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I have no idea what to expect with the Gears of War: Judgment Strategy Guide

March 18, 2013 By Keri Honea Leave a Comment

Gears of War: Judgment strategy guideUsually with strategy guides, I know what I expect a strategy guide to contain based on the genre of the game alone. In the case of shooters like Gears of War: Judgment, I’d say that I would expect its corresponding strategy guide to have detailed maps for collectibles and that the written strategy would contain heads-up points for ambushes that include which enemies are participating in the attack. For example, something like:

Take cover as soon as you round the corner, as Grenadiers will approach from the south doorway. On higher difficulties, expect at least one or two Theron Guards to join in.

However, with Gears of War: Judgment, I can’t expect anything like that at all thanks to the game’s “smart spawn” system, which will literally spawn random enemies at random points on the map. People Can Fly implemented this system so that on Normal and higher difficulties, players can’t simply memorize the level and traverse through it from simply learning it. Instead, every time a player dies, the map will reset, and the player will get ambushed at a different spot and possibly by a different group of enemies. In other words, you can’t formulate a solid strategy every time you enter an area. Players will have to rely on their skills to get through each room, which for people like me, who have little patience, kind of sucks.

I can only imagine how difficult this was for the strategy guide writer(s). And as such, I have no idea what to expect out of the written strategy.

Oh I expect maps with collectibles, and there better be a section that helps you unlock all of the stars so you can unlock the hidden second campaign. Of course, I expect a section that offers tips on earning all of the Achievements as well. But as for the written walkthrough for the main campaign, that has me really curious how it could be phrased.

Will it go over all possible scenarios for each map? For each difficulty level, too? Will the maps be littered with all potential ambush points?

My mind is absolutely boggled, and it has been ever since I met with Epic Games and People Can Fly last E3 (yes, I admit that now when I hear about new games, I start thinking of the possible strategy guide).

I may not get my copy of the strategy guide until after I return from PAX East on Sunday, so my mind will have to stay boggled for awhile longer, dang it. I can’t wait to see it, both the guide and the game!

Filed Under: Strategy Guide Features

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

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

Strategy Guide Wit – Dragon Quest VI Strategy Guide

December 14, 2012 By Keri Honea Leave a Comment

Dragon Quest VI strategy guideI wasn’t a huge fan of Dragon Quest VI the game, but wow the Dragon Quest VI strategy guide was hilarious to read. Most of the hilarity was in the headers, but there were plenty of gems in the content.

  • “Your companions start to get nervous, and suddenly Murdaw appears. It is his place, so that’s not too surprising. Sadly, he’s been eating his properly balanced breakfasts, and you won’t have a chance to beat him here.” – pg. 71
  • “The crown maker is hanging over the northern edge of the hole. His name is Cliff, so he REALLY should have seen this problem coming.” – pg. 80
  • “He [the well-wisher] wishes us ill!” – pg. 102
  • “This one of the first encounters that is a tad more complex than just ‘I have damage, and I want to give it to YOU!'” – pg. 115
  • “Fully heal your party, equip your weapons with the highest attack values, and talk to Murdaw. It’s no surprise when he attacks.” – pg. 127
  • “We’re sorry, Hero, but the King is in another castle.” – pg. 128
  • “In Murdaw’s Isle, chest tries to open you!” – pg. 131
  • “These poor folks have so little…to steal.” – pg. 155
  • “Brown Now, How…Castle” – pg. 163
  • “Turnscote has a bit of a rough reputation. That’s not surprising considering the amount of murder, thievery, and gambling that goes on around town.” – pg. 208
  • “It’s always Monday morning in Despairia.” – pg. 235

Thank you, Michael Lummis and Michael Owen, for showing that strategy guide content doesn’t have to be so cut and dry. It can have dry humor too!

Filed Under: Strategy Guide Features, Strategy Guide Wit

XCOM: Enemy Unknown Strategy Guide Review

November 15, 2012 By Chris Nitz Leave a Comment

XCOM: Enemy Unknown strategy guide reviewI hate to admit this, but XCOM: Enemy Unknown never entered my radar until the day it released and I realized it was a strategy game. All that time I ignored it thinking it was a shooter. I hang my head in shame, but I also admit that this is one of the best games to release this year. Well, that is if you are into commanding marines to protect us from aliens.

As for the XCOM: Enemy Unknown strategy guide, well, it is a bit of a mixed bag. Let me start with the negatives, beginning with the fact that the cover says it includes the PC but many of the controls listed throughout the guide neglect to state the PC commands. For example, in the Basics chapter it tries to detail how to move the camera with the right control stick while zooming in and out is mapped to the L (XBOX) or L2 (PS3) buttons. Nowhere does it state that PC gamers rotate the camera with the Q and E keys or that zooming comes courtesy of the mouse scroll wheel. Yes, I know I can play the game with a controller, but I prefer a mouse and keyboard.

Wait, what do I do on the PC?

Next, readers have to endure some bad editing and sporadic information that contradicts itself. By bad editing, I mean spaces missing between words and spelling errors. For the contradictory information, there are heaps of tables detailing items from the game and then a blurb on said item and its advantages/disadvantages. These generally pull a screen capture showing some significant number, but then the blurb contradicts what the screenshot shows. So anyone studying this guide as a bit of pre-planning before tackling a mission will want to confirm what they read in the guide with what the game tells them.

Finally, we get to the beast that is XCOM itself. Those who don’t know, this is a game of randomness. Random missions, different troops for every replay, and a lot of death all play a major role in making this game entertaining while baiting players to chuck their control devices in frustration as their favorite marine dies due to a sneaky alien. This also makes it difficult to write a detailed walkthrough of the game. Therefore, anyone expecting to see complex maps or tips on how to tackle a specific instance in a particular mission is sorely at a loss here. That is just the downfall of a game such as this.

So what is good about this guide. Well, while it pretty much regurgitates in-game information, it presents it in an easy to read manner. The walkthrough may not contain every little area of the game, in fact the last mission is the only thing receiving immense details, but it does help players determine when it is best to research this item or that weapon. This is very handy for those times when debating on whether it is better to go for an upgrade to armor or progress the story and bring on tougher enemies.

While readers may not find the walkthrough overly fantastic, the Research Lab and Barracks sections are full of goodies that ease the burden of strategy. These areas make all the in-game information fast and easy to read, with the keyword being fast. I saved a fair amount of time and money on development/building, thanks to these two chapters. Even assembling my team was easier thanks to knowing the capabilities and weakness of each class. I spent the bulk of my gaming time here as I found them the most useful of the entire guide.

So that is why I love the Assault class!

The multiplayer portion is kind of a combination of the Research Lab, Barracks, and Walkthrough chapters. Summaries of how to build a squad, equipment stats, enemy details, and whatnot all come with blurbs on what makes a unit great to have in a squad or what to watch for in a particular baddie. Plenty of charts crammed full of numbers help speed up the decision-making processes compliment all this.

We finally arrive at the end of the guide, which happens to be 25-pages of art. Now I love a good art book, so this totally made me happy. If you’re not into screenshots or concept art, this will most certainly feel like wasted space. However, it is nice to see artists sketches turned into gaming assets.

At the end of the day, the XCOM: Enemy Unknown strategy guide takes the information in the game and presents it in an easier to read fashion. This is for those players that want to quickly glance down and find what they are looking for fast and effortlessly. Those players wanting some handholding through the entire game will want to stick to whatever they can find online. This is a decent guide that helps fans figure out how to tackle a game that punishes without remorse.

SGR Rating 3/5

Author: Tom Bogenn, Kenny Sims
Publisher: BradyGames
Editions Available: Paperback
Acquired via Publisher

Filed Under: Strategy Guide Reviews

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