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Batman: Arkham Knight Strategy Guide Review

August 4, 2015 By Brad Hilderbrand 8 Comments

Batman: Arkham Knight strategy guide reviewIt’s almost eerie how closely the strategy guide for Batman: Arkham Knight mirrors the game itself. Like its namesake, the guide is super-sexy and packed full of delightful surprises. Unfortunately, like the game itself, the book starts to fall apart in the third act, holding it back from being one of the all-time greats.

The Collector’s Edition of the Batman: Arkham Knight strategy guide is elegance personified. There’s an air of mystery and sophistication with the simple black cover, and the lithographic title adds a dash of playfulness and fun. It’s said you should never judge a book by its cover, but when the cover is this nice it at least deserves a nod. The book also comes with lithograph prints of some of the game’s characters, as well as the Batmobile, all of which look absolutely stunning. They’re of a quality that it wouldn’t be out-of-line to proudly hang them on your wall, they look that good.

Things only get better as you start digging into the content of the guide itself, which is chock full of gorgeous art from the game and in-depth descriptions of both Batman’s abilities, as well as the foes he’s about to face on this particular Halloween in Gotham. As you progress through the game’s story the guide pulls out character profiles in order to quickly bring you up to speed and build a bit more color into the experience, as well as doling out tips and tricks for new abilities and gadgets as they unlock. All these little touches add to an expertly-paced, informative walkthrough that does just enough handholding without being condescending. It’s a fine tightrope, and the guide walks it expertly.

Another small but appreciated flourish is the guide’s ability to largely avoid spoilers throughout. Arkham Knight is a twisty, turny game and there are a lot of impactful moments that could be potentially ruined if you read ahead in a book that plays fast and loose with the story. Impressively, the guide largely sidesteps this, so even if you flip to the wrong page or read ahead a bit it’s unlikely you’ll have any part of the game ruined.

Beyond the main story the strategy guide also meticulously details each of the game’s Most Wanted side-missions, listing locations, strategies and special considerations for taking out each of Gotham’s most-dangerous villains in their respective multi-part quests. While the guide is comprehensive, this is also where the first imperfections start to show, as it sometimes fails to point out that specific quests cannot be completed until certain points in the game. If you’re the type of player who likes to take a break from the story in order to knock out some missions along the way it can be frustrating to hit a hard stopping point in certain missions because they’re functionally impossible to finish until later. It would have been helpful if the guide had broken down the missions by chapter in which a certain section could be completed, because as it stands now it just assumes you’ve finished the main story and are doing everything after Gotham’s primary threats have been thwarted.

As I tore through the guide I was debating whether this might be one of the best ever created, in spite of its minor shortcomings. I found myself happily opening it up every time I booted up the game, keeping it close for reference, and sometimes flipping to the Arkham Universe preview in the back, which contains even more great artwork and a look back at the series as a whole. It was all going so well, at least until I hit the Collectibles chapter.

In most games the collectibles aren’t that big of a deal, typically amounting to little more than an Achievement and maybe an XP boost if found. However, in Batman: Arkham Knight, they play a key role in the Riddler’s Most Wanted mission, which in turn must be finished in order to see the game’s full ending. Therefore, I was crestfallen when I turned to this section in my hunt for Riddler’s 240+ collectibles and found a slapped-together, painfully unhelpful guide.

First off, rather than utilizing the in-game maps and icons to list out where the various riddles, trophies, and destructibles are located, the guide instead opts to create its own maps with numbered, colored boxes to denote locations. This is already slightly confusing, as you have to juggle in your mind what the various shades stand for, and flip across multiple pages to find the corresponding entry in the guide.

More egregious than the lackluster maps is the barebones entries for each of the riddles, which are practically useless. Each entry is comprised of a tiny screenshot that provides absolutely no context, alongside maybe a sentence-long explanation of how to attain a given trophy, and that’s if you’re lucky. The entries are vague, cramped and mostly unhelpful, and the entire section is a massive disappointment. I very quickly gave up on this section entirely, instead opting for an IGN wiki since it actually provided insight on how to solve the trickier puzzles.

The Batman: Arkham Knight strategy guide does almost everything right, with a big emphasis on the almost. Still, it’s one of the more informative, helpful and ridiculously good-looking books out there, so it’s easy to recommend. The Knight is dark and full of terrors, but this guide will light your path.

SGR Rating: 4/5

Author: Michael Owen & Joe Epstein
Publisher: BradyGames
Editions available: Paperback and Collector’s Edition
Acquired via publisher

Filed Under: Collectors Editions, Strategy Guide Collector's Editions, Strategy Guide Reviews

Unboxing Video: Final Fantasy Strategy Guide Boxed Set

July 30, 2015 By Keri Honea Leave a Comment

I’ve been told by readers and strategy guide fans that the Final Fantasy strategy guide boxed set from Prima Games should be avoided at all costs. It’s poorly done. They copy and paste from the older guides. There’s a blatant mistake in one of the character pages.

Well, I can’t exactly do my job if I take all of these complaints at face value and not look at the books myself. Besides, I’m a huge collector, so of course I’m going to buy these books, mistakes be damned. So I have them, I’ve looked through them, and I compared the FFVII guide to the original.

Here are my thoughts:

The too long, didn’t watch version is this: it ain’t that bad of a boxed set, people. Put down the torches and pitchforks.

Filed Under: Strategy Guide Reviews, Unboxing Strategy Guides

LEGO Jurassic World Strategy Guide Review

July 22, 2015 By Keri Honea 4 Comments

LEGO Jurassic World strategy guide reviewChris was the first one to foray into the video review waters after his tragic fight with that unicorn, and now I feel it is my turn to jump in. I had so much to say about the LEGO Jurassic World strategy guide and so much I wanted to show that video seemed to be the best format. That and I’m super lazy; you think I wanted to scan in all of those pages? Isn’t that why I use strategy guides in the first place, because I am super lazy (and I like to collect things)?

Regardless of my laziness, I had a lot I wanted to show to help explain exactly why I’m so disappointed in this strategy guide, which breaks my heart to write. It would be one thing if Prima Games slacked on all of their LEGO game guides, but they normally don’t. This book screams of a rushed product, something I noticed with the game as well when I reviewed it. The strategy guide’s only saving grace was the handheld section, which was everything the console section should have been.

Here’s why.

SGR Rating: 3/5

Authors: Rick Barba and Michael Knight
Publisher: Prima Games
Editions available: Paperback
Acquired via Publisher

Filed Under: Strategy Guide Reviews

Bloodborne Strategy Guide Review

June 30, 2015 By Chris Nitz Leave a Comment

Bloodborne Strategy Guide ReviewDue to a battle wound inflicted while battling a unicorn, I sustained a wound to my finger and thus typing is not really a thing I want to do right now. Thanks to this unicorn inflicted injury, I decided to do a video review of the Bloodborne strategy guide from Future Press. Actually, I kind of think I want this to become a thing that I keep doing! What do you think? Would you like to see more video reviews?

Video Strategy Guide Review:

SGR Rating 4.5/5

Author: Anwar Hassan, Bailey Strauss, Franz von Eisenheim, Lucas Hofstatter, Marcus Sanders
Publisher: Future Press
Editions Available: Collector’s Edition
Acquired via Publisher

Filed Under: Collectors Editions, Strategy Guide Reviews

Broken Age Act 2 Mini-Review

May 8, 2015 By Keri Honea Leave a Comment

brokenageact24It’s been over two years since the first Broken Age act released, and I really enjoyed the short little romp through Double Fine’s point-and-click adventure. They magically brought together two stories that seemed to have nothing to do with one another, and revealed their relations in a rather shocking cliffhanger of a twist. Now that it’s been several months later, I can finally see how this all comes together and these two protagonists band together and make the world right again.

I most certainly did, and while I absolutely loved how the story came together, I learned to be careful what I wish for. I had said in my original review of the first act that it was rather short at 4 hours and I was ready for something meatier. They gave me a meaty experience at over double the hours of game time, but the meatiness was a facade covering up hours of frustrating back-and-forth traveling over the same areas and obfuscated puzzles that are anything but whimsical and fun.

The puzzles in act one were obscure, as Double Fine has been wont to do, but in act two, they were downright bizarre. In addition, act two required the player to jump back and forth between the two characters in order to solve puzzles. For example, each character would come across a Hexipal they would have to rewire in order to get the Hexipal to perform certain tasks. The clues to how to rewire the little guys could only be found in their counterpart’s story. I have a feeling that the thought process was to get players to play until they were stuck to trigger them to switch to the next character, find that wayward clue, and then jump back. That would have worked really well if you had to do that with the first act, but you did not. I wasted so much time running back and forth between the different areas and re-talking to people and presenting them with different objects at different times in hopes the clue would come to light before I finally gave up and switched to the other character. Oh so something Vella and only Vella sees will clue Shay in on how to wire his Hexipal? Makes complete sense since they’re in two completely different parts of the world.

The puzzles are also far more complex this time than they were in the first act, which makes sense, yet it adds to the frustration I experienced jumping into act two fifteen months after the first act. Tim Schaefer did recommend that all players play act one immediately before act two, and I think that would have alleviated the “jumping in feet first” feeling I had within the first five minutes. However, using act one as a warm-up would not have prepared me for the insanely obtuse logic required to solve many of the puzzles. I realize that this is part of the appeal of these games ala Monkey Island, but the charm wears off rather quickly. Yes, yes, it’s adorable that I need to use a fork and some yarn to get the spaceship’s navigation system up and running, but after the fifth absolutely insane and obfuscated puzzle solution, it’s no longer adorable. It’s an utter beating, and all you want is for the madness to end and end quickly.

I hated being so down on the game when so much else is incredibly charming, but these are not the types of point-and-click adventures I want to see return to the mainstream. A new King’s Quest game is supposed to release rather soon, and I hope they stick to their formula, which was always outside of the box but never overly obtuse.

You can read the rest of my review on Action Trip.

Filed Under: Mini-Reviews

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