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Strategy Guide Talk at E3

June 17, 2010 By Keri Honea 13 Comments

Future Press strategy guides logoI finished Bayonetta this past Sunday, but my attendance at E3 has stalled me from writing up the review just yet. I know, I know, poor me. But this doesn’t mean I have forsaken strategy guides while I am here! Yesterday afternoon, I got the delightful opportunity to meet with Frank Glaser of FuturePress, Europe’s strategy guide publisher.

Frank and I discussed how I’m coming along with Bayonetta a little, but we mostly just geeked out about what he and I love most: gaming and strategy guides. I learned exactly how much pride FuturePress puts into their games, and I was even more pleased to learn that the company prides themselves on being gamers first and guide creators second. I think this whole-heartedly explains why their guides are so great and why I have very little difficulties with them. Take their guide for inFamous, for example. This is without a doubt the best guide I have come across thus far with the current generation of gaming, and Frank insists that it’s hardly one of their best guides.

We went over what we each like to see in guides, what games we like, and basically geeked out like the big guide and gaming nerds we are. I’m looking forward to their next guide immensely.

But I suppose in the meantime I need to get moving on writing up my review for Bayonetta.

Filed Under: This Has Nothing to Do with Strategy Guides!

Final Fantasy III Strategy Guides: FuturePress v. BradyGames

April 21, 2010 By Keri Honea Leave a Comment

Final Fantasy III strategy guides - FuturePress vs. BradyGamesAs much as I would love to see two books actually fight, we’ll have to use our imaginations and carry the fight with my words. Why my words? Because I’m the one writing this.

Obviously, I scored one guide higher than the other, so it’s quite obvious which one wins this fight. *coughFUTUREPRESScough* But allow me to delve into why you should consider FuturePress’s guide over the BradyGames guide, even though the latter is very good.

Sidequests

Both guides include walkthroughs for the various sidequests, so that wasn’t the issue. However, the FP guide has all of the sidequests interspersed throughout the main quest walkthrough, so there’s no real chance of the player missing a sidequest. BG’s guide has all of the sidequests in the back, so not only is there a possibility of missing a quest, but there’s the added aggravation of constantly flipping back and forth between the main walkthroughs and the side walkthroughs. Since so many areas require additional leveling up outside of what you can achieve by burning through the main quest, it makes more sense to intermingle the sidequests so players can level grind with a sidequest instead of well, level grinding.

Job Guidance

As I said in my review, BG’s guide takes a very hands off approach in guiding the player, especially when it comes to job choices. The game is set up so players can customize their party to how they prefer to fight, so that’s all well and good, but there are rarely suggestions for what one should do with certain jobs when fighting bosses or navigating a dungeon. The FP guide lists every available job at the beginning of the area and suggestions for how to use that job to its fullest. The writers still didn’t tell you how to play, but they at least told you what you were dealing with and what abilities or items your character should have.

The Extras

In the back of FP’s guide, right before the bestiary and countless item lists, is a section dedicated to hints and tips. It provides damage calculations, how to cause 9999 damage at level 99 every time, and how to get the most out of the NPCs. It also contains walkthroughs for the Mognet sidequests, which are only available if you have a friend also playing the game on his or her DS. BG’s guide does touch on the Mognet, albeit not in great detail. It also does not offer additional tips outside of the end-game job information in the beginning.

In the end, it really all depends on what the user personally wants from a guide. If they want the bare essentials, then BradyGames has the guide for them. The completionists though, will be far happier with the guide from FuturePress.

Filed Under: Strategy Guide Reviews

My Bayonetta Strategy Guide is Here!

April 19, 2010 By Keri Honea Leave a Comment

Isn’t the cover just beautiful?

It’s taken quite some time crossing the Atlantic, but now that it’s here, it appears to be worth every minute of the wait. For starters, aside from the gorgeous game artwork inside, the guide is a massive 400 pages. None of my guides are that long, not even Final Fantasy XIII Strategy Guide. According to the welcome page, the guide is so humongous because it includes strategies for all of the difficulty settings and strategies for obtaining Pure Platinum medals in each Verse. While I would expect a guide to contain all of these things, the way this guide handles it is quite interesting. Instead of lumping everything together, it has separate sections for those who want to blaze through the game and those who NEED those Pure Platinum medals. It’s basically two guides rolled into one.

On top of that, the guide also has a separate section with more detailed strategies for defeating bosses, which is something Future Press employed with its inFamous Strategy Guide as well. If I recall correctly, it worked very well.

I only wish I actually had time to play the game right now. I could go on ahead and start, but since I’ll be getting NIER next week, I don’t see a point. It would be Darksiders all over again. Hopefully NIER won’t take me that long or I’ll flat out hate it so I won’t spend too much time with it. I’ve been waiting to play Bayonetta for quite some time now, and I’m very eager to sink my teeth into this beauty the first change I get.

Filed Under: This Has Nothing to Do with Strategy Guides!

Final Fantasy III Strategy Guide review by FuturePress

April 13, 2010 By Keri Honea Leave a Comment

Strategy Guide Review Policy:

My goal for these strategy guide reviews is not to discuss whether one needs the guide to complete the game. Every gamer has different strengths and skills, and one may need every bit of a guide, another may need to look up information for quick assistance once, and another may laugh at the idea of ever using a guide, even the online freebies. My goal is to determine whether the guide is 1) helpful in the first place, 2) does it encompass gamers who need hand-holding as well as those who need a quick reference and 3) how much information does it really have.

Review:

I had no idea what to expect with Final Fantasy III, as my first experience with a Final Fantasy game was Final Fantasy X and then I’ve somewhat backtracked from there. I was not prepared for the overwhelming issue with jobs, leveling up the jobs, swapping out jobs, finding out which jobs fit for me as a player, yadda yadda yadda. This unusual set-up (unusual for me, please understand) made the game far more challenging as well as fun. My first thoughts were that the guide would try to mold the player into using a particular subset of jobs for each area, boss, etc. Thankfully, I was wrong.

The way FuturePress’ guide handles the jobs is its best feature. It doesn’t try to shoehorn the player into using a specific set of jobs at all. In the beginning of each section/region, the guide lists all of the available jobs and offers tips on using each one. There are also separate job hints for the boss strategies, something that I found particularly useful when fighting Garuda in Saronia. Also strewn throughout the book are full page spreads of powerful job combinations. The player obviously doesn’t have to use these, but they make for interesting suggestions.

For additional job advice, the guide has detailed information on every job and provides strategic tips in the back for managing MP with job switches, how to use a job effectively to max out physical damage, and how to use a job to max out a character’s HP.

Level grinding seems to come with every FF game, and this one is no exception. However, the strategy guide lets the player know for every area what level they should be around to successfully navigate the area. I would love it if every guide provided a suggested level so I could prevent unnecessary level grinding. Sure excessive level grinding virtually ensures that one becomes so powerful that the final bosses are not that difficult, but level grinding is NEVER that enjoyable. Cutting down the amount of time I’m wandering around looking for enemies to beat up on me is always a plus.

I was only able to find a few things wrong with FuturePress’ guide, and it all lied within typos. There was an occasional typo here and there, usually consisting of adding an extra zero to a boss’ HP. These typos though did not detract from the overall quality of the guide’s walkthroughs or game information. A few of the maps had items switched around, but all of the items were in the places it pointed out so it wasn’t that big of a deal. However, for those who don’t like to hoard every item, this could be a mild annoyance.

These typos don’t take away from the fact that I would highly recommend this guide for FF fans wanting to delve or re-delve into Final Fantasy III. It definitely deserves its 5/5.

Strategy Guide Reviews did receive a review copy from FuturePress, but this in no way affected our review or scoring of the book

Filed Under: Strategy Guide Reviews

Guest Review: Bionic Commando Strategy Guide Review

March 12, 2010 By Keri Honea 2 Comments

by: Matt Green

Last year’s Bionic Commando from GRiN and Capcom isn’t really daunting enough to require a strategy guide, but that hasn’t stopped Future Press from putting together more information than you’d ever want to know about Nathan Spencer’s latest (and, possibly, final) adventure. While the game offers linear progression through a series of Point A to Point B stages, the guide recognizes that it’s largely unneeded and fills its pages with plenty of Bionic Commando backstory, character biographies & artwork, weapon profiles, enemy dossiers, amusing Capcom in-jokes, and even a guide to Bionic Commando Rearmed’s infamous challenge rooms. It’s a suitable companion to the best game that nobody else played of 2009, but on the whole it’s mostly unnecessary.

Start flipping through the guide and you’ll find that the first chunk of the book isn’t maps or gameplay tactics, but a retelling of the complete history of Bionic Commando’s backstory. A recap of the Rearmed mission leads into filling the gap between the remake of the Nintendo Entertainment System classic and this new modern adventure. Here you’ll learn about a botched mission that led Spencer to disobey orders and allow two rogue bionic soldiers to escape a terminator order and his subsequent imprisonment and sentence to death row. BioReign’s rise to prominence is also explored, as are dossiers on lead and supporting characters such as Spencer, his missing wife, “Super” Joe Gibson, Secretary Armstrong, nemesis Gottfried Groeder, antagonistic counterpart Jayne “Mag” Magdalene, the mysterious sniper, and other side characters. Knowing all of Bionic Commando’s complete story beats isn’t required to enjoy or understand the game, but they do show just how fleshed out this reworked fictional world became over the course of development.

Moving onward, the maps make up the bulk of the book as one would expect. Each area is given the 2D overhead plan view treatment which keeps the maps from being too useful. It’s difficult to indicate exactly where items are located in a 3D space on a 2D map, so when the map indicates that a new weapon is hidden at a certain point, it’s worth remembering that the outlined point could be above or below what the image on the map describes. The one thing at which the guide excels involves pointing out where to find the secret collectible items required to unlock all of the game’s concept art. Anyone looking to collect every last secret pick-up on a single playthrough of the adventure will want to have this book at his or her side while swinging through the city. Each map page also includes step by step directions on where to proceed, which enemies to target, and where not to go because of deadly radiation. It’s all useful information, but I found it much more fun to play the game “without a net”, as it were. Still, if you’re going to explore Ascension City page by page, this guide will get you where you’re going with minimal fuss. Each and every point along the journey is given detailed, easy to understand coverage. Of course, actually being able to perform the strategies outlined in the book is different from simply reading your way through the game, so be prepared to develop your skills before plowing through the action. The great thing about playing Bionic Commando unassisted is that players are forced to develop their own strategies for dealing with each variety of foe. Just doing what the book tells one to do for every challenge and situation really sucks most of the fun out of the experience. Don’t be afraid to put the book aside unless it’s really needed.

A full weapons profile follows the map section of the guide in which complete specs and data are provided for each of the game’s guns and explosives. I found it unnecessary to know a gun’s weight, manufacturer, and other useless details, but obsessive types may get a kick out of knowing these little bits of worldbuilding. Combat tactics are also outlined, although there’s little to learn here that the game will not explain or coach players to figure out for themselves. Blasting BioReign soliders and robots is key in Bionic Commando, so it’s only fair for the guide to dig deep into data and strategies related to the endless array of grunts. Factoids such as damage modifiers and optimum rates are explained in handy chart form, but it’s really too much information to handle. There’s also a full chapter devoted to the game’s online multiplayer mode which would be really useful if anyone actually played the online multiplayer mode. Those who can find an active game session will be prepared with key methods are shooting and swinging through the multiplayer environments.

Bionic Commando is loaded with fun little Capcom-related jokes and Easter eggs, and a few pages at the back of the guide list them all. Grin at in-game posters for Capcom’s Dark Void, signs featuring MegaMan Legends characters, logos from other Capcom games, and more. Other in-game secrets are divulged here for those who don’t want to translate the game’s Morse code German text ending themselves. Bringing the guide to a close are several pages detailing each of Bionic Commando Rearmed’s challenge rooms. Each room is mapped and outlined with a completion strategy, although it’s much easier to describe how to reach the goal in each room than it is to actually do it. Still, it’s interesting information and adds a little extra value to the book.

As I said earlier, it’s really not necessary to refer to a strategy guide to enjoy and complete Bionic Commando, and I actually got more of a kick out of the character and weapon profiles than I did the maps and progress directions. It’s recommended for die-hard Bionic Commando fans, but having said that, I question why Future Press went out of its way to create a book that seems to be targeted at just me. Thanks, Future Press!

Thanks so much Matt, and thank you, Future Press for providing a review copy!

We did receive a review copy courtesy of Future Press, but it in no way affected our review.

Filed Under: Strategy Guide Reviews

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