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Prima Games’ Darksiders II eGuide Includes Print Guide DLC

August 17, 2012 By Keri Honea 2 Comments

Prima Games Darksiders 2 eguide

One of the perks to buying a copy of Prima Games’ strategy guide for Darksiders II is the inclusion of an exclusive weapon, the Crowhammer. It seemed at first to be a perk over the publisher’s e-Guide, which is also for sale. But according to the lovely email that landed in my inbox this morning, this is most definitely not the case!

If you prefer an electronic guide over a printed book, then you can still acquire the exclusive Crowhammer weapon. So if you were conflicted as to which guide to purchase because you really wanted to smack around some enemies with a giant hammer with crows, then be conflicted no more.

I prefer printed books, so I was always in the clear. [Insert Nelson laugh here.]

Filed Under: Strategy Guide News

Death Rocks Free Guide Friday

August 16, 2012 By Keri Honea 8 Comments

Darksiders 2 strategy guideI honestly cannot recommend that you get into Darksiders II enough, even if you were as meh about the first game as I was. Prima Games agrees with my sentiment so much, they’ve sent me an extra Darksiders II strategy guide to give away. Included with the strategy guide is a code for an exclusive weapon, Fletcher’s Crow Hammer. Normally you’d have to buy the strategy guide to get this code, but Prima Games loves all of you just that much to let you have this code along with a free guide.

Oh and I also have to point out that a guide will be needed a bit more with this game than the first just for one word and one word alone: sidequesting. Have I sold you into entering yet? Then let’s get into the nitty gritty!

Here is how you enter (notice that it’s the same as the last Free Guide Friday):

  • Leave a comment here on this post saying that you want to enter.
  • Follow me on Twitter and tweet at me that you want to enter.
  • Like our Facebook page and comment on the Wall post that links this post that you want to enter.

Each of these counts as one entry, so you could enter up to 3 times. On Friday, August 17th, I will draw a random entry from my almighty N7 hat. Once again, US contestants only, please, unless you are willing to spring for shipping.

If you win, please thank Prima Games either via Twitter or on their Facebook page. This is their first Free Guide Friday with us and we want more, right?

Filed Under: Free Guide Friday

Transformers: War for Cybertron Mini-Review

August 15, 2012 By Keri Honea Leave a Comment

Megatron - War for Cybertron

I was excited forTransformers: War for Cybertronwhen it first released back in 2010. A Transformers game that calls back to the 1980s show? Of course I’m excited! I bought it the week it released, played it for a few days, and then I got distracted by other deadlines. I think I was still with Kombo back then, so most likely I got another game I had to review or something else released that caught my attention even more…who knows. The game was shelved with the ideal that I would finish it that year. Considering that it’s 2012 and I’m just now writing a mini-review on it, obviously that never came true. It’s sad that it takes the announcement of a sequel to get my butt in gear, but it happens, and it happened withWar for Cybertron. I’m really sad that I waited so long to play it.

Transformers: War for Cybertron is not a revolutionary game by stretch of the means. The game itself presents nothing new in terms of gameplay. It’s a third-person shooter, but it’s not cover-based, so it often feels clunky in how you have to “take cover” from incoming fire. Basically, if you can’t find a pillar or a doorway to stand behind, you’re kind of hosed if you walk into an ambush. Transforming into a vehicle/plane sometimes helps, but unless you’re a plane, you can count on running out of ammo very quickly.

Nothing is very creative either. For example, with the tank enemies–actual tanks or tank-like soldiers a/k/a brutes–you have to shoot them in the back. With some mini-bosses, you have to shoot off their appendages before their weak spots will magically open up. Every enemy and situation you come across, you’ll know almost instantly how to take care of it, because you’ll surely have already encountered similar situations in other games. It doesn’t matter how long it’s been since you’ve played a game; everything will feel similar.

The game also suffers from severe steep climbs in difficulty. It’s divided up into two campaigns, Autobot and Decepticon, and they run almost identically. One Act requires using plane Transformers, and the final Act is just a boss fight. I played the campaigns “in order,” meaning that I started with Act I and played straight through to Act X, which started with the Decepticon campaign. The difficulty stayed very similar all throughout until I hit Act X and the Autobot final boss fight. The difficulty suddenly jumped to OMG YOU’RE GOING TO DIE IF YOU BLINK. This wasn’t one of those situations where it seemed hard at first but once you figure out what to do, it’s cake, like the first Guardian boss in Darksiders II. It was incredibly hard even after I saw the patterns and knew what to do. The Decepticon boss fight took me about three tries, and that was mostly my own fault. The Autobot boss fight took me roughly ten tries, and I’d be lying if I said I didn’t think of throwing my controller. One checkpoint in the fight WOULD HAVE BEEN NICE. I honestly thought I would never get through it and I was going to rage quit yet another game this year.

All that said, why did I likeTransformers: War for Cybertronso much? Despite all of these flaws, the game is so much fun. I’ve played a lot of heavy hitters this year, including games that hit me emotionally and games I got overly frustrated with, so it was nice to take a break with a game that is honestly a lot of fun. It called back a lot of my nostalgia to be sure, but since it replicated so much of the 1980s fun SO WELL, it’s why it was so much fun. It’s not going to tug at your heartstrings, and it’s not going to blow your mind, but it’s mindless fun for Transformers fans.

Since there are so many Transformers games based off of the movies, it’s nice to find one that stands out and calls back to old school fans. I cannot wait for Fall of Cybertronnext week now.

Filed Under: Mini-Reviews

Spec Ops: The Line Strategy Guide Review

August 9, 2012 By Keri Honea Leave a Comment

Spec Ops: The Line strategy guide reviewSpec Ops: The Line sprang out of nowhere after E3 with little pomp and circumstance, and it quickly made a name for itself as a military third-person shooter that had a real, honest-to-goodness story. In fact, the game’s story is really one of the only features that stands out about it in comparison with other shooters. Spec Ops has more than a good story; it forces the player to make difficult choices that do affect pieces of the game. With games like this, the strategy guide must do several things: be accurate for both collectibles and with what to expect, present all options as the come up, and above all else, avoid spoilers. The Spec Ops: The Line strategy guide greatly exceeded all expectations.

The layout of the strategy guide is what makes the guide as excellent as it is. Since the story to the guide itself is linear and rather straight forward, that can create either a guide with lots of white space or an overindulgence with screen captures and art. Much like the strategy guide for The 3rd Birthday, Spec Ops The Line strategy guide brilliantly blends the balance of art, screenshots, and written strategy content that makes each page both aesthetically pleasing and efficient for finding information.

Spec Ops: The Line strategy guide

See how perfectly the collectible callout is placed within the walkthrough?

Many times, collectibles in games are just little extra perks, but in Spec Ops, the collectibles unfold more of the story. There’s definitely a greater sense of need in collecting them over merely being a completionist. Spec Ops does not have that many collectibles, but they’re easy to overlook as a few can only be collected shortly before or shortly after a major cut scene in the game. In the front of each chapter, the guide lists how many collectibles the chapter has, what they are, and in what order they can be found in as a heads up. Then, each collectible is clearly marked in the walkthrough section. These aren’t mixed in the walkthrough content, but they’re in separate callout boxes that are positioned in the walkthrough sections where the collectibles are located in the game. The only way that users will miss the collectibles is if they are too busy focusing on and absorbing what they just saw in the game and not occasionally glancing at the guide for the collectibles.

But it’s still very easy to pick up missed collectibles. Once you complete the game, you can replay chapters, and the game conveniently points out how many collectibles you have found in each chapter and how many can be collected. From there, it’s a matter of flipping the guide to the appropriate chapter and picking up the wayward collectible. There’s also an appendix before the multiplayer section that lists all of the collectibles and where to find them. The guide cautions users before using this appendix, however, as it also presents the complete dialogue attached to the collectible. I personally appreciated this part of the guide as I thought about what I had experienced with the game and wanted to recall certain pieces without firing up the Xbox. At least none of these collectibles are spoilers to the overall story.

Aside from the guide layout and collectibles, how did it handle all potential spoilers? I suppose the real answer lies in how much you flip ahead. If you stick with where you are in the game and in the guide, you will never run across a spoiler. Even when the guide presents to you your choices in a particular manner, it will never once tell you what the consequences of your actions are for choosing this over that. It lets you see your choice unfold on the game screen instead of in the guide. For someone like me who wants to always make the best decision at all times, I was both elated and frustrated that the guide wouldn’t come out and say which decision was best. At the same time, it always pointed out choices that weren’t entirely obvious from the game presentation. This was always appreciated.

When a game is as short as Spec Ops: The Lineis, it’s easy to expect the strategy guide–if there even is one–to be short and a bit half-assed. It’s always refreshing to see strategy guides that make the most of it and present a near-perfect blend of strategy and video game art without sacrificing any of the usefulness of the book. After all, there’s nothing worse than a useless strategy guide. The Spec Ops: The Line strategy guide is, by far, one of the best mash-ups of strategy and art I have come across yet.

Even better, all of its written strategy was absolutely flawless.

SGR Rating: 5/5

Author: Doug Walsh
Publisher: BradyGames
Editions Available: Paperback
Acquired via Publisher

Filed Under: Strategy Guide Reviews

Free Guide Friday This Week (Procrastination Officially Over)

August 7, 2012 By Keri Honea 7 Comments

Kingdom Hearts Dream Drop Distance strategy guide

Well my excuse for not working on the strategy guide for Kingdom Hearts Dream Drop Distanceended yesterday after UPS dropped off a little package. This wasn’t from BradyGames, but from strategy guide writer extraordinaire, Dan Birlew. Since Kingdom Hearts is one of my favorite franchises, I asked Dan for an autographed copy for my birthday. It turns out that he wanted to give you all a present for my birthday too, as he included another autographed copy. So of course, this means there will be a Free Guide Friday this week!

Here is how you enter:

  • Leave a comment here on this post saying that you want to enter.
  • Follow me on Twitter and tweet at me that you want to enter.
  • Like our Facebook page and comment on the Wall post that links this post that you want to enter.

Each of these counts as one entry, so you could enter up to 3 times. On Friday, August 10th, I will draw a random entry from my almighty N7 hat. Once again, US contestants only, please, unless you are willing to spring for shipping.

Dan is running his own contest for an autographed copy of his latest strategy guide, and I encourage you to enter there as well. However, please do not be a hog and keep both copies for yourself if you win both contests. Be honest and let one of us know that you already won the guide so that someone else can have a copy.

Good luck, and happy birthday to me!

Filed Under: Free Guide Friday

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