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Initial Impressions of Final Fantasy XIII Strategy Guide

March 18, 2010 By Keri Honea 1 Comment

Final Fantasy XIII Strategy Guide When I was given this guide, I was told that I would like it better than the Assassin’s Creed 2 Strategy Guide. I was skeptical, but I wanted to keep an open mind. He was 100% right.

So far, this guide has been absolutely flawless. All of the strategies proffered have worked out beautifully, especially those for bosses. It has not derailed me or confused me once, which is light years ahead of the guide for AC2.

I especially love how it doesn’t waste your time. For example, when you gain the ability to upgrade your weapons, the guide advises that you save this for later when you actually have decent components and it will be worth your while to sit and upgrade. If it hadn’t said anything at all, I would have wasted hours by now upgrading instead of killing things, and it’s way more fun to kill things.

I also greatly appreciate that it’s spoiler free. It doesn’t discuss cut scenes or give hints about the future. The closest it gets is advising you to remove accessories because a character won’t be around for a few chapters.

If I had one complaint about it, it would be the wordiness. The pages are mostly filled with blocks of text, so it’s a little tricky to quickly find what you’re looking for upon a first glance. It has some design markers to help you quickly locate where you are in the game, but you’ll still have to do a considerable amount of reading. But if that’s my only complaint, I’m being too picky.

Unless this guide completely falls apart with the final bosses, I expect it to get a 5/5.

Filed Under: Initial Impressions

Initial Impressions of Final Fantasy XIII

March 16, 2010 By Keri Honea 1 Comment

Final Fantasy XIII - Snow
I was really nervous about starting Final Fantasy XIII for two reasons: 1) the game has been so overhyped for the last FOUR YEARS that it could have been set up for disappointment and 2) the early reviews for the game were not that positive. I typically disagree with reviews (Kingdom Hearts: 358/2 Days anyone?), but three I read in one day were practically identical, saying that the game does not get good until 30 hours in. Thirty hours in?? Really? And I’m supposed to review this game myself, so I can’t just quit after being bored for five. I felt doomed.

I was being ridiculous.

I LOVE this game. I don’t want to say too much about it because I’d rather you all read my review when it goes up, but I will touch on what I like about it. The combat system is unique and isn’t as complicated as the demo I tried last year seemed. In fact, it’s a lot of fun, and you get to see more action than you normally would in a JRPG. It still has some aspects of a turn-based game, but the action is constant, so there are no hour long fights. At least, in the ten hours that I’ve played, I haven’t come across one yet, and I know I found one by ten hours in Final Fantasy X.

Speaking of Final Fantasy X, FFXIII has a similar leveling up system, which at first made me hang my head down low in defeat. As original as the Sphere Grid system was, it was a downright beating. This system (the Crystarium) takes the same ideas and makes it a little more complicated, but for some reason, it doesn’t feel like it’s as big of a beating. Maybe it’s because I only have like three party members at a time instead of six or seven. It’s nice to focus on just a few at a time.

The story has not won me over yet, and it doesn’t help that I don’t completely understand what is going on. Maybe that’s what those reviewers were talking about, that the story comes in full circle by 30 hours. That’s not a problem to me. What would be a problem is if I have to read the Datalog in my Menu in order to understand the story. It’s one thing to read tutorials to learn how to play, and it’s quite another to read what the game is about.

I can’t say I would recommend it to everyone, but fans of JRPGs and of the Final Fantasy universe in general should definitely pick it up, if you haven’t already like the frothing fans you are.

Now if you will excuse me, I have some FFXIII to play.

Filed Under: Uncategorized

Wanted: Bookshelves

March 15, 2010 By Keri Honea 3 Comments

I honestly never thought this would happen: the need for a bookcase for my strategy guides.

I used to store all of my strategy guides in my entertainment center, under the shelves for my games and DVD boxsets. I think the space is supposed to be for a sub-woofer, but it stored my guides just fine. As of last week, I could no longer fit all my guides in there. I had to relocate them to my bookshelves in my office. I have one shelf open since we bought more shelves a few weeks ago, so I moved my guides in there this morning.

They even fill up that entire shelf! It’s a good thing that I don’t want any of the games coming out in April and May, because I have no space whatsoever. I’m actually going to have to invest in a bookcase strictly for my guides.

However, I must say that that one shelf in my office is the most colorful shelf out of all my shelves, even those with the children’s books.

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

Guest Review: Bionic Commando Strategy Guide Review

March 12, 2010 By Keri Honea 2 Comments

by: Matt Green

Last year’s Bionic Commando from GRiN and Capcom isn’t really daunting enough to require a strategy guide, but that hasn’t stopped Future Press from putting together more information than you’d ever want to know about Nathan Spencer’s latest (and, possibly, final) adventure. While the game offers linear progression through a series of Point A to Point B stages, the guide recognizes that it’s largely unneeded and fills its pages with plenty of Bionic Commando backstory, character biographies & artwork, weapon profiles, enemy dossiers, amusing Capcom in-jokes, and even a guide to Bionic Commando Rearmed’s infamous challenge rooms. It’s a suitable companion to the best game that nobody else played of 2009, but on the whole it’s mostly unnecessary.

Start flipping through the guide and you’ll find that the first chunk of the book isn’t maps or gameplay tactics, but a retelling of the complete history of Bionic Commando’s backstory. A recap of the Rearmed mission leads into filling the gap between the remake of the Nintendo Entertainment System classic and this new modern adventure. Here you’ll learn about a botched mission that led Spencer to disobey orders and allow two rogue bionic soldiers to escape a terminator order and his subsequent imprisonment and sentence to death row. BioReign’s rise to prominence is also explored, as are dossiers on lead and supporting characters such as Spencer, his missing wife, “Super” Joe Gibson, Secretary Armstrong, nemesis Gottfried Groeder, antagonistic counterpart Jayne “Mag” Magdalene, the mysterious sniper, and other side characters. Knowing all of Bionic Commando’s complete story beats isn’t required to enjoy or understand the game, but they do show just how fleshed out this reworked fictional world became over the course of development.

Moving onward, the maps make up the bulk of the book as one would expect. Each area is given the 2D overhead plan view treatment which keeps the maps from being too useful. It’s difficult to indicate exactly where items are located in a 3D space on a 2D map, so when the map indicates that a new weapon is hidden at a certain point, it’s worth remembering that the outlined point could be above or below what the image on the map describes. The one thing at which the guide excels involves pointing out where to find the secret collectible items required to unlock all of the game’s concept art. Anyone looking to collect every last secret pick-up on a single playthrough of the adventure will want to have this book at his or her side while swinging through the city. Each map page also includes step by step directions on where to proceed, which enemies to target, and where not to go because of deadly radiation. It’s all useful information, but I found it much more fun to play the game “without a net”, as it were. Still, if you’re going to explore Ascension City page by page, this guide will get you where you’re going with minimal fuss. Each and every point along the journey is given detailed, easy to understand coverage. Of course, actually being able to perform the strategies outlined in the book is different from simply reading your way through the game, so be prepared to develop your skills before plowing through the action. The great thing about playing Bionic Commando unassisted is that players are forced to develop their own strategies for dealing with each variety of foe. Just doing what the book tells one to do for every challenge and situation really sucks most of the fun out of the experience. Don’t be afraid to put the book aside unless it’s really needed.

A full weapons profile follows the map section of the guide in which complete specs and data are provided for each of the game’s guns and explosives. I found it unnecessary to know a gun’s weight, manufacturer, and other useless details, but obsessive types may get a kick out of knowing these little bits of worldbuilding. Combat tactics are also outlined, although there’s little to learn here that the game will not explain or coach players to figure out for themselves. Blasting BioReign soliders and robots is key in Bionic Commando, so it’s only fair for the guide to dig deep into data and strategies related to the endless array of grunts. Factoids such as damage modifiers and optimum rates are explained in handy chart form, but it’s really too much information to handle. There’s also a full chapter devoted to the game’s online multiplayer mode which would be really useful if anyone actually played the online multiplayer mode. Those who can find an active game session will be prepared with key methods are shooting and swinging through the multiplayer environments.

Bionic Commando is loaded with fun little Capcom-related jokes and Easter eggs, and a few pages at the back of the guide list them all. Grin at in-game posters for Capcom’s Dark Void, signs featuring MegaMan Legends characters, logos from other Capcom games, and more. Other in-game secrets are divulged here for those who don’t want to translate the game’s Morse code German text ending themselves. Bringing the guide to a close are several pages detailing each of Bionic Commando Rearmed’s challenge rooms. Each room is mapped and outlined with a completion strategy, although it’s much easier to describe how to reach the goal in each room than it is to actually do it. Still, it’s interesting information and adds a little extra value to the book.

As I said earlier, it’s really not necessary to refer to a strategy guide to enjoy and complete Bionic Commando, and I actually got more of a kick out of the character and weapon profiles than I did the maps and progress directions. It’s recommended for die-hard Bionic Commando fans, but having said that, I question why Future Press went out of its way to create a book that seems to be targeted at just me. Thanks, Future Press!

Thanks so much Matt, and thank you, Future Press for providing a review copy!

We did receive a review copy courtesy of Future Press, but it in no way affected our review.

Filed Under: Strategy Guide Reviews

It’s Strategy Guide Christmas!

March 11, 2010 By Keri Honea 2 Comments

Check out my haul!

My new friends at Prima Games sent me a lovely early Christmas present in the form of five beautiful strategy guides, which includes the guide for Final Fantasy XIII. I flipped through that one immediately, and the guide is simply beautiful on the inside. They are pretty proud of their work with it, so I can’t wait to get my game (such a long story why I don’t have it) and try it out.

Thank you so much, Prima Games, for your generosity. And a few friends of mine thank you for including the Mass Effect 2 Strategy Guide, because now I’ll actually play the series.

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

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