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DmC: Devil May Cry Strategy Guide Review

February 21, 2013 By Keri Honea Leave a Comment

DmC strategy guide reviewDmC: Devil May Cry can really be summed up with two gaming elements: collectibles and massive boss fights. Okay, so it does have an emphasis on combos, but in terms of strategy guide meat, the combos are nice pieces of fluff that are more for each individual player’s benefit and play style. A strategy guide can’t really help players with combos, since players will prefer certain combos that are unique to each player’s gaming style. For example, I am terrible with executing well-timed combos (there’s a reason why I don’t review fighting games and their strategy guides), so any combos I saw that required a pause in button pressing was immediately ignored. Any combos that were a mash of buttons–particularly mashes of the same button–were instantly added to Dante’s repertoire. The only combos the DmC strategy guide called upon were the combos automatically given when Dante learned a new ability, and selfishly, I was most grateful for that. I might have thrown the strategy guide across the room if it called on me to use a specific combo I needed to purchase–especially because knowing my luck, it would be a combo I couldn’t master.

Now that I’ve completely digressed from the original point of that last paragraph, let’s get back to the two main elements of DmC: collectibles and massive boss fights. The game itself is pretty straight forward and doesn’t really host a fear of getting lost. There is some exploration in each level for collectibles, and like other DmC games before this one, several collectibles in each level aren’t accessible until you get a certain power later in the game. The strategy guide does a great job highlighting where to find each of these collectibles in the walkthrough. However, if you’re going back through the game or individual levels to open up areas you couldn’t before, obviously you aren’t going to want to re-read the walkthrough. That’s where the handy-dandy quick reference guide in the back comes in, which goes over every collectible and where to find it in a level. The quick reference also gives a nice heads up on all the secret missions (challenge doors), so you can read up on each mission and determine whether you want to partake in the challenge or not before walking inside.

As for the boss fights, it can be argued that the boss fights are a little force-fed as to what you need to do, especially the first real boss fight (the Succubus). While for the most part you could make that case, at least the DmC strategy guide never treated the player as such. Each boss was neatly laid out in their own separate walkthrough pages at the end of that particular mission. Each boss fight begins with a callout box listing the boss’s weak points, attack warnings, and basic tactics players should use against the boss. Think of it as a TL;DR section for those who don’t want to read the detailed strategy. Of course, I read the detailed strategy as I’m terrible fighting bosses. I found each strategy to be sound and they helped me get through each fight the first time and with little frustration.

As great as the DmC strategy guide is, I do have one complaint about it. The main walkthroughs really focused on obtaining every collectible possible, and sometimes snagging these required really convoluted paths, particularly the level in the soda factory. For those who aren’t out to catch ’em all, the directions may feel disorienting and lost-inducing, such as how to get through the soda factory. For the most part, this isn’t a huge problem as the levels are linear, but on occasion, it is easy to get turned around and confused as to where you need to grapple to next. If you’re trying to read the walkthrough, you’re only going to get more confused.

Since the DmC strategy guide really is for the collectible completionists anyway, my one complaint really doesn’t detract from the guide as a whole. The strategy guide is still the perfect companion for those who really want to get everything out of the game, and it nicely offers up extra assistance for those playing on the far more difficult settings.

SGR Rating: 4/5

Authors: Michael Lummis and Chris Burton
Publisher: BradyGames
Editions Available: Paperback
Acquired via Publisher

Filed Under: Strategy Guide Reviews

Crysis 3 Strategy Guide Giveaway

February 19, 2013 By Keri Honea Leave a Comment

Crysis 3 strategy guideThanks to the kind folks at BradyGames, we’re hosting yet another giveaway! If you’re needing some crysis management, then there’s no better place than the Crysis 3 strategy guide from BradyGames. Want to win this book for free? I hope you have a Twitter account and live in the US. (Sorry, still not shipping free guides overseas.)

  • Follow both @strategyreviews and @Brady_Games on Twitter.
  • Tweet the following: I need some crysis management from @Brady_Games and @strategyreviews this #FreeGuideFriday!
  • If you want to be creative in your request, that’s fine too, but your tweet must contain “crysis” “@BradyGames” “@strategyreviews” and “#FreeGuideFriday” to be a valid entry.
  • One entry per person allowed!
  • Winner will be picked randomly on Friday, February 22nd.

Good luck to all!

 

Filed Under: Free Guide Friday

Monday Gaming Diary: Happy President’s Day!

February 18, 2013 By Keri Honea Leave a Comment

Pixel PeopleI’ve never had President’s Day (US holiday) off. I’ve always worked for law firms, and even though the courthouses were always closed every chance they got, we still had to come in to bill all the monies. Now that I’m essentially a freelancer (not in the traditional sense, but if I don’t bill, I don’t get paid), I choose to work, even though my kid’s school is closed today. Too bad nothing is going on today to justify me working, because, as said earlier, it’s a holiday and most people have today off. Long story short, I really can’t win, can I?

Well, I may take today’s silence as a chance to play some more Batman: Arkham Asylum. I sadly have not touched this game in a week due to once again feeling sick. I know everyone is tired of hearing me whine about it, and trust me, I and sick of being sick and talking about it. I am starting to feel like more of myself, though, so I am optimistic that this hell is–if not over–on its way out.

I have been playing some games while dying, however, but they’ve all been iOS games on my iPad. I’m still playing Tiny Tower and its compatriot, Pocket Planes. These games are so mindless, I can’t stop playing them for whatever reason. I just feel the need to get all the achievements in Pocket Planes, and since I’ve already done so in Tiny Tower, I feel this need to have all the floors built and all the stores filled with dream jobs. Whenever I build all the possible floors and have them filled with tenants, I stop playing until the next game update that includes more floors. I may be playing this game until I stop owning iOS devices.

I’ve also been playing Pixel People, which was introduced to me by another podcasting cohort, Ross. It’s a more Sim City version of Tiny Tower, but is as mindless as Tiny Tower. In this game, you’re building a utopia in space, and you take clones beamed to you and splice their genes to make new jobs. When you have a new job, you place them in a new building so they can start working. You get more clones by building residences. You can only build residences if you have enough money earned by the clones while they work. Again, it takes little effort and I can’t stop. I’m mostly entertained by what jobs are created by splicing certain job genes. Sometimes I can figure out what job will be produced, and other times it completely surprises me in hilarious ways.

All three are free, so if you have an iOS device and you like mindless Sim-knockoffs, check them out and be prepared to stare at your screen and mindlessly tap it. It’s strangely soothing.

Filed Under: Gaming Diary

Paper Mario: Sticker Star Mini-Review

February 14, 2013 By Keri Honea Leave a Comment

Paper Mario Sticker Star Logo

I finished Paper Mario: Sticker Star around Christmas-time, but I had to really mull on it after I finished to sort out my feelings on the game. I hadn’t really touched a Mario game of any sort since the NES days of Super Mario Bros. 3, so in many ways, I felt completely out of my element with this game. The Mario-verse has obviously evolved greatly since my last foray, and if it wasn’t for the strategy guide, I would have been absolutely lost and most likely would have rage quit halfway through World 2. After sifting through the pros and cons, my feelings when I first played and my feelings when I finished, and how much the strategy guide the held my hand, I have to say that while PMSS is extremely cute–at times downright adorable–and initially enjoyable, the experience does not hold-up enough for me to recommend it to anyone other than die-hard Mario fans (and they would have bought it anyway).

When I first started PMSS, I was elated. The game was so cute and clever with its presentation, gameplay, and interactions between characters. I had a great time planning out how to use my stickers, coming up with effective combos, collecting new stickers, and successfully executing those “Excellent!” attacks. I even found it charming how creative the developers were with how players can obtain the Things. For example, it was extremely clever to pick up a bowling ball Thing in one world and then remember that in a previous world there was an empty area that looked like a bowling lane. If you take the bowling ball Thing there and use it in that area, Mario hurls the bowling ball down the lane, striking pins that suddenly appeared. As a result, you can find a bowling trophy Thing in another level. Would I have ever figured that out 100% on my own? Oh hell no, I wouldn’t, but I appreciate how creative that idea was.

I also greatly enjoyed some of the cinematics and set-pieces of the game. The little poems that Kersti read after you defeated the main boss of each world were, for the lack of a better word, adorable. The Snifit or Whiffit Game Show was by far my favorite level of the entire game, so I really didn’t mind playing the gauntlet a second time with the Wiggler segment just for that Wiggler diary entry that really means nothing in the end. If that was a real game show, I’d most likely watch it (or at the very least, DVR it).

Paper Mario Sticker Star screenshot

While the gameplay was fun at first, by World 4, I found my enjoyment greatly lagging. Instead of playing several levels a night, I played one and then stopped because I was bored. Sometimes I would dedicate whole play sessions just to finding collectibles, just so I wouldn’t have to make my way through more repetitive gameplay. Halfway through World 5, I started to play the game maybe once a week instead of daily. By the time I started World 6, I had a hard time caring about playing at all.

This is honestly one reason why I’ve never finished a Mario game before. It’s partially because of the platforming, but it’s also partially because I get too bored with playing before I get near the end. The Legend of Zelda games have also suffered from a similar problem with me. It didn’t help that by the time you reached World 6, you needed to go back through some of the levels and “grind” a bit to restock your Sticker Album with the stickers that you will need to survive the regular fights you will encounter, much less the ungodly long fight with Bowser at the end. Maybe you’ll have enough coin to just buy the stickers you need, but most of the flashy stickers that you will need you cannot buy in shops, and they’re only found in specific levels.

Does it sound like your typical JRPG? Dear God, yes. So why can I hack something like Final Fantasy XIII but not PMSS? The only answer I have for that is that at least with other JRPGs, there’s a real story going on. With PMSS, the story is as bare bones as any other Mario game: Bowser has kidnapped Princess Peach. AGAIN. Granted, PMSS had a little more to it with the missing Royal Stickers fiasco, but that’s not enough of a story to keep me excited about mundane and repetitive gameplay.

Bowser - Paper Mario Sticker Star

I’m glad I ventured back into the world of Mario, no matter how brief my stint was, but I’m officially done with trying out new Mario games. I don’t like platforming, and even the RPGs don’t have enough story to keep the intrigue going. Mario and I are just not meant to be, and that’s fine. The Mario fanboys and fangirls out there are gleeful enough about Mario to make up for my indifference.

Filed Under: Mini-Reviews

Free Guide Friday Giveaway: Aliens: Colonial Marines

February 12, 2013 By Keri Honea Leave a Comment

Aliens: Colonial Marines strategy guideDid you miss out on BradyGames’ giveaway for their Aliens: Colonial Marines strategy guide? You have one more chance to win a free strategy guide this Friday!

Due to the fact that I’m not feeling very creative, this is going to be yet another Twitter contest. If you entered the DmC Free Guide Friday contest, you’ll already have an idea how to enter. It’s very simple, even for the Twitter-illiterate.

  • Follow BOTH @Brady_Games and @strategyreviews (that’s us!) on Twitter.
  • Tweet the following exactly: I want to win an Alien: Colonial Marines strategy guide from @Brady_Games and @strategyreviews for #FreeGuideFriday!

Only enter once; multiple entries will be deleted.

Winner will be randomly selected on Friday by noon, CST.

In the meantime, enjoy this brilliant Spaceballs meme someone created from a Aliens: Colonial Marines glitch.

Filed Under: Free Guide Friday

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