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Mass Effect 3 Citadel DLC Mini-Review

April 17, 2013 By Keri Honea 2 Comments

Citadel DLC

To be blunt, unlike the Leviathan DLC and even the Omega DLC, the story behind the Mass Effect 3 Citadel DLC is awful. Absolutely awful. When I learned who is trying to kill Shepard this time, I literally rolled my eyes. Thank God even the characters made fun of the story arc. And there, right there is why Citadel is a must-play for Mass Effect fans–it makes fun of everything Mass Effect.

I laughed all the way through the DLC, and it wasn’t just at the abysmal main plot. The dialogue between the characters is exceptional, and they make fun of everything you can imagine, from things Shepard says to the no love for the Mako to mini-games to the conversations characters had in elevators in the first game.

And the dialogue only gets sillier when you throw your party in your new apartment on the Citadel.

This was nothing but a love letter to all the fans who have loved the entire series, and as much as I normally don’t like these types of omake theater, I absolutely loved this. And as a side note, if your Wrex is still alive, take him with you everywhere. You will not want to miss anything he has to say.

I want to share some of my favorite snippets, but at the same time, it would spoil how great it is when your hear it for the first time. Trust me, you want it all fresh.

Citadel adds nothing to the overall story of ME3, but it’s so much fun, I can’t recommend it enough. This was a glorious send off for Shepard from BioWare, and it’s not one to be missed, even if you aren’t as huge of a Mass Effect fan as I am.

And yes, I will be replaying this DLC with my Shepard who has committed to Garrus. I MUST see those interactions.

Filed Under: Mini-Reviews

Monday Gaming Diary: Texas Travel

April 15, 2013 By Keri Honea 1 Comment

GuacameleeThis past weekend I took my last major trip for most likely a year or so, and I went to the grand ol’ city of Amarillo, Texas to visit one of my best friends and her new baby. When I was telling my podcast cohorts that I would be flying to Amarillo, they were honestly speechless as to why I would fly within my own state. If you don’t live in Texas, I understand it’s difficult to comprehend just how damn big this place is. To give you just a small idea, driving from the Dallas area to Amarillo is about 6-7 hours. From the southern-most tip of Texas, Brownsville, to Amarillo, which even isn’t the most northern city in the Panhandle, is close to 900 miles. From Texarkana to El Paso, east and west Texas, is 850 miles. I live in a ginormous state that has a whole lot of NOTHING in between big cities. So hell no, I wasn’t going to drive to Amarillo.

That said…

I did pack my Vita on my short plane ride. Guacamelee released last week, and while I went back and forth on whether I would get it or not, as soon as I discovered I had $15 of unused PSN cards on my account, it was a no-brainer. I was hesitant about the game because while at PAX East I heard it was a brawler, Twitter was telling me it was also a platformer. Yeah, we all know how that will bring me to a screeching halt. But if I already had the money in there due to gift cards, of course I’ll take the plunge.

The game is pretty. It’s adorable. It’s hilarious. It has platforming jumping techniques that have me absolutely stuck at 30 minutes in.

I haven’t played a real solid platformer in a long, long time, so I’ve forgotten what makes me not like them. Guacamelee has reminded me. If platforming was simple jumping from one area to another, I wouldn’t hate it so much. But they aren’t that simple; platformers introduce jumping techniques that require remembering specific button combinations to execute properly. I have never had fast fingers or great muscle memory for these types of game mechanics, hence why I play so many RPGs, JRPGs, and shooters.

I’m really disappointed too, because I really liked what I played of the game thus far. Sadly, it’s just not for me, and probably won’t ever be.

So on the trip back, I tried out Touch my Katamari, a game I bought at launch for the Vita and have not tried once. I haven’t played a Katamari game since the first one, and I was pleased that not much really has changed. It’s actually a perfect game for the Vita or handheld in how bite-size it really is. I see me playing more of that one when I travel. At least I’ve finally found a Vita exclusive I like. It’s taken me long enough.

Filed Under: Gaming Diary

Omega DLC Mini-Review

April 10, 2013 By Keri Honea Leave a Comment

Mass Effect 3 Omega DLC

Take all of the love I spouted for the Leviathan DLC for Mass Effect 3, and that is the amount of indifference I have for the Omega DLC. If you really only have funds for one or two DLC for ME3, you can skip the Omega DLC entirely. Your money or MSP is far better suited for the Leviathan and Citadel DLC–of which I will discuss very soon.

While playing the main campaign of ME3, you undoubtedly came across Aria hanging out in Purgatory and hating life since Cerberus ran her out of Omega. She mentions that she will take back her rock, but before the DLC released, you really had no idea what she would be doing, although you could be sure it would be of epic violent proportions. Thanks to the DLC, you can help her take back Omega from Cerberus, but the mission itself is about as exciting as any of the other Cerberus side missions found in the game. The main problem is that it is ten times longer than any of those side missions, so yes, boredom is almost guaranteed.

The second problem I had was that you couldn’t take any of your teammates with you. Aria doesn’t trust any of them–Garrus I could understand because he was Archangel on Omega, but no one else?–so you team up with pretty much just her throughout the mission. She’s not a team player, she doesn’t have anything interesting to say, and I wasn’t a fan of her powers.

About the only aspect of the mission I enjoyed at all was seeing a female Turian for the first time. You know females of other races exist (aside from the asari, anyway), but you never see any of them until ME3. First it’s a female salarian, then a female krogan. With the Omega DLC, you finally see a female turian–which really looked like General Grievous.

You also encounter a new form of Reaper, one that Cerberus created themselves and then let go out of control. As someone who read the books, I wondered if these experiments were phase two of Cerberus’ Reaper experimentation on Paul Grayson. If so, I feel for him even more than I did while reading. These things were both scary and looked absolutely painful in their existence.

Other than that, there are no strong main campaign ties to the DLC, and it honestly adds very little overall. As such, I really can’t recommend its purchase beyond the die-hard Mass Effect fan.

Filed Under: Mini-Reviews

Monday Gaming Diary: Where were my warnings about BioShock Infinite?

April 8, 2013 By Keri Honea 3 Comments

bi-propaganda-murder-of-crowsWith all of the laud and praise for Tomb Raider when it released, I became interested in the game as we all know. I haven’t picked it up yet because I’m kind of in the middle of March game releases, but I initially did not pick it up after release because several of my friends told me to reconsider since I’m pregnant.

Let me explain.

The last time I was pregnant, I noticed a distinct revulsion toward gaming violence that I normally did not have. I had just gotten Dead Rising for my new Xbox at that time, and after playing for only 20 minutes, I had to turn it off because I was physically sick. I tried playing it again after having Gabe, but that experience stayed with me and I ended up giving it to a friend. While watching E3 on TV, I once again became physically sick at the sight of the Dead Space trailer. I’ve avoided all things Dead Space since then as well.

So my friends, who know this about me and watched me have problems while playing DmC: Devil May Cry for the same reasons, strongly cautioned me against Tomb Raider. Lara Croft dies in horrific ways, she has graphic things happen to her, so you may want to avoid it until after you have Thing 2. I heard it all. Given the graphic nature of the game I saw at E3 in 2011 and 2012, I saw their points, so decided to avoid it for a little while longer, until I watched a friend play it for a few hours. Yes, there is some stuff I wish I hadn’t seen that probably wouldn’t bother me if I wasn’t pregnant, but it wasn’t nearly as bad as I had thought.

Then this past Friday, I played BioShock Infinite for the first time. Uh friends? Where were your warnings for this game?

In the three hours I played BI, I saw a man get a spinning hook jabbed in his face, a half-naked man eaten to death by crows, and a woman set herself on fire. All of these things disturbed me far more and affected me far more greatly than anything I saw in the couple of hours of Tomb Raider. After the spinning hook, I had to pause the game and go outside for a minute for fresh air. After the murder by crows, I had to go find a box of Kleenex.

I should have been expecting some horrors, especially after some of the scenes I witnessed from the first BioShock game, but yeah, I wasn’t counting on how it would affect me while pregnant. I can tell you without a doubt I would not be able to handle the first BioShock at all right now, especially with everything surrounding the Little Sisters.

I’m not saying I’m going to quit BioShock Infinite; at least, I won’t unless there’s a boss fight involving fighting an unborn baby (you’re a monster, DmC). I just may not get through the game as quickly as some of my friends have, since I’m a complete wuss right now. Hopefully I’ve seen the worst it has to offer, but knowing BioShock like I do, I bet it’s just getting started.

Filed Under: Gaming Diary

Gears of War: Judgment Strategy Guide Review

April 5, 2013 By Keri Honea 2 Comments

Gears of War: Judgment strategy guide reviewWhen Epic Games and People Can Fly announced that Gears of War: Judgment would implement a smart spawn system, thereby removing the possibility for players to memorize a level, I knew that the strategy guide writers for the game would have their work cut out for them. Whyile the smart spawn system wasn’t as extensive as I was led to believe, it still laid some tricky groundwork for the guide writers. Not to mention, each level would contain a Declassify mode, adding additional challenges for both players and the strategy guide writers to face. Of course, the strategy guide team at BradyGames was up for the challenge, and they knocked the Gears of War: Judgment strategy guide right out of the park. In fact, I enjoyed the strategy guide far more than I enjoyed the game itself.

In many ways, Judgment was structured similarly to past Gears of War games–large sections divided by smaller chapters. With Judgment, instead of breaking up the sections by scene, the sections are divided by who is testifying on behalf of the actions of Kilo squad. Within each bit of testimony, the section is broken up by 7-8 missions, which are more or less distinguished by scene. Each mission is extremely short by Gears standards; at the longest, they took me 10 minutes. At their shortest, especially if they were timed missions, they took less than four minutes. As such, you can see why the smart spawn system wasn’t as detailed as I had originally feared it to be; rather, what changed each time you visited the area was what enemies showed up. Don’t get me wrong, this still greatly changed my approach to getting through a level–defeating hordes of wretches is actually trickier than a team of drones and maulers. Because of this system, it was obvious that the writers played each level numerous times on the different difficulties so they could account for every possible scenario that would be thrown at the player. I would always know at the start of the mission what possible enemies could appear and where, even with the missions that had different waves of enemies.

Gears of War: Judgment strategy guide

Declassify call-out box is super, super handy. Notice the call-out box for the COG tag? It will let you know if it’s feasible to snatch the tag during Declassify or not!

The point of Judgment is more of getting a three star award at the end of each mission for your performance than surviving the Locust forces, so the focus of the walkthroughs was on getting the highest ranking possible first, surviving second. It was kind of assumed that if you could get three stars, you would survive. Most importantly, the walkthrough always gave strategies for getting that three-star ranking without playing the mission as Declassified. When you turn the Declassified mode on, the stars fill far faster because the mode adds a greater level of difficulty. If you’re hunting for COG tags or you just don’t want to play Declassified right away, these strategies are crucial for filling up those stars. The fastest way to fill the stars is by earning ribbons, and the strategies are quick to tell you which ribbons are possible to obtain and the best way to earn them in rapid succession. Thanks to these tips, I was able to rack up at least two stars on every mission I played that I did not Declassify–as confusing as that probably sounds.

Since the Declassified mode added an extra set of parameters to each mission, such as adding a time limit, restricting weapons, reducing visibility, or adding more difficult enemies, the guide presented a separate call-out box with the Declassified mode details and its own strategies. I greatly appreciated this for two reasons:

  1. The strategy guide went into more detail about what the Declassified setting actually did than the game would. For example, the game, for one mission, said that Kilo had a reduced ammunition supply. The guide explained that this meant Kilo started with 30 rounds of ammunition for Lancers and there were no ammo boxes on the map.
  2. By knowing fully what I was up against beforehand, I could make an educated decision as to whether I felt like playing the level Declassified or not. I cannot stand time limits in any game, but I played a few of the Declassified missions that imposed time limits thanks to the strategy guide going over how difficult this challenge was, what the time limit was for each level of difficulty, and the level of gaming finesse you had to have to get through it. If the guide said you needed to be a master at performing head shots in quick succession, I skipped it. If the guide said you had to be fast, but by using this or this weapon, you could easily do it, I at least tried it. Believe it or not, I actually did most of the timed missions.

Gears of War: Judgment strategy guideAs I’ve said before, the missions are incredibly short, save for those in the Aftermath campaign, so the maps aren’t that entirely useful for the main campaign unless you’re hunting the COG tags or you REALLY REALLY REALLY need that Onyx Ammo box. That said, it didn’t stop the strategy guide team from creating some really detailed maps. I only found two flaws with all of the maps: one map was missing a COG tag marker, and another did not have the Declassify marker. At least it’s nearly impossible to miss the Declassify markers when traversing through the campaign, and I found that one wayward COG tag easily enough since all COG tags have their own call-out boxes in the walkthrough. (For the record, thanks to the strategy guide, I found all 48 COG tags in my first playthrough.)

Since Gears of War: Judgment itself is so incredibly short, and is not that difficult on a Normal setting with no Declassify modes activated, I cannot recommend the Gears of War: Judgment strategy guide if this is all you’re going to do with the game. However, if you want those COG tags (some are not easy to find, trust me) and you want those three-star ratings on harder difficulties with the Declassify mode turned on, then BradyGames’ strategy guide is your perfect companion to Kilo squad.

SGR Rating: 4.5/5

Authors: Doug Walsh, Michael Owen, Kenny Sims, Jim Morey
Publisher: BradyGames
Editions available: Collector’s Edition
Acquired via Publisher

Filed Under: Strategy Guide Reviews

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