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Gears of War Strategy Guide Review

September 14, 2011 By Keri Honea Leave a Comment

Gears of War Strategy Guide ReviewI can already hear my friend @GreedyRaven yelling, “OLD GAME IS OLD!” in response to me even mentioning this game, but give me a break; I got into the Gears franchise a little late, okay? Even old games and old guides deserve reviewing.

This guide in particular became very handy when I fired my husband as my partner. Suddenly, the game became quite more difficult, even without Dom dying all the time (although, he kind of still did anyway–that guy has a death wish). On top of that, those COG tags were stuck in some strange places–or I guess I should say, former Gears died in strange places. So, if I hadn’t dredged up this book on the Amazon Marketplace, I most likely would have rage quit Gears of War shortly after I fired my partner–unless I swallowed my pride enough to beg him to come back.

While Gears itself is very straightforward, it’s not always easy to figure out where to go next thanks to its dark levels, shades of brown, and bad lightning. Even though the maps in the Gears of War strategy guide were also just as brown, I could easily pick out where I was, if I was heading in the wrong direction, where I needed to go next, and what COGs or weapons were available. In large, dark areas like the Stranded’s village, the Imulsion Factory, and the Fenix Estate, these were more than greatly appreciated.

The walkthroughs themselves were impeccable. Every time I followed the guide’s suggestions, I had very little difficulty–a/k/a I or Dom didn’t die as quickly–getting through the sequence. Or, if I used my own methods, I would find that my method that worked was coincidentally the same method the guide suggested. The best piece of advice came from the strategy for fighting the Corpser. The guide said that if you followed its instructions, you could defeat the Corpser in less than a minute, right before the Wretches appear to make your bad day even worse. I never could finish off that Corpser before the Wretches arrived and killed Dom. Once I followed this strategy, that ugly thing was gone in no time.

Page of Gears of War strategy guideMost impressive was the overall design and layout, as depicted in the image to the right. As you can see, the walkthrough paragraphs are neatly laid out, the COG tags are clearly marked and separated from the walkthroughs, special tips are segmented away from the walkthroughs, and there was even enough space for some game artwork that wouldn’t detract from the text. Once again, Brady Games has shown that guides can be decorative and artistic without impeding on function.

In addition, the writers were kind enough to throw in some humorous tips to help brighten up your dark journey. For example, one of the tips to the right suggests that you shoot at the lights above the Locust, as then the Kryll will swoop down to quickly feast on them. As the guide puts it, “This conserves ammo and it’s fun to watch!” Yes, yes it was fun to watch.

The guide also included small sections on the multiplayer aspects of the game AND strategies for co-op play, depending on the difficulty level that you choose. These aren’t half as in depth, but they really delve into how to fully take advantage of playing with a human over an AI for certain situations in each Act. With the main walkthrough already present, this was a nice touch that they didn’t have to include but is always appreciated.

As for a real bonus section, the guide includes interviews with the Epic Games developers. I’m not sure what it would have meant to me if I had played this game back then, but reading back on how inexperienced all of these famous devs were–like Cliff Bleszinski (CliffyB)–made them all the more endearing. It was a little fun to see how much all of them have progressed and grown from just a few years ago.

If you’re looking to get the most out of your very brief adventure with Marcus and Dom, the Gears of War strategy guide will not disappoint, unlike some of the game’s AI. For those who need every COG tag, who want to fight through the hordes of Locus without a partner, or need some assistance killing bosses on Insanity mode, you definitely won’t regret picking up this guide. And hey, if you just like to collect Gears memorabilia, then the interviews and the concept artwork should be more than enough to entice you to add this book to your collection.

SGR Rating: 5/5

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

Filed Under: Strategy Guide Reviews

Monday Gaming Diary: Shooting Orks in the Face is Fun

September 12, 2011 By Keri Honea Leave a Comment

Space MarineI really did plan to finish Deus Ex before I started my next game. But we always know what happens to the best-laid plans. The wrench in my plans arrived in the form of Space Marine, which is a horribly named game but it’s one of the most fun games I’ve ever played. It’s also probably one of the most insane games I’ve played since Smash TV.

Unlike the other games I have been playing, Deus Ex and Gears of War 2, there is no cover-based shooting. Captain Titus can’t even crouch down behind some rubble. It really goes against everything I’ve ever learned about shooters, but at the same time, using my patented RARRRRR! technique will only get you killed in a hurry; especially if there are any of those bomb dogs around.

However, I haven’t gotten frustrated to the point of rage quitting, even when I had to play the same scene over and over and over for a solid hour (literally). The reason why? Shooting orks in the face never, EVER gets old. I was actually a little sad that I couldn’t bring the game with me when I went out of town over the past weekend.

And thanks to going out of town, I was able to advance a little more with my Zelda Experiment with the original Legend of Zelda. I’ve done more running around and collecting heart containers than I have anything else, but I’m progressing further than I ever have on my NES. If I don’t finish any other Zelda, THIS will be the one I finish. Although, I really want to finish A Link to the Past as well.

Of course, I couldn’t stay away from shooting things for too long over the weekend. The hubby and I broke out Gears 2 last night to finish Act IV. That game will be complete BY this weekend, so I can pick up Gears 3 without feeling too guilty. I also hope that Shawn is ready to keep shooting Locust for a little while longer, because he’s definitely playing the third one with me.

Filed Under: Gaming Diary

Deus Ex Strategy Guide Giveaway!

September 6, 2011 By Keri Honea 6 Comments

Deus Ex: Human Revolution Strategy GuidesUPDATE! Winners have been chosen. Please check out the drawing below…

I was pleasantly surprised by an additional shipment this morning of not just one, but TWO Deus Ex: Human Revolution strategy guides. One is the paperback version, and the other is the gorgeous, hardback collector’s edition.

Sooo, strategy guide giveaway, anyone?

Here’s how this will work…

There are 3 ways to enter for this giveaway. At 4pm CST TODAY, I will draw one name from a hat for the Collector’s Edition, and then the second name I draw will win the paperback edition. You can enter for the drawing by doing the following:

  • Commenting on this post directly on the blog.
  • Following @strategyreviews and RTing the giveaway announcement.
  • Becoming a fan of SGR on Facebook and leaving a comment on the Facebook page.

Remember that EACH entry will count has one entry in the contest, so your name could be in the hat up to 3 times.

Huge thanks to Future Press for making this giveaway possible.

Ready? Set? GO!

And the winners are…

Deus Ex: Human Revolution Strategy Guides



Congratulations, Nick and Blake! I’ll be in touch soon regarding shipping!

Filed Under: This Has Nothing to Do with Strategy Guides!

Monday Gaming Diary: Shooters Galore (with a little Link)

September 5, 2011 By Keri Honea 2 Comments

Deus Ex: Human Revolution StealthHey look, I’m writing again! Sorry about last week, folks. I had jury duty last Monday and it screwed up my entire gaming and writing week. But I won’t let Labor Day get me off track! (Although the weather drop to the 80s could easily do so. I was actually cold this morning when I let the dogs out.)

I have been playing a bit of a little game called Deus Ex: Human Revolution. Unfortunately, I haven’t been able to play as much as I would like, but I have a few hours under my belt, including the absolute loss of ever getting the Achievement for not killing anyone. I try to be stealthy, I really do. However, I do suck at it. I admit it. I think I also have some bad luck attached to me as well, as without fail, I’ll maneuver through a room with ease just to be spotted at the very last second. Every time it happens, I actually bow my head and sigh. I’m so tempted to give up and just go the 100% lethal route, but I’d like to at least try. I do have to say, though, that when you kill everyone in a room, it does make walking around a bit easier. Just saying.

In case you hadn’t heard, the 3DS Ambassador program launched this past week, and I was very eager to download all the games that held interest for me (all but the golf game). After I showed my fellow EvilCasters that the Justin Bailey code does indeed work for the virtual console version of Metroid, I started to play the original Legend of Zelda. It’s such an oldie, but a goodie. I never finished the game back in the day–but I was a damn fine mapmaker–so I’m gleefully running through it with hopes of finishing as part of my Zelda Experiment.

But old Link wasn’t the only Link I played with. After my hubby ditched our Gears of War 2 date to hang out a bar with friends (go out in public with real people? what was he thinking??), I resumed more of my trek with A Link to the Past. I can’t lie; I die a lot in this game. But it’s so much fun, I really don’t care! What’s really amazing to me is how this is the Zelda game that really started it all in terms of modern game mechanics. It makes me think that the only real differences between LTTP and modern Zelda is the 3D open world. And to be honest, I really, REALLY prefer the 2D greatness of LTTP. I’m beginning to see why this is a favorite for so many of my friends.

The husband did honor our Gears 2 date last night, and we had an absolute BLAST. Since Gears 2 allows split-screen co-op players to use their preferred controller settings, we didn’t have half the issues we did in the first game. I definitely won’t be firing him this time. We finished Act III, and if it wasn’t midnight, we probably would have moved on to the fourth Act. I love how this second game has more of a story, the improved narration (I actually understand what we’re doing now), and all of the mechanics are so much smoother.

The best moment for us was when we had to kill two Boomer Maulers that were marching toward us in the razorhail, and we were both out of Lancer ammo. Without even discussing it, we both switched to flamethrowers and took them down with ease. We laughed, we high-fived, we continued to kill more Locust.

I almost wish I didn’t have to get DXHR finished so soon so we could play more of Gears 2 this week. Just as long as we finish it before the third one comes out, we’ll be golden.

Filed Under: Gaming Diary, This Has Nothing to Do with Strategy Guides!

From Strategy Guides to Wikis – Interview with IGN’s Mark Ryan Sallee

August 24, 2011 By Keri Honea Leave a Comment

Mark Ryan Sallee, Executive Editor for IGN GuidesWith both inFamous 2 and Dungeon Siege III, I’ve expressed my surprise with IGN’s new wiki format for their strategy guides. I’m on the fence about what I think of them, and I really want to keep an open mind. My biggest hold-up is that the wikis seem too GameFAQs for me in that anyone can write for them, no matter if they’re a decent writer or not, the information could always be incorrect, and the guides will not be as timely with accurate information. For instance, the wiki for Dungeon Siege III still doesn’t list all 60 pieces of Lore available to collect. Maybe that’s something for me to introduce, who knows.

But!

Mr. Mark Ryan Sallee, the Executive Editor for IGN Guides, has been very kind in granting me an interview in regards to why IGN made this leap from traditional online guides to open Internet wikis. Thank you, Mr. Sallee, for taking time out of your busy day for this interview.

1. Why did IGN decide to move from guides written by the IGN team to “open-sourced” wikis?

The move to a wiki system is something I’ve wanted to do for years, for a number of reasons. First and foremost, our old system of building guides wasn’t good. Everything was hand-coded in HTML and incredibly cumbersome for editors to work with. The old system allowed us a lot of freedom in our layout and what we wanted to do, but it wasn’t fast and it wasn’t easy for people to pick up. I ended up doing roughly 50-60% of the layouts for guides, which meant I was a bottleneck for publishing.
So the new wiki system simplifies the creation process immensely, and now IGN freelance writers can quickly publish guide content as they write it. The result is more content getting published faster.

Of course, the wiki system also opens up this instant publishing ability to anyone, not just editors and freelancers. I’ve been self-publishing stuff on the Internet since I was 14 years old. I’m a strong believer in the power of the open Internet.

2. What is IGN’s primary (or ultimate) goal with the wiki format? Is it to create an all-encompassing source for everything about a particular game or is it a form of social contribution from the readers?

Originally, I just wanted to create a better method for publishing guides and allowing users to publish guides of the same quality we editors do. Basically just doing the same stuff we’d been doing with IGN Guides for years. But as we started using the wiki it became apparent early that the system opens up a lot more possibilities than just covering “guide” content in the same old way.

We still want to be known as a source of comprehensive game help guides, a place to find in-depth walkthroughs and hidden collectibles information. But the wiki system makes it easy to also start building out more encyclopedic information, like character bios and history, and weapon-specific pages.

Check out the Battlefield 3 wiki guide we’ve already started (see: http://www.ign.com/wikis/battlefield-3). This is something we wouldn’t have done with the old guide system. We’re gathering more encyclopedic information early, because it’s available and people will want to know stuff like when the game is scheduled to be released, info about upcoming betas and where the best preorder deals are.

The ultimate goal? I don’t know that we have that set in stone yet. We’ve got a powerful new tool that opens up a lot of options and we’ll do with it what people want.

3. What was the first game wiki for IGN? Or were all guides transformed at once? (I admit I haven’t looked at every single one…)

I think Dragon Age 2 was the first wiki we started using in testing because it’s such a massive game. We figured that if we built a system that supported coverage of something like Dragon Age 2, that system could support anything.

4. How is this system different from GameFAQs?

GameFAQs is an awesome site, and almost historic except for the fact that it continues to be such a good resource for gamers. As far as I can tell, GameFAQs hasn’t changed much over the years. It’s virtually 100% user-sourced, which shows the passion of its users. I don’t think users have the same control over publishing content whenever they want like we do, and collaborating with other users isn’t an integrated experience. It’s very old school, collaborating over e-mail and text files. I think it’s rad but it’s definitely different from IGN’s wiki guides.

5. Will this affect the timeliness of the guides at all? One of the biggest drawbacks to using GameFAQs is that users have to wait about a couple of weeks for any walkthroughs to pop up for new games.

Absolutely, in a positive way. The improvement in the workflow for editors is incredible–layout doesn’t have to be a separate process from content creation any more. We just write into the wiki, hit “save” and it’s published. Add to that our users’ ability to contribute and get to stuff before a typical editor might. Timeliness is one of the main benefits of the wiki guides over our traditional guides.

6. What about the accuracy of the wikis? Will an IGN editor patrol the wikis for quality control?

Editors are looking at the wikis daily, as are moderators and contributors. We’re building a community that’s passionate about veracity and accuracy. It’s a wiki and anyone can publish to it, so there’s a possibility for dubiousness. But it gets squashed quickly because everyone else is interested in keeping the wiki guides accurate. In fact, allowing user edits is a huge boon to accuracy. With the old guide system, it was often difficult to track things like differences between versions of the game.

Take the Professor Layton games, for example. There are a half-dozen or so puzzles in each game that have different solutions in the US and UK versions. I wrote the guide based on the US version, but didn’t have a UK copy of the game to test out the differences. With a wiki guide, UK players can easily add their own clarifications.

It’s similar to product testing. You can hammer on a game, testing for bugs as long as you’d like, but once the game is sold to hundreds of thousands of people you’ll end up finding all sorts of bugs you couldn’t have imagined. The power of the crowd to pinpoint accuracy is incredible.

7. What do you think the biggest benefits are of the wikis over the traditional online guides?

Quickness and breadth of content. I also think they’re a whole lot easier to use as a reader. The omnipresent navigation bar on the left always lets you know where in the guide you are, and what other content is available. Another huge benefit of getting into a new system (and out of the super-dated content management system we used before) is access to content APIs, which are super boring to the layman but awesome for web development. As an example of the benefit of content APIs, check out our wiki guides on an iPhone or Android device. It’s just the beginning of what we can do.

8. What has the feedback from the readers been?

Readers love the layout and usability of the wiki guides. Editors and contributors love to build content in them. We’re still in public beta, so a lot of feedback is bug fixing and wishlist stuff. It’s important that we get the approval of traditional FAQ writers, and they naturally want more control of their content so we’re planning some stuff around that. Also, a surprising number of users miss the PDF guides we did with the old system, so we’re looking into ways to make up for that. I’d love to hear your opinion of the wiki guides. I love feedback, both positive and critical. It’s crucial to making things better.

Thanks again, Mr. Sallee, for your time with this interview. You’ve given me even more reasons to keep an open mind, and I’d love to continue giving IGN feedback on this new venture.

Filed Under: Strategy Guide Interviews

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