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A Strategy Guide for your Strategy Guides

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It Feels Sooo Good to Game Again

July 27, 2009 By Keri Honea Leave a Comment

Tonight I was finally able to play games for the first time in a few weeks. I bonded with inFamous and OMG did it feeeeeel gooooooooooooooood.

I played a few story missions and quite a few sidequests, although why I can’t find any good side missions is beyond me. I keep finding evil ones, but no good ones. And for the hell of it, I went Reaper hunting. I think that’s the most fun part of the game.

But after a couple of hours of playing, I realized I was supposed to be reviewing the guide. Ooops. I think that’s a true testament of how much fun it is. Even when I would get stuck, I tried out new methods instead of turning to the guide. Bad reviewer, bad! But I did flip through the guide for the missions to see what advice it gave after the fact, and it either provided the same strategy I used or something far easier. Leave it to me to make things hard on myself.

Bah, I don’t care. I’m back in gaming, baby!

Filed Under: Uncategorized

Retro Reviews: Final Fantasy VII

July 21, 2009 By Keri Honea Leave a Comment

It’s really interesting to see how far strategy guides have come. Before the internet was so readily accessible, I believe Nintendo Power hosted the original concept for strategy guides in their magazine back in the 1980s. Oh the glorious Zelda hints. And weren’t we all thankful for the first two world walkthroughs for Super Mario Bros. 2? Well, those old enough to remember them or even existed were thankful.

So here I am playing Final Fantasy VII and using the guide, both created in 1997. The graphics of the game aren’t the only things outdated, that’s for sure. A guide of this caliber would NEVER make it today. Okay, that was a little harsh. A guide of this caliber would flounder today.

It’s helpful, don’t get me wrong. The dungeon mazes aren’t so obvious (to me) at times, so it’s been very helpful then and for pointing me towards wayward items. Without the guide, I’m more than certain I would never have found the Long Range materia for Cloud.

So what is my beef with it?

Final Fantasy VII, so far, likes to put you in these areas that you just can’t easily walk through. It’s like a maze or an obstacle course or a combination of the two. Things block your path, and you have to go over and under objects that aren’t clear you CAN go over or under them until you try. And while you’re trying to figure out where you can go (Will Cloud jump to that train? Or should I try to see if I can push the train over there and try to climb over it?) there are plenty of random battles to frustrate you.

When these instances come up, the guide only shows you a screenshot of the area and tells you to maneuver through it. There are no hints about where to go. No suggestions of which objects you can move. The screenshot and guidance are utterly useless here. I’m not here to debate about whether this sequence is hard. Obviously it really isn’t too difficult, or I wouldn’t be as far with the game as I am. But the point is, as a GUIDE, it should GUIDE you through these obstacle courses.

Before I close this portion of the FF7 retro review, I will say that the guide contains one item all RPGs should have: an OVERWORLD MAP! Glee!

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

Interview with Guide Writer Dan Birlew

July 15, 2009 By Keri Honea 2 Comments

Dan Birlew has been writing strategy guides since 1999 and has cranked out over 60 guides since his debut (more than a few have a place in my collection). Despite his current busy writing schedule, he has been kind enough grant an interview and let us all get a brief glimpse of the world of guide writing.

Which strategy guide company do you write for, or are you a freelancer?

I’m freelance, but I work mostly with Bradygames.

How did you get into guide writing?

I was writing online FAQs for games in the late 1990’s such as Resident Evil and Silent Hill, and my readers were very complimentary. The encouragement led me to spend a lot of time on it, and my wife got upset. She said I either had to turn video games into some kind of job, or cut down on the time I was giving it. So I took a sample from a Resident Evil 2 FAQ I was writing up at the time and submitted it to Bradygames. My timing was unbelievable, because they were looking for a freelance to write a guide for Resident Evil 3. So I was hired basically the next day.

What elements do you like to personally ensure go into a guide?

Accuracy, comprehensiveness, good grammar, understandability, plenty of tips, and as much coverage of side quests or bonus play material as I can cram in there.

What do you think separates a great guide from a horrible one?

A strategy guide is a reference manual, and the writer’s ability to organize the information is what sets good guides and bad guides apart. If the writer doesn’t arrange the information in a way that allows the reader to easily and quickly find what they need, then the guide fails in that respect.

When you first start on a guide project, what are some prewriting steps you like to take in addition to playing the game?

Sometimes developers pass along design bibles or highly technical design documents. Sometimes these files are in Japanese or some other language, and need to be translated for the best possible understanding. Other than that, I continue to study the craft of writing and the rules of grammar, because strong writing skills are key to producing a better strategy guide.

Can you take us through the general process of what it takes to develop and publish a guide?

From the time we receive a pre-release build of the game, I begin playing it almost nonstop. While playing, I record video in the highest resolution possible. From this video I capture screenshots and make notes in the form of a skeleton walkthrough. Then I rewrite the notes as text submissions. The stage walkthrough comes first, and then I write the peripheral chapters. Sometimes the developer provides game and promotional artwork for the guide. The writer often has to be the one to sort those materials, since he or she is the usually the only one involved who actually plays the game. Then we must coordinate and mark maps, capture still images from the video, slap it all together in the book layout and give it to the developer for corrections before going to the printer.

How much time in advance do you prefer to have a game before the final guide deadline? How much time do you actually receive?

I prefer to have as much time as possible, naturally. If I get six months with a game, it’s awesome. But that’s only happened once in my career. Exterior factors can reduce the time you have with a game, such as licensing and corrections. Most of the guides I’ve worked on had to be done in 1-3 weeks.

What is your biggest pet peeve when writing a guide?

Stale gummy worms, and Red Bull breath.

What do you like most about guide writing?

Helping people enjoy video games to the fullest. And I’m always gratified to hear that a book helped.

Has guide writing affected how you view video games? In what way?

I’ve definitely had some behind the scenes access and experience, and traveled to some great companies like EA and Nintendo, but no matter what the developer may want the guide to say I still enjoy the games in my own way. And I think that’s important to writing a guide, because the writer must bring some perception of playing the game to the reader, so they have your personal experience to build upon. It’s no different than hiring a Sherpa to lead you into the Himalayas. You want someone who can remember to say, “Hey, watch out for that loose boulder,” and bring you back alive.

What is your favorite genre of game to play and what is your favorite to write about?

I really enjoy playing adventure and action games with some story, regardless of the engine style. I buy first-person shooters, third-person shooters, platform jumpers, RPGs, jRPGs, action RPGs, and even many fighting games and driving games.

You have an incredibly extensive strategy guide bibliography. Of all the guides you have written, which one is your favorite?

I think my Resident Evil 4 guide, since I just had the best time playing the game. Sometimes, a really fun game can make the writing effortless. Seeing that game come together and develop from one build to another was also truly memorable.

Now which one do you think is the best?

I guess I did a pretty good job with the Kingdom Hearts guide, and I’m still proud of that book in spite of how long ago that was. One of the localization guys at Squaresoft (as it was called then) added a different strategy for Sephiroth, which I appreciated because it really made the book complete.

Do you have any advice for writers/gamers who would like to break into guide writing?

Playing the games isn’t as big a part as you might think. Sure you have to be a good, experienced game player, but writing skill is key. Writing coherently, quickly, in a highly organized manner is essential. Graduate from college and study the writing craft. Be a word nerd more than a game nerd. Also understand that the field is extremely limited. There’s maybe 20-25 published guide writers working today, and maybe only 10-15 of us working at any given time.

Now for the hard question. What is your favorite video game of all time?

I’ve played Castlevania Symphony of the Night about 368 times, it’s like pixel crack.

Do you have anything currently in the works that you can discuss?

I’m about to start writing another strategy guide, and I’m currently marketing a young adult novel and trying to hire a literary agent.

Thanks again, Dan, for the interview. I look forward using and reviewing your future work!

Filed Under: Strategy Guide Interviews

Flipping Through the inFamous Strategy Guide

June 25, 2009 By Keri Honea Leave a Comment

Yep, I couldn’t help myself when I was in Best Buy today picking up inFamous. I just had to pick up the guide too. I’m still playing catch-up from my stint in the Bahamas so I have no time to play the game, but I wanted to flip through the guide just to see what it had to behold without reading too much of it (I’d like to avoid spoilers).

When I flipped open to a random page, I instantly knew I had made a great purchase. This guide is FILLED with gorgeous, comic-book styled art from the game. Every chapter title page is a large splash of game art. The back of the guide has an art gallery. I’ve never found a guide that looked so much like an artbook, something else I really really love. I’ve had guides with beautiful posters (Twilight Princess, Crisis Core) but none with art galleries. I’d recommend this purchase to anyone who likes collecting artbooks, no matter if they like guides or not.

After I closed my mouth and wiped up the drool, I looked at the table of contents. Everything seems to be in order. There’s a list of controls, characters, enemies, and trophies, a story walkthrough and walkthroughs for all of the sidequests. So far, the set-up of the game and the guide is very reminiscent of Crisis Core, which could be good. And it could be bad. I’ll have to find out when I start playing.

Of course, I started to wonder about the maps. I flipped through it with a little more purpose, and I found oodles of maps, much to my delight (and I avoided reading any spoilers!). Each Day in the story walkthrough and each sidequest have their own personalized maps. And… (drumroll!) there is a gigantic fold-out map of the entire Empire City in the back.

At a first glance, this guide is worth every penny. Even if it offers horrible advice, I’m still pleased just for the vast art content.

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

Tales of Symphonia Dawn of the New World Strategy Guide Review

June 18, 2009 By Keri Honea Leave a Comment

This strategy guide for the Tales of Symphonia sequel was kind of set to fail from the beginning due to the style of the game. The game is overly repetitive and doesn’t need much guidance in terms of fighting enemies and bosses. Most of the strategies for bosses were relatively the same. Keep Marta safe and in the back for healing. Send Emil in for slashing and blocking. Look out for so-and-so attack. Be ready to pass out Apple Gels for healing and keep a few Life Bottles on hand. I hate to say it, but I could have figured that out on my own, because that’s how most hack ‘n slash games go. But thanks anyway.

I did find the guide useful with all of the puzzles in the dungeons. I’m not a fan of insane dungeon-puzzles, especially ones that aren’t that obvious what to do next. There were many puzzles that I figured out on my own. There were also just as many where I was scratching my head in confusion, and when I found out what to do next, I wasn’t sure if I should feel confused or stupid for not understanding it.

The big failure of the guide was the lack of maps. It included only one map, and it was a map of the overworld. However, you didn’t need an overworld map because you couldn’t freely roam the overworld. There was no way you were going to get lost or confused about where to head next. You just had to select where you wanted to go and bam, there you went.

But the places you can freely roam, like villages and dungeons, there are zero maps.

Sadly, this would have been the one feature that would have separated it from free online content. Sure, you probably can’t find as detailed appendices of all the in-game items online, but I never gave them a glance. I couldn’t find a need for any of them.

Simply put, save your money and do not buy this guide. It doesn’t offer anything you can’t already find online.

Final Rating: 1/5

Filed Under: Strategy Guide Reviews

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