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Mass Effect 3 Strategy Guide Review

April 10, 2012 By Keri Honea 5 Comments

Mass Effect 3 strategy guide reviewI owe Prima Games such a huge apology for just now sitting down to write this strategy guide review. Maybe if the guide was terrible I wouldn’t feel so badly, but the fact is that it isn’t terrible. It’s far from terrible. I couldn’t imagine a better guide for the end of such an epic story. So let’s delve into exactly why the Mass Effect 3 strategy guide is worthy of its high score.

The writers obviously had to play the game under at least three different versions of Shepard in order to fully experience all of the differences the game had to offer depending on your import and the decisions you made in the past games:

  • Shepard who was imported into 2 from 1;
  • Shepard who was imported from 2, but not 1; and
  • Fresh Shepard, sans imports.

Mass Effect 3 strategy guideThen when they wrote the book, they wrote it for players with a fresh Shepard. For those who imported a Shepard, the book included little side notes and call-outs to detail the different experiences between the imports. In this way, newcomers won’t feel as left out, and they can see how playing the other games can affect this one, which may get them interested in playing the first two. As for the seasoned veterans like myself, we got to see how different things would have played out between the imports and the decisions. As a personal result, I’m ready to go back into ME2 and make different decisions to see if I can replicate more of the situations I wasn’t able to access.

The guide’s walkthrough separated all of the side missions from the main walkthrough, so there is some flipping back and forth involved. However, in this instance, it didn’t bother me at all. Many of the major side missions you receive from emails or from talking to other characters on the Normandy, so there is rarely a chance of missing one. When these missions unlock, the main walkthrough always offers suggestions that now is the time to play this side mission or you never will or suggests you finish a particular side mission for the gains that will help you in the next main campaign mission.

In addition, the Citadel has a ton of random missions that Shepard can only unlock by overhearing conversations. So by separating these missions from the main walkthrough, players can plan trips to the Citadel just for unlocking and completing these missions. It also keeps them from cluttering up the main walkthrough. The guide displays after which main campaign missions these side missions unlock, so it becomes a bit of a force of habit that once you finish a story element, you look and see what people in the Citadel are yammering about.

The Mass Effect 3 strategy guide also handled spoilers splendidly. As you can see from the page above, all spoilers are neatly and clearly laid out in call-out boxes, so you can ensure that you will not accidentally read a spoiler. They do something very similar in every situation where you have to make a story-altering choice. The list of possibilities is centered in the page with its own call-out box, and the text is even grayed out a little so that once again, readers won’t accidentally read a spoiler. It’s perfect for making a decision on your own and then going back to see what other outcomes there could of been, how you can determine the outcomes, and what decisions from past games affected your ability to achieve said outcomes.

Mass Effect 3 strategy guide endings

Haha...the endings have been blurred.

How they presented the possible outcomes for the ending was downright genius. The list of outcomes had its own page, as you would expect, but the page was printed upside down, as shown to the left. In other words, there was no way you could definitively find out the endings from flipping through the guide. You had to work for them a little.

Since the campaign of Mass Effect 3 was so linear, the campaign walkthrough did not have any maps. If there were any collectibles to pick up, they were mentioned in the walkthrough. However, the multiplayer section does contain maps for all of the pre-DLC regions. This section is my lifeline for the one map I utterly despise: the Nuclear Reactor map. It’s so dark and so winding, and I have a tendency to get stuck in really bad places. And then I die. And my teammates can’t get to me fast enough. So when I see that we’re playing this map, I flip open the guide almost immediately. It’s gotten me out of more sticky situations than I care to admit. (I really, really HATE that map.)

The multiplayer section is also very useful for planning out which races/classes you want to play as. When you start multiplayer, your only options are humans, male and female. I want to play as a turian (should be no shock there), but since I learned from the guide that turians are only sentinels and soldiers, I knew I had to master those roles so I could easily slip into playing as a turian whenever I unlock one.

The only complaint I do have is the lack of a series of galaxy maps. There isn’t any mining of planets this time around (boooo), but you can scan star systems for war assets and items needed for Citadel fetch quests. The guide does explain that the locations of the war assets depends on if you imported Shepard or not and what decisions you made for the past games, so yes, it would have been a massive undertaking. However, having such maps with at least possible markers for items—and surely the fuel pickups are the same, no matter your game—would have been incredibly useful for those, like me, who wanted to 100% every star system. It also would have saved me some time from scanning certain systems that had nothing to offer. Considering I did 100% every star system and I maxed out my possible war assets (not readiness rating), such a map is obviously not required, but it would have been nice.

Mass Effect 3 was a perfect sendoff for the series, and the Mass Effect 3 strategy guide was a perfect follow-up for the sendoff. The writers should be very proud of themselves for taking on this monstrosity of a project and executing it flawlessly.

SGR Rating: 5/5

Authors: Alexander Musa and Fernando Bueno
Publisher: Prima Games
Editions Available: Paperback and Collector’s Edition
Acquired via Publisher

Filed Under: Strategy Guide Reviews

Street Fighter x Tekken Strategy Guide Review

March 29, 2012 By Chris Nitz Leave a Comment

Street Fighter x Tekken Strategy Guide reviewGaming worlds have once again collided and we are graced with a fighting game bringing characters from two different universes together. What sets Street Fighter x Tekken apart from something like the DC/Mortal Kombat mash-up is this game mixes two very distinct fighting styles, and does it well. This happens to be where BradyGames, and their Street Fighter x Tekken strategy guide, bring knowledge and guidance to us noobs that are taking our first bite of this Capcom cake.

Anyone who is familiar with a BradyGames fighting strategy guide will feel right at home here. The first 49 pages explain to the controls, mechanics of the fighting system, and general knowledge of the new styles introduced into this game. Remember, Capcom took what makes Street Fighter great and blended it with the mad juggling found in Tekken. This portion of the book is vital to the understanding of the nuances, and complexities, of this new setup. Yes, you trophy/achievement hunters have a breakdown of these right here too.

The bulk of the pages following dive into the characters included on the disc that are not DLC. Vital info such as specific character stats, forward dash movement broken down by fames, jump distance, and basic attacks are listed. From there, combos, special moves, and an overview of how to play said brawler finish off each character detail. Pictures depicting the moves along with easy to follow charts aid those looking for quick info without needing to do heaps of reading.

All the info you need is in a quickly accessable format. This is full of win!

Rounding off the guide, the back is full of character art and concept drawings. This is a nice touch as it adds a little eye candy to enjoy while providing a glimpse at how the game came together during development. It may not be something you stop and gawk at every time you crack the spine, but it is fun to flip through while sipping on morning coffee.

This guide is standard fare for BradyGames. I found little wrong with many of the strategies on different characters, and the charts showing all the moves is much nicer than having to dig through the in-game menus. However, I did have some issues with this guide. Unlike the Marvel vs. Capcom and Ultimate Marvel vs. Capcom guides, this one did not carry the pizzazz and cohesiveness of the video game. Where the pages of MvC/UMvC resembled comic books, this was rather plain. I did like the winning quotes displayed and the character art at the beginning of each fighter, but that was pretty much all you got for eye candy and bringing the video game presentation into the guide.

Another issue, which is not so much a fault of BradyGames, is the lack of DLC characters. We already know there are characters on the disc, but they are missing from the guide. I realize this maybe due to some PR with Capcom, but this seems like a big portion of info that is not included. I am also curious how this guide will translate when the Vita version hits (look for that article here in the future).

Overall, this is yet another excellent fighting guide from BradyGames. I would have liked the aesthetics of the book to match the game more, but that is a minor gripe to all the tips and tricks it divulges. If you are looking to duke it out in this mixed up world, then this is your roadmap to greatness and well worth picking up alongside your purchase of the game.

SGR Rating: 4/5

Authors: Joe Epstein, Daniel Maniago, Josh Richardson, Logan Sharp
Publisher: BradyGames
Editions Available: Paperback
Acquired via Publisher

Filed Under: Strategy Guide Reviews

Ultimate Marvel vs. Capcom 3 Strategy Guide – The Vita Perspective

March 1, 2012 By Chris Nitz Leave a Comment

The PlayStation Vita is finally out; YAY!! Even better is the fact that the Vita launched with a solid line-up of games, of which Ultimate Marvel vs. Capcom 3 is a part. Now I could go into just how badass this game is, but I want to talk about the strategy guide for a bit. This is not a review of the guide, of which can be found here, but rather a look at how it holds up on this new gaming platform. Let’s get this show started so I can get back to kicking some Galactus ass!

No matter whether Capcom did a great job in translating the Vita game, or BradyGames kicked butt when they wrote this, the guide holds up well despite the fact that it focuses on the console versions. The basic walkthrough of fighting strategies, tips on how to better your skills, and even combos still hold true and are worth taking time to study. You can find you favorite character and read their strengths and weaknesses along with detailed instructions on their moves and combos. For the most part, this all translates to the Vita version well.

However, there is a bit of work that needs doing on your part to utilize this guide for the handheld game. Obviously, the controller mapping needs a Vita picture instead of a fighting stick or standard controller. Damage percentages need to be taken with a grain of salt as some tweaking to the fighting formula went on since this guide released. Lastly, a few new modes are not covered due to them being Vita specific, like the touch screen fighting or watching replays of online matches and seeing detailed hit boxes. Really, these are but minor issues when compared to the guide as a whole.

If this is the first copy of the game you own, the Ultimate Marvel vs. Capcom 3 strategy guide is a hard sell at full price and not totally worth the purchase. However, if you own the game on 360/PS3 and have yet to snag the guide, then this is still well worth the investment. This guide may not cover everything brand new to the Vita game, but boy, will it still help you in schooling the kids at lunch!

Filed Under: Strategy Guide Reviews

Final Fantasy XIII-2 Strategy Guide Review

February 29, 2012 By Keri Honea 2 Comments

FFXIII-2 strategy guide reviewOnce again, I found myself sitting with a Final Fantasy XIII game and its corresponding strategy guide published by Prima Games and written by Piggyback Interactive. Considering how much I was disappointed with the last strategy guide, I was not looking forward to this one at all. Piggyback has redeemed itself to me as of late, but I was still wary when it came to Final Fantasy XIII-2. Piggyback, I owe you yet another apology. The Final Fantasy XIII-2 strategy guide is by far one of the best and most complete strategy guides I have ever come across.

Walkthrough

The walkthroughs were broken up into two sections, one aptly called Walkthrough and the other Tour Guides. The Walkthrough section takes you only through the story of the game, so it’s of course, the shortest section in the entire book. The Tour Guides cover each time and location in far more depth and provide more information on the monsters found in the areas, treasures, fragments, and the paradox endings.

Normally this separation would really bother me, but in this instance, it really works. If the Walkthrough section contained everything in the Tour Guides, it would be incredibly overwhelming. The vast amount of information in the Tour Guides rarely coincides with anything in the main story, so this info would be distracting and a little irritating, especially when it comes to all of the fragments that you cannot get until after you complete the story. In this case, the meat of the game is definitely not in the main story; there are literally hundreds of other deviations you can take. In short, combining the two would hamper the efficiency of the guide and make everything more difficult to find when needed.

FFXIII-2 strategy guide insideAlso, since the two are separated, the Walkthrough portion takes great care to not assume that the player has done all of the sidequests in the Tour Guides when giving strategies. Since you will be incredibly more powerful by doing the sidequests, you can get through most of the story with Relentless Assault, a sentinel paradigm, and a healing paradigm. By assuming that you aren’t that powerful, the strategies are conservative but incredibly effective for low-level parties.

At the same time, the guide does tell you where Noel and Serah’s HP levels need to be in order to have a prayer in surviving as well as suggest what monsters you should add to your paradigm pack. The strategies work for low-level parties, but they won’t work miracles if you’ve been avoiding most battles. Not to mention, the guide rightly warns all players that low-level parties cannot make a single tactical mistake when following this strategy. This is a harsh truth that I discovered with the final bosses. Even though I was above their suggested minimums, it only took one slow paradigm shift to kill off my entire party.

Collectibles

A great majority of the collectibles–such as fragments, key items, and treasures–are in the Tour Guides, and this is great for seeing which fragments you need to fetch in that world. However, what if you need to know what enemies you should hunt down for particular Monster Materials? Or, which fragments will unlock certain fragment skills? I asked these exact questions, and it was at that point that I knew that being able to find these answers easily would make or break the guide. It passed.

The appendices answered every question I had about random collectibles throughout the game, the most important of them–to me–was a list of the fragment skills and how to unlock them. Most importantly, though, was that I was able to find these answers in a snap. All appendices are organized in a manner that just makes intuitive sense, and they are presented in a way that makes it easy to instantly see on a page what you are looking for. I honestly can’t remember a time when I was able to find collectible info so easily with a guide.

I do, however, have one teensy complaint. I really wish that the bestiary was organized alphabetically within the monster categories. It kind of made my search for finding where a particular monster was located a little difficult.

Design/Layout

FFXIII-2 strategy guide insidePiggyback has always placed a great emphasis on a very artistic design in their guides, oftentimes making it more like an artbook than a strategy guide. As a result, sometimes this artistic vision got in the way of effectively presenting the strategies. This time, they found the perfect balance between artistic and effective presentation. As shown in the image to the left, none of the artwork impedes on the strategies. And, the strategies themselves are set in a very recognizable fashion so they don’t get lost amongst text, screenshots, and artwork.

Piggyback also absolutely nailed the “bookmarks” for the sections. Looking again to the image on the left, you can see that there are colored bookmarks on the right side of the pages that indicate where you are in the book, where other major sections are, and where the mini-chapters within a particular section are. This is exactly why I was able to find everything I needed from the Tour Guides and the appendices so quickly. Many guides are adopting this practice, but I haven’t seen one do it this well. Guide publishers…take note of this. Here’s how you do it.

In the End

There isn’t much more I can say on this topic since I think I’ve gushed enough. The Final Fantasy XIII-2 strategy guide is practically perfect in every way. If you really want to learn how to squeeze every once of bang for your pennies spent on the game, this guide is the best way to help you uncover every fragment, see every paradox ending, and of course, earn every Trophy/Achievement.

 SGR Rating: 5/5

Authors: James Price and Tony Gao
Publisher: Piggyback Interactive
Editions Available: Paperback and Collector’s Edition
Acquired via Distributor (Prima Games)

Filed Under: Strategy Guide Reviews

Star Wars: The Old Republic Strategy Guide Review

February 8, 2012 By Blake Grundman Leave a Comment

Star Wars: The Old Republic Strategy Guide ReviewStar Wars: The Old Republic has been the collective wet dream of Force wielding nerdlings since they first completed Knights of the Old Republic, many, many moons ago.  Before you even ask yourself, “Hey wasn’t there a Knights of the Old Republic 2?” just perform a Jedi mind trick on your own skull in order to wipe clean all memories of that abomination. Eight years later, the RPG masters over at BioWare are once again ready to return to the land that Lucas built, and this time you will have the company of a million or more of your closest padawans. Who says nerds have no friends?

Just as the Sith or, depending on the class you chose, Jedi start getting on your nerves, Prima is here to the rescue with their officially licensed Star Wars: The Old Republic – Explorer’s Guide. At risk of sounding overly cynical, please take note that at no point is the publication referred to as a strategy guide. This is only worth mentioning because, quite frankly, if you are looking to this single work to be the definitive, end-all, be-all, for The Old Republic, you obviously understand nothing about massively multiplayer online games. But more on that later. All that is really worth knowing upfront is that the book is greatly lacking in the “strategy” department.

By virtue of an MMO being on online game, everything within the actual game world is in flux… constantly.  Frequent bug fixes, balance updates and even content additions can greatly modify both the look and feel of any and all facets of the game. Feel like your weapon is suddenly weaker than you last remember it?  Chances are that you have fallen victim of a nerfed sidearm. But don’t worry, within a couple of days a new patch will be released, turning the world on its collective head, all over again.

With a inconsistent world like this, it would seem nigh impossible to compose the perfect book to cover all aspects of The Old Republic’s universe.  Instead, the Explorer’s Guide is designed as more of an atlas to each world in the game’s initial release, with a brief amount of strategy mixed in for good measure.  Is it enough to satiate the hardcore MMO min-maxer?  Not a snowball’s chance in hell. Fortunately, that is what the internet is for.

First off, the book opens up with a grand total of twelve pages describing the title’s eight classes, along with a list of the top five ways to survive as one of these characters.  Also, just so players don’t feel slighted, there is a list of three of each classes’ strengths and weaknesses.  This sums up the entirety of the strategy guidance contained between the covers… SERIOUSLY!  For those keeping track at home, that means that a grand total of twelve of the three hundred and fifty one pages were dedicated to teaching.  Simply put, even if the balance of the combat and/or item system was constantly shifting, it is certainly worth spending more than 3% of the publication on.  this is shameful and borderline negligent.

If this Explorer’s Guide was in fact meant to be an atlas, this is greatly evidenced by the next two hundred and ninety two pages, which consist of nothing more than planet descriptions and maps of every single area in the initial release.  Furthering the overall lack of direction provided, each planet’s description is vague enough that it could have been scrapped directly from within the game itself.  Sure, they may point out a few key points of interest, but nothing other than a general, “You might want to visit here and do stuff.”  Heck, that previous example is probably more specific than most sections in the text.

Once you get past the snooze-worthy planet breakdowns, the maps prove to be the one semi-helpful component of the book.  Each map shows what kinds of enemies will be encountered, roughly how many will be in each group, and an estimate what level each enemy should be.  The problem is, some of the maps are too crowded and busy to actually be able to comprehend what is going on.  When maps are so zoomed out that the enemy markers cover more of the image than a kid with chicken pox, you might have a problem on your hands.  While this is not always the case, it happens frequently enough to warrant noting.  Criticisms aside, the maps can still be somewhat helpful if attempting to locate a quest or two that could be sneaking under the radar.

The final twenty-nine pages (index excluded) is a section dedicated to concept art from the game.  As a fan of the lore and universe, it is hard to deny the appeal of this area, but is seems to provide a very clear glimpse into the actual formation of this book.  In order to have enough access for the very tight lipped folks at BioWare and LucasArts to turn over this kind of content, the authors and editors must have had very tight ties to the developer.  In many cases, this work seems to suffer from lack of freedom to express themselves.  This might explain the virtually non-existent guide content.  Is the concept art awesome to look at and fawn over?  You bet!  But really, this cements the book’s purpose as more of a collector’s item than any kind of productive aid.

The overall lack of text and strategy in the Star Wars: The Old Republic – Explorer’s Guide could absolutely be a by-product of the game’s universe always being in flux.  That said, there are many other ways that this could have been approached, that would be far more helpful to gamers.  Heck, for all we know, those maps could have been deprecated by the time the game left Beta.  For this reason it is pretty much impossible to recommend this guide without it weighing heavily on the conscience.  If you are really looking for actual in depth analysis for The Old Republic, remember that everyone’s favorite physician, Dr. Google, always has your back.

“This is not the guide you are looking for…”

SGR Rating: 1.5/5

Author: Michael Searle
Publisher: Prima Games
Editions available: Paperback
Acquired via Publisher

Filed Under: Strategy Guide Reviews

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