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LEGO Marvel Super Heroes Strategy Guide Review

November 13, 2013 By Keri Honea 1 Comment

LEGO Marvel Super Heroes strategy guide reviewLEGO Marvel Super Heroes is one of the most fun LEGO games I have honestly ever played. The hub worlds are massive, the dialogue is hysterical, and the gameplay is so fun, you kind of forget how repetitive the game really is. The co-op is awful, but that’s a story for another day. Since it is a LEGO game, it has a metric ton of collectibles, in both the main game and in the hubs. As such, the strategy guide needs to be heavily detailed and accommodating for all of these collectibles, as playing the game in of itself is not that difficult. I am very sad to say that the LEGO Marvel Super Heroes strategy guide has too many typos, errors, missing information, and completely inaccurate information for it to be recommended one hundred percent.

LEGO guides in the past have always been set up with a main walkthrough for the story that contains information on finding all of the collectibles, even on freeplay. In this manner, everything about the main campaign is all in one place, so if you miss something in the story, you can easily find it as you run through again. Also, if you get stuck in free play, you see the story walkthrough hints to remind you how to get through a certain area once more. The LEGO Marvel Super Heroes strategy guide breaks these strategies up. The story is in one section, and the free play is in another. The strategy guide could have been so much more concise if it was all bunched together. Plus, it would have prevented additional page flipping as I had to remind myself what random thing I needed to build/trigger that I wasn’t seeing this time around.

LEGO Marvel Strategy Guide

Missing A5…

In regards to finding these collectibles, the maps provided are almost more important than the information on how to get a mini-kit or rescue Stan Lee. A few maps had collectibles swapped from their actual locations, and one map left off one mini-kit location completely. It wouldn’t have been as big of a deal if this particular mini-kit didn’t require players to destroy a certain number of items in the level in order to unlock the mini-kit. The locations of each of these breakable items were not listed in the written portion, so the maps have to be reliable for these. At least in this one situation, the breakable items were easy to find, but that’s still no excuse.

Then sadly, there is all of the inaccurate information. Some of the stud requirements for achieving True Believer status were completely wrong (sometimes by 10,000 studs), the Achievement/Trophy list has Trophies that do not exist and is missing Trophies that do exist, and there were a large number of typos in the walkthroughs and even in the design of the guide itself (two level 12s).

When it comes to hunting down those gold bricks, character tokens, red bricks, and wayward Stan Lees in Peril in the hubs, the LEGO Marvel Super Heroes strategy guide is spot on. Thank God it is too, because I do not have the patience to hunt down all 200 of the missions you need to unlock everything else. Plus, Stan Lee moves constantly. You save him in one area, he gets in trouble somewhere else. The strategy guide paints a nice path of where Stan Lee will go next. The missions in the hubs are crafted in the same way; you must complete a particular one to unlock another. With the strategy guide, I was able to plot out exactly where I was going to go with both the missions and Stan Lee so I could get through it in the most efficient manner possible.

The back half of the strategy guide is for the handheld version of the game, which is a completely different game in both format and gameplay. Each level is built upon a set of challenges, some of which you can do the first time through and some are better saved for free play. The strategy guide provided fantastic tips for beating each challenge, and it pretty much saved my Vita from being tossed across the room. The handheld version is definitely not as intuitive as the console, and I never would have gotten past the second level without it.

LEGO Marvel Strategy Guide

This is the only checklist I didn’t mark up.

The best part(s) of the strategy guide by far are the checklists. The checklists provide the best way to track exactly which gold bricks you have unlocked in the hubs, which Stan Lees have been saved, which character tokens you have found, etc., etc., etc. I normally hate writing in books, but you better believe I used my pen to mark off the gold bricks I found with each hub excursion.

The LEGO Marvel Super Heroes strategy guide is a mixed bag, and I really tossed and turned over what rating to give it. The inaccurate information disappoints me greatly, but it’s not enough to completely mar everything else the strategy guide does really well. Just be prepared to use the code inside to unlock the e-guide from Prima Games so you can get a bit more accurate info when needed.

SGR Rating: 3.5/5

Authors: Michael Knight and Nick von Esmarch
Publisher: Prima Games
Editions Available: Paperback
Acquired via Publisher

Filed Under: Strategy Guide Reviews

Tomb Raider Strategy Guide Review

November 7, 2013 By Keri Honea 1 Comment

Tomb Raider Strategy Guide ReviewI’ve had both the game and the strategy guide for Tomb Raider for awhile, but I was scared to try the game for a number of reasons. One, I was nervous it would have as much platforming as the Tomb Raider games of old, and two, I was pregnant when the game released, so I was strictly warned to avoid the game during that time since pregnancy makes me have a very sensitive stomach to violence. When the Extra Life marathon came up, I put Tomb Raider up on the poll of games to play, and it got a resounding majority of the votes. I am so glad that I finally played the game (even more glad that I didn’t play while pregnant), and I am thrilled I had the Tomb Raider strategy guide available to help me through this game. Even though my goal was to burn through the game and not explore every nook and cranny to its fullest, the Tomb Raider strategy guide was invaluable at helping me get through several sequences, especially when I got lost in a few areas.

When I first looked at the strategy guide while getting ready to play, I was honestly nervous that the strategy guide would frustrate me more than help me. The guide is really focused on walking players through getting everything the first time–challenges, collectibles, and optional tomb raiding. I have typically found that when strategy guides are constructed in a way to lead you through getting collectibles while playing through the story, it’s easy to get lost in what the guide tells you what to do if you are not collectible hunting. For example, the guide may tell you to journey down this one path that’s really out of the way and then guide you back to the main path via a shortcut. If you don’t go down that collectible path and you need help finding the main path, the strategy guide will only confuse you and not help. The Tomb Raider strategy guide was not like this at all.

It was incredibly easy to both instantly find where I was in the written walkthrough and then interpret the guide’s instructions to help get me on the right track. It didn’t matter if I was hunting that collectible or completing that particular challenge or not. I could still find where I needed to go in the middle of all the completionist info.

And thank God it was easy to look up help, because I got turned around a lot as I ventured forth with the determination to grind through the game as quickly as I could.

The strategy guide also helped me get through combat situations that got me stumped nine times out of ten. Of course, I usually wanted to smack myself with the guide after learning how to, as it was usually something simple and very easy. Shoot a fire arrow into the gas, kill everyone instantly before they can call for help. Oh, silly me.

Not to mention, a couple of the puzzles had me absolutely stumped at what to do. Since the guide was so helpful with the puzzles, I know I’m going to heavily rely on it to help me when I go back and complete all of the optional tombs.

And yes, I want to go back to the game at one point and actually hunt around for the collectibles, challenges, and the optional tombs. And yes, the Tomb Raider strategy guide will be at my side the entire time.

This may be really late in the game, but I still can’t recommend the Tomb Raider strategy guide enough. It’s the perfect companion for both the completionists and those who want to burn through the game. It’s not often you find a strategy guide that is good at doing both in the main walkthrough. It’s so good, in fact, I’m not sure how much I’ll use the appendices when I go collectible hunting.

SGR Rating: 5/5

Authors: Michael Owen and Kenny Sims
Publisher: BradyGames
Editions available: Paperback and Collector’s Edition
Acquired via Publisher

Filed Under: Strategy Guide Reviews

Grand Theft Auto V Strategy Guide Review

October 29, 2013 By Blake Grundman 2 Comments

Grand Theft Auto V strategy guide reviewOpen world games have to be a nightmare for any strategy guide writer to even approach. The depth and breadth of these titles are daunting enough to the player, so lord help the poor souls that have to break down, analyze, and then write about each and every detail of the title’s universe. It probably goes without saying that this task that is certainly not for the faint of heart. With all of that in mind, recently Rockstar Games released the most recent installment in the Grand Theft Auto franchise and BradyGames won the lottery of being able to author and publish the official Grand Theft Auto V strategy guide. Are they up to the task of tackling the massive world of Los Santos or will this tome fall victim to the very variety that has been a staple of the series?

As alluded to previously, GTA V is gob-smackingly gigantic. There are so many experiences to take part in that it would seem nigh impossible to capture it all in a single, concise document. Like most guides of this type, it is best to start at the beginning, detailing the main playable characters. Instead of focusing on any sort of backstory, this section is instead focused on the raw stats of each person, along with their strengths and weaknesses. This is sadly devoid of anything to help place them in context to the rest of the game itself, but that’s why you play the campaign, right? Well that and causing mass mayhem, but more on that later. Following this less than personable introduction to the title, is a laundry list of weapons at the player’s disposal and their associated stats and upgrade costs.

A nice touch included in the introduction is a detailed breakdown of the franchise’s trademark “stars” wanted system. Everything from how to acquire notoriety to observations of what will be pursuing the character are broken down here explicitly. Even more helpful is a section that explains how to actually lower or straight up get rid of stars. Knowing these key strategies will be crucial to progressing in the main campaign. Before venturing into the meat of the title, the last step is to look over all of the vehicles available for use. As one might assume, a game that has vehicle theft in the title features plenty of motorized contraptions of land, sea and air. However it is worth noting that in this section (on pg. 48-49 to be exact) there is actually a typo the reverses the braking and acceleration label on all of the stats charts. Unfortunately it doesn’t swap the corresponding data as well, which could potentially lead to quite a bit of confusion. So take everything found in this section with a grain of salt.

Moving onto the actual campaign walkthrough, the guide goes to great lengths to spell out all of the beats of a mission before it actually begins. While this isn’t necessarily venturing into spoiler territory, there might come a time where some could find the objective breakdown a bit much in the foreshadowing department. Despite this minor hint as to what is coming, each step of the way is dissected in a manner that will adequately prepare the player for what is coming, as well as informing what is needed in order to clear the mission with a gold medal.

If there were a minor nit-pick to the breakdowns it might be that there are plenty of cases where providing any sort of guidance feels like an afterthought, especially if the objective was painfully straightforward. That said, there were plenty of times where minor things such as what not to do in order to insta-fail a mission are not spelled out clearly enough. Nothing is more deflating than failing an objective when a step-by-step walkthrough is splayed out in your lap. Despite mission objectives slightly over-sharing, it feels like the text itself goes out of its way to not give away any of the deep underlying story.

Accompanying the main path of Grand Theft Auto V, there is a bevy of optional missions that are at the player’s fingertips. In fact, some may argue that these diversions prove to be some of the most fun that the title has to offer. The “Strangers and Freaks” section is broken up by contact, and each of their available missions are laid out in chronological order, as they would become available in the campaign’s progression. Each mini-mission is led off with the character that can activate said objective, what needs to be completed in order to unlock it, and a map location signifying where the interaction begins. Though once again minor, it tends to be fairly difficult to discern where a specific point is on the map, due to how zoomed in certain pushpins appear in picture form. This is not the case for every mission, but there are certainly more than a few that will be easier to locate using the game’s mapping system than what is provided in the text. Plus, it once again remains true that the depth of the actual walkthrough itself could leave a little something to be desired. It is one thing to say what is going to happen, it is another thing entirely to explain why it should be done a certain way. Sadly there is far more of the former than the latter.

Alongside the contract missions are randomly generated events that occur organically, while the player is strolling the streets of Los Santos. Under most circumstances these tend to happen in general areas, not in a single specific location. The guide lists out all of these individual encounters and provides a very general level of assistance with how to address the situation. For example, someone is in the process of hijacking a bike. Plow into the person driving the bike with an SUV. Return the bike to its rightful owner. Sure that might be generalizing things a bit, but when objectives are this cut and dry there is no need to elaborate much further than what would be considered to be common sense. In that respect, the information provided proves to more than substantial enough.

The last batch of missions that are given their own sections are the “Hobbies and Pastimes.” Yes, there is actually MORE to GTA V than stealing cars and raising all hell. Why not spend time running drugs, assassinating public figures, collecting bail bond jumpers, skydiving, or even hunting? This is just a taste of the immense number of insanely varied experiences that the poor authors had to try and conceptualize for the reader. Somewhere in between trying to explain an in-game triathlon and a how to play an entire round of golf, it is hard not to feel sorry for the writer. Fortunately this is one of the areas where they do their best work informing the player of how to get the most out of the game. It is hard not to get a chuckle out of turning the page from detailed descriptions of how to past shooting range challenges, to the next page explaining in golf how to execute a proper punch shot from the fringe and the proper context in which it should be used. If there were ever a guide that kept things interesting, this would most certainly be it.

Everything doesn’t fit within the confines of these past for sections falls into a final miscellaneous collection, which wraps up the book. The finer points of picking up “ladies of ill repute,” getting the most out of private dances, and (totally not a joke) sexting, lead off this hodgepodge of ridiculousness that could only be featured within the confines of a Rockstar title. Add in countless collectables scattered throughout the map, special flight stunt missions, and purchasable properties, and this flushes out almost everything that Los Santos has to offer. One area of potential concern are the collectable maps. These call-outs have numbers that correspond to a more detailed image showing a more specific location and description. Though I was not able to find any specific cases of incorrect labeling, it would be very easy for this to occur and there have been a couple of reported cases of this online for this guide. So once again, proceed with caution when using these images and if something doesn’t look right, it probably isn’t.

As vastly comprehensive as this guide ends up being, it was disconcerting to see not even a mention of Grand Theft Auto V’s extremely ambitious online multiplayer. For obvious reasons, namely that this component of the game is STILL broken as of the date of this review, it probably was best left uncovered in the book. However, the lack of any mention whatsoever seems a bit disconcerting. This would be akin to requesting the history of a used vehicle and the dealership just throwing out the page that mentioned it was once washed away in a flood. This is a major component of a AAA release that as far as the reader is concerned doesn’t even exist.

If there was one thing that this work does amazing well, it is cramming an insane amount of content on one page. Every square inch of the parchment is loaded with either commentary or screenshots, both of which are laid out beautifully and uniformly. The flow reading from mission to mission is extremely logical and easy to follow, which is more than can be said for the guide of Rockstar’s previous release, Max Payne. Thankfully more thought seems to have been put into design this time around, and the result is a far more visually appealing experience.

Aside from the somewhat understandable absence of any sort of online coverage and a misprint or two, BradyGames’ glimpse into Los Santos is about as fully fleshed out as could be expected, given the game’s absurd scope. There are certainly areas where walkthroughs could have used a bit more meticulous, but when there are this many missions, it would be easy to start sounding overly repetitive and risk losing the reader’s interest. Fortunately there is more than enough covered within the guide’s stout 440 pages to help prolong many a criminal’s life and keep them far off of the straight and narrow. What else could an aspiring felon ever ask for?

SGR Rating: 4/5

Author: Tim Bogenn and Rick Barba
Publisher: BradyGames
Editions available: Paperback and Collector’s Edition
Acquired via Publisher

Filed Under: Strategy Guide Reviews

Diablo III Mini-Review

October 25, 2013 By Keri Honea 2 Comments

Diablo III consolesThe last Blizzard game I played was Warcraft III, and yes, that was quite a long time ago. I haven’t really gotten back into playing PC games ever since, so I’ve missed the Diablo craze. I picked up Diablo III when it released for the consoles purely to review the strategy guide and no other reason. I was not prepared for how much fun the game would be.

I have no idea how the controls work on PC, but for consoles, it’s a nice little hack-n-slash button masher. Well, button masher isn’t that accurate, because while I did hit the A button quite a bit for the basic attack, I had a method to my madness with my other attack buttons. The game ended up being akin to Gauntlet for me, albeit it had more fun attacks and a slightly better story. Like Gauntlet, you really don’t play this game for the story, but at least there’s some semblance of one that holds everything together a bit better than the attempted stories in Gauntlet.

Diablo III hit my hack-n-slash fix where I really needed it. I loved crawling through each and every dungeon thoroughly. I loved switching up my attacks to fit more of my style, and I laughed when the Templar asked if I was crazy. I kept thinking that my Diablo III friends would laugh at the way I was playing, because I had outfitted my Barbarian with armor, gems, and weapons that would heal my character with every hit and every kill. It became nearly impossible to kill me, so yes, I ran into the middle of lots and lots of enemies. Then I would ground stomp to stun them all, and then I would activate one of my larger attacks that would cause everyone to bleed out. It was so very delightful.

I was a little disappointed that when you finished the game, it basically did a call back to old school and asked if you wanted to play again on a harder difficulty. Really? That’s it? There isn’t some grand 45 minute end scene? Well, okay then. However, I found myself playing the Nightmare difficulty anyway and having even more fun.

I have a lot on my plate to play right now, especially with the new consoles releasing in just a few weeks. However, if I ever need a hack-n-slash fix, and I really do on occasion, I’m definitely playing through Diablo III again, maybe even through the Inferno difficulty. Maybe I’ll try a different character another time.

I hope Blizzard ports future games like this over as well. I had far more fun than I thought I would!

Filed Under: Mini-Reviews

Beyond: Two Souls Mini-Review

October 18, 2013 By Keri Honea Leave a Comment

Beyond: Two SoulsI was a huge fan of Heavy Rain when Quantic Dream released it back in 2010. I’ve loved it so much that I’ve pushed it on a number of friends, and sadly, none of them liked it as much as I did. Nevertheless, when the studio announced they were making another game in their interactive drama genre, Beyond: Two Souls, I was excited. I only got more excited when I saw Willem Dafoe would be lending his talent to the game. Unfortunately, Beyond: Two Souls did not live up to the hype. It was a brilliant idea marred by an extremely flawed story and boring sequences. It’s sadly another example of a great idea with bad execution.

Here is a small sample of my review over on ActionTrip.com:

The story is told in a Pulp Fiction format, constantly jumping back and forth between the present and parts of her [Jodie’s] past. One minute you’re playing what Jodie is doing now and the next you’re playing her when she’s a teenager, and then the next when she’s 7 years old, and repeat. It’s a smart move, because telling the story from the beginning would make it far more boring than it is. However, some chapters don’t feel like they’re part of the story at all. Instead they feel as if they were shoe-horned in to make the game longer. And then, any story element that is interesting gets beaten to death. Early on in the game, Jodie has to close a condenser that the Paranormal division built to open a passage to the “other side” – the spirit world that also contains horrific monsters. Jodie will also have to close condensers in the New Mexico desert, in a hostile Asian country, and once again in Washington, DC. How Jodie has to close each passage changes each time, but it doesn’t change the monotony of doing the same thing over and over. You can argue pretty much every game does that in some form, but since this is a story device used over and over, it grated on my nerves a bit more than it normally would. If this was a movie as it obviously wants to be, I would have rolled my eyes by the second or third time Jodie had to close a passage.

Visually, the game is stunning, and with Ellen Page and Willem Dafoe at the helm, the voice acting was stellar as well. The gameplay mechanics were also greatly improved over those introduced from Heavy Rain. However, you play this type of game for the story; there is nothing difficult or grossly compelling about the gameplay to bring you back again and again as is required with other genres. As such, when the story has continuity problems, repeated plot devices, a fairly predictable revelation, and ending choices that don’t fully make sense, the game is effectively ruined.

While I am glad I experienced Beyond: Two Souls, it’s not exactly one I can recommend to my friends.

Filed Under: Mini-Reviews

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