, that you should read, Transformers: Fall of Cybertron is great if you take it as it is with no expectations other than a fun, nostalgic experience. You will not, repeat, you will not find anything groundbreaking here. It’s about a dozen hours of a good-natured whaling on other robots. What more do you really need?

Filed Under: Mini-Reviews

Mists of Pandaria Strategy Guide Covers Announced

September 17, 2012 By Keri Honea Leave a Comment

BradyGames officially revealed the covers for their Mists of Pandaria strategy guides this morning. For the first time, a World of Warcraft expansion pack is getting its own Limited Edition (Collector’s Edition) strategy guide. Feast your eyes on the panda greatness below.

World of Warcraft: Mists of Pandaria strategy guide
World of Warcraft: Mists of Pandaria Limited Edition strategy guide

The World of Warcraft: Mists of Pandaria expansion pack releases on September 25th, and the strategy guides will release on the same date.

Filed Under: Strategy Guide News

Monday Gaming Diary: Took the wiki way out

September 16, 2012 By Keri Honea Leave a Comment

Assassin's Creed Revlations - Ezio Auditore da Firenze

After completing Transformers: Fall of Cybertron last week, I really wanted to play something else other than a shooter. I know I’m the shooter expert over at Gaming Angels, but sometimes even I want to play something else, like a RPG or a puzzle game. Playing lots of Professor Layton and the Last Specter has alleviated it some, but my stack of shame has made me feel guilty about not playing something from it. Assassin’s Creed III releases in just six weeks; I need to finish Assassin’s Creed Revelations, so that was the pick of the week.

I played ACR when it originally released for about an hour or so and I got bored almost instantly. I thought Assassin’s Creed Brotherhood ended Ezio Auditore’s story perfectly, so I was never that excited about ACR when they announced Ezio would take the lead once more. My boredom didn’t stem from the gameplay so much as I had zero interest in playing as Ezio once again. Also, the weirdness with Desmond and Subject 16 and the brushing of Lucy’s death under the rug was so off-putting. Nothing grabbed me like the other games and made me want to sit and play for hours.

Sad to say, ignoring the game for nearly a year didn’t help my enthusiasm any. I started over, and within 30 minutes, I hung my head in sadness. I had zero interest in playing this game. I’m done with Ezio, I don’t care why he’s in Istanbul tracking down what Altair was researching, and I really don’t care about Subject 16 and Desmond in an alternate universe in the Animus. I always liked the weird sci-fi overtones with Desmond and what he was doing for the Assassins’ cause in present day, but this was too much. I ejected the disc, shelved the box, and read the summary on the Assassin’s Creed wiki.

If you know me at all, you know that’s something I never do. I’m a huge believer in playing/reading/watching things in order and experiencing the story myself instead of reading a version of Cliff’s Notes. It’s why I ignored friends’ suggestions of skipping the first Mass Effect game and why I’ve put myself through the torture of every Kingdom Hearts game, no matter how terrible they are. At first I felt guilty about “cheating” my way through the series like this, but after reading the summary and nearly dozing off while reading the summary, I’m so glad I’m skipping ACR. Yes, there are some story elements that progress the overall plotline, but as a whole, it doesn’t sound like I’m missing much.

So did I solve my need for playing a non-shooter? Not really. I’ve gone back to Halo: Reach, and I’m almost finished with that game, which will will be followed by Halo 3: ODST and then Bulletstorm, because I feel the need to finish what I’ve started. Dishonored may come at just the right time and save me from this infinite loop I’ve put myself in.

Filed Under: Gaming Diary

Borderlands 2 Strategy Guide Covers Revealed

September 14, 2012 By Keri Honea Leave a Comment

Oh yeah, lean back and bask in the glow of these beauties. Take exceptional notice of how fat these puppies are; they seem to rival Skyrim. I guess that’s what happens when there are nearly 2 million weapons to catalog.

Borderlands 2 Signature Series strategy guide
Borderlands 2 Limited Edition strategy guide

Filed Under: Strategy Guide News

Transformers: Fall of Cybertron Strategy Guide Review

September 14, 2012 By Keri Honea 1 Comment

Transformers: Fall of Cybertron strategy guide reviewFor the most part, the Transformers: Fall of Cybertron strategy guide is okay. Much like the game itself, the strategy guide does nothing to really go above and beyond what is expected for an action game. The general walkthroughs exist, collectibles are listed, and multiplayer maps are presented. While all of the information is correct, the strategy guide never took that extra step in giving the player everything possible to complete the game to 100% for Achievements and Trophies. In this day and age, this is a downright necessity for all console strategy guides–with the exception of guides for Wii-only games. In addition, typos and really odd ways of saying Transformers’ names suggest that not much research or quality assurance went into the guide either. Yes, all of the information within the guide is accurate, but the Transformers: Fall of Cybertron strategy guide as a whole lacks that extra polish and completionist material that makes it truly a useful guide.

Transformers: Fall of Cybertron strategy guide

So convenient!

The walkthroughs themselves are impeccable. like War for Cybertron, Fall of Cybertron (FoC) is pretty linear as where to go with a straightforward story and mission parameters. This time around, though, FoC has more collectibles, and as a result, the layout of the levels is far more conducive to exploration. There are two sets of collectibles, audio files and blueprints, and while some are strewn out in the middle of the player’s path, several require venturing to the roads less traveled by. Players who follow the strategy guide by the letter will pick up every collectible their first try without a problem. Even if you miss a few, the game allows you to play any chapter at any time, so it’s simple to backtrack and pick up wayward blueprints and audio files. As an added bonus, the guide included a screenshot of where the collectible is, which was immensely appreciated, especially when I got lost in the corridors a time or two.

The strategy guide was also really great at pointing out any Easter Eggs and little fun morsels the developers threw in just for fun. For example, there are a few times where Soundwave and his tape deck minions spy on Autobots, and unless you know where to look, you’ll miss them entirely. They don’t add anything to the story or even to the gameplay, but it was funny to catch Soundwave spying on me and hear him yell, “Autobots inferior! Soundwave superior!” as he ran away. Also, I would have completely missed Frenzy running on a conveyor belt in Soundwave’s lab like it was a treadmill, if not for the guide. Again, it doesn’t add anything, but it’s fun, like most Easter Eggs. In this case, the Easter Eggs were arcade mini-games that were quite well hidden in a few of the levels.

Transformers: Fall of Cybertron strategy guide

Autobot Jazz? Really?

While the Fall of Cybertron strategy guide did so many things well, it’s hard to overlook so many things that came off as lazy and sloppy. For example, the fact that the write misspelled Arcee’s name as “Acree” when pointing out her random pinup poster is a bit unforgivable. This is the one time in the entire game/guide that she is even mentioned, and it’s in a callout box in gold…highlighting the mistake for the world to see. I cringed when I saw it. No other Transformers’ names were misspelled, but I’m really curious as to why a couple of the Autobots’ names contained “Autobot” before the name, as shows in the image on the left. Why in the world would he be called “Autobot Jazz”? I gave the guide the benefit of the doubt before I judged too harshly, and checked to see what the game called him, both in spoken dialogue and in the subtitles. In both instances, he was just called Jazz, thereby making it incredibly ridiculous for the guide to label him this way. The guide called him “Autobot Jazz” in every instance, not just one or two times. “Autobot Ratchet” received the same treatment. Oddly enough, no Decepticons were given the “Decepticon” prefix before their names.

The biggest disappointment of the entire guide was the lack of Achievement/Trophy help. Each chapter charges players with a specific challenge to get a random Achievement/Trophy. For example, in Chapter III, the special  Achievement requires players to “take out a cluster of eight Decepticons using Metroplex’s Air Strike.” The strategy guide never once calls attention to this Achievement in the walkthrough. It never mentions the player can get a special Achievement here, never suggests the best spot to try to snag it, and never suggests a best method to go about doing it. In the back of the guide, where the Achievements are listed in a nice table, the guide offers zero advice on how to earn each Achievement. What is the point of having a strategy guide if there are no strategies for how to obtain 100% in Achievements and Trophies? For many people, this is all they want out of any form of help in the first place.

This lack of Achievement/Trophy support clouded over most of everything else the Transformers: Fall of Cybertron strategy guide did very well, and the sloppiness with the Transformer names only darkened the clouds. As much as the strategy guide nailed the walkthroughs and the hunt for collectibles, it didn’t go that extra mile to give the player all the tools needed to complete the game to 100%. In the end, it left me with lots of disappointment.

SGR Rating: 3.5/5

Author: Rick Barba
Publisher: BradyGames
Editions available: Paperback
Acquired via Publisher

Filed Under: Strategy Guide Reviews

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