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Plants vs. Zombies: Garden Warfare Strategy Guide Review

May 23, 2014 By Blake Grundman Leave a Comment

Plants vs. Zombies: Garden Warfare strategy guideWhen Popcap Games decided to take on the tower defense genre with Plants vs. Zombies back in 2009, it was safe to assume that it was met with a fair share of skepticism. Fortunately not only did the studio do a fantastic job winning over gamers on every playable platform of the era, but they managed to continue to grow that audience with their recent free-to-play sequel on both iOS and Android. So when it was announced that Plants vs. Zombies: Garden Warfare would be making the jump to third person shooter with the help of DICE, you can imagine that people were more than a little curious to see what Popcap had up their sleeve. Can Prima Games’ Plants vs. Zombies: Garden Warfare strategy guide manage to help ease tower defense fans into the world of class/squad based shooters, or will supporters of the franchise be left slowly sauntering out to pasture?

When looking into the future of the Plants vs. Zombies series, you would be hard pressed to predict that their next logical turn would’ve been jumping into the shooter space. The overlap between the squad based shooter audience and strategy/tower defense fans would most likely be fairly limited, hence the reason that Prima Games’ team really had their work cut out for them. Thankfully, the Garden Warfare game itself was designed with approachability in mind, so the writing team did their best to follow suit and start with the building blocks and then move on from there. This plan worked out fairly well, but the result was a series of hits and misses, accompanied by a disappointing online implementation. But how did they get there, you ask? Let’s start at the beginning.

As with any guide, the ever-predictable “How to Play” section leads things off and covers general controls, ability slots, and simple mechanics like strafing, reloading and jumping. Sure those might seem like a given to anyone familiar with shooters, but with the existing fanbase of the Plants vs. Zombies brand, it makes sense to spell things out explicitly. Additionally, elements like the HUD design, menu navigation and special attacks are detailed. Closing the intro out are overviews of the different game modes, hints on how to improve skills through the game’s coin and card pack system, and a breakdown of how to beat adversaries to both the literal and figurative punch. Also, it is important to mention that the mode page is very good about detailing the differences in mode availability between the Xbox 360 and Xbox One version, because there are several features missing from the 360 release.

Diving right into the action, the next mini-chapter outlines the Xbox One exclusive Boss Mode. The extremely brief collection of 4 pages very roughly outlines what can be expected from this top-down mode and features extremely rudimentary explanations of what perks can be unlocked at different sunlight levels. This “me-too” area to start out the book is both lacking enough screen shots or even information describing what is actually going on, and will most likely end up leaving readers (especially those on Xbox 360) confused as to what exactly is being described in the text.

Luckily, the weak start is followed up by something that at least applies to every version of Garden Warfare: the class breakdowns. Each type of both plant and zombie is spelled out, along with their numerous variants. For example, the standard peashooter has a fire, ice, toxic, commando and stealth variants. The details area of each base class variant consists of two rather large screenshots that take up easily three quarters of the page, with very small text sections that highlight the ammo type, damage style, reload speed and best use case scenario. Also, a callout will also run down the upgrades that are exclusively available to the sub-class. Though the initial class information is very helpful, the majority of the sub-class sections look almost like glorified screenshot galleries, meant to pad the size of the guide. Simply put, get ready to see a ton of unoccupied white space on each page. All of the information contained in the sub-class details could have most likely been summed up on a single, page-spanning chart for each class. This proceeds to go on for seventy five pages, which accounts for almost a third of the guide’s pagecount.

Next up on the hit list is another mini-chapter dedicated to the game’s “Sticker Shop” unit customization system. All of the separate types of sticker “packs” are explained in a way that will help understand the patience vs. payout dynamic that comes from purchasing different types of packs. One particularly important selection of text breaks down the critical differences between consumable vs. customizable items and why the distinction is so critical, as well as what kinds of items are included in each. Lastly, it closes with a basic overview of the stickerbook, and how that relates to the unlocked characters, items, and tattoos that are available once players shift back to the combat.

Team Vanquish is the first genuine mode that gets serious attention in this guide. The glorified team deathmatch is led off with talk of the slightly modified “classic” version of the mode, which consists of only the base classes, and utilizes none of the upgrades or customizations made available through the sticker system. Following that callout is a set of “must knows” for succeeding in vanquish. Many of the items on that list are once again common sense to veterans of the genre, but to the newcomers that this title may entice, it may be useful.

As opposed to the sub-class breakdowns, in the map overviews, the screenshots are welcome, plentiful, and effectively used to demonstrate specific points from the commentary. All of the maps included in this section have several call-out “points of interest,” selections that are specifically tied to a collection of screenshots and full-text explanations as to why these locations are so important. Items such as key choke map points, areas of cover or sniping overlooks are all mentioned, as well as way to avoid falling victim to said mini-arenas of combat.

The Gardens and Graveyards segment of the guide continues along the same lines, once again leading off with a primer, meant to lay down hints for success, specific to both the plant and zombie factions. Also, the map breakdowns have a very similar look and feel, though they also spell out key map locations that are unique to the mode such as zombie spawn points, turrets, cannons, and teleporters. Much like the guide for DICE’s earlier multiplayer shooter, Battlefield 4, the Gardens and Graveyards phases are also broken down intuitively, helping both friend and foe gain the upper hand across what could be as many as 7 different phases and map shifts. This is definitely where the book begins to hit its stride, because almost every hint stated in the text are evergreen pieces of information that are immune to the types of balance tweaks that spell doom for many physical guides.

Wrapping up the actual strategy portion of the book are forty pages dedicated to the Co-op Garden Ops. This hybrid of tower defense and horde is a plants-only mode, so the guidance is quick to point out the difference between common, shielded, armored, hero, special and boss zombies, as well their biggest attacks. The problem is, for the higher level zombies, there is very little said about how to actually dispatch them. These are the critical bits of information that guides are most useful for and the answers are nowhere to be found. Thankfully the requisite map coverage lives up to the quality delivered in the earlier sections and proves to be its saving grace.

After the appendices that list off all of the unlockables and achievements, which is oddly packaged at the end of the co-op segment despite applying to all game modes, we get to my favorite part: behind the scenes coverage. What follows are twenty pages of concept art, and an interview with members of Garden Warfare’s development team. Call me a nerd for enjoying a sneak peek behind the curtain, but it is always interesting to see what was going on through a title’s development process. Will it be at all helpful to the gamer? Not really, but fans will most likely enjoy seeing how the game evolved into what they ultimately ended up playing.

One last piece of this equation is the evolution of the guide in electronic form, which is used to cover the new maps and modes included in Garden Warfare’s subsequent downloadable content. Unfortunately the only one of the DLC map guides is what might be considered complete and only features overhead shots, with commentary for the “points of interest.” The more granular shots associated with the callouts are no longer there, which is a genuine disappointment, because it makes it far more difficult to discern the context of where locations are on the map, especially while in the thick of the action. In the case of the Cactus Canyon map included in the Zomboss Down DLC in particular, there aren’t even points of interest or written hints, just maps and an excuse that says updated coverage is coming soon. Over a month after the content’s release, this is inexcusable. Let’s hope that content is in the pipeline, because what is the purpose of an e-guide if it isn’t updated?

As a game, Plants vs. Zombies: Garden Warfare is an interesting attempt to switch gears with an entire brand. Much like the game itself, Prima Games’ Plants vs. Zombies: Garden Warfare strategy guide had both high and low points, that ended up resulting in a mediocre end product. While far from terrible, instances of content padding, compounded with unhelpful boss descriptions, and unfinished online content resulted in an ultimately unpolished end product.

SGR Rating: 3/5

Author: Alex Musa and Geson Hatchett
Publisher: Prima Games
Editions available: Paperback
Acquired via publisher

Filed Under: Strategy Guide Reviews

One A Wednesday: Wolfenstein: The New Order Online Strategy Guide

May 21, 2014 By Keri Honea Leave a Comment

Wolfenstein The New Order

I’m more than disappointed that there isn’t a print strategy guide for Wolfenstein: The New Order. I realize that since it’s a shooter, it won’t have the depth needed for a strategy guide such as a JRPG, but I have so many strategy guides for shooters that I’ve loved for various reasons. Sometimes I needed help figuring out where that one little prick was hiding, sometimes there are crazy collectibles, and sometimes there are fun Easter Eggs to find.

Even though there is no print strategy guide, Prima Games has a completely free online strategy guide for the game. While I bet it’s fantastic, just remember that it may not be as great as a print guide because, well, you get what you pay for.

I already have this online guide bookmarked on my iPad for easy access in case I get stuck. Although, I am curious if it’s a walkthrough for a stealth or a mayhem run or maybe a combination of both.

Filed Under: Strategy Guide Cover of the Week

One A Wednesday – My Favorite Strategy Guide Cover

May 14, 2014 By Keri Honea Leave a Comment

It’s hardly a secret I don’t like the Mass Effect 2 strategy guide. That said, this guide’s cover is still one of my absolute favorites of all of my strategy guides (and I own quite a few).

Mass Effect 2 has been on my mind a lot lately since writing about my favorite game of all time for The Daily Crate. If my stack of shame wasn’t so great, and if I didn’t have to finish Dragon Age: Origins over the summer, I’d probably start yet another playthrough of the trilogy. Not sure what I’d change in my decisions, but I just love running around in that world.

Filed Under: Strategy Guide Cover of the Week

Strategy Guides I Wish for May/June 2014

April 29, 2014 By Keri Honea Leave a Comment

Murdered_Soul_Suspect_Artwork_LogoThe early spring insanity of 2014 has passed, but the summer gaming lull isn’t upon us just yet. In fact, May and June has me very busy in terms of game reviews. Sadly, it doesn’t have me very busy for strategy guide reviews.

According to GameStop, only two upcoming strategy guides have been announced, and both are by Prima Games: Watch_Dogs strategy guide and Mario Kart 8 strategy guide. BradyGames lists nothing new coming in either GameStop, Amazon, or on their Facebook page. I’m honestly surprised by this.

I’m going to be playing these games regardless, but I’d love it if I had some strategy guides to go along with the experience, partly for this site and partly because I just like having strategy guides. I’m always looking for reasons to buy new bookshelves.

  • Bound by Flame – Bound by Flame is an action-RPG that features a fire-demon possessed protagonist. Players can control how much of the demon they will let control their character, which in turn alters the powers and the appearance of the hero. I want a strategy guide for this because I just like having strategy guides for RPGs. I have a tendency to get stuck and I obsess over whether I’m missing out on side quests.
  • Wolfenstein: The New Order – Okay okay, I probably won’t need a strategy guide for a shooter. It’s typically not that hard to figure out where to go in shooters, as they’re often linear and the point is to kill everyone. My reasoning here is two-fold: 1) nostalgia purposes and 2) you play the game using stealth or mayhem. What if I want to play all stealthy and I need help (as I most likely will since I suck at stealth)?
  • Murdered: Soul Suspect – It’s a murder mystery. We all know I’m going to get stuck at least once, and I know I won’t be alone.
  • Transformers: Rise of the Dark Spark – I have both of the other Cybertron strategy guides, so yes, I want a guide for this one so my shelf can be complete.

Since most of these games will be available on last generation as well as new generation, the question of install base size is not relevant here.

Of all of these games, I really thought at least one of them would have an announcement for a strategy guide. While I have seen sneak announcements for guides in the past, I’m not counting on that this time around.

Well, I suppose I can do many backlog strategy guide reviews this summer instead. I know everyone is dying to finally hear what I think of the Dragon Age: Origins strategy guide, right?

Filed Under: Strategy Guide Features

Thief Strategy Guide Review

April 25, 2014 By Chris Nitz Leave a Comment

Thief Strategy Guide ReviewI remember my first experience with the Thief series with a lot of admiration and fondness. The game brought on a new way to play the emerging market of first-person shooters. When the new game announcement hit my Twitter feed, I was hopelessly optimistic about this title. While the gameplay didn’t disappoint me, it is clear that this is still not fully optimized. The same thing can also be said for the Thief strategy guide by Prima Games.

The stuff OCD nightmares are made of

The stuff OCD nightmares are made of

There is a fair amount to learn and master in this game. The tutorial period does a fair job of walking players through all the nuances of the mechanics, but I found the guide a bit easier to study and learn. Maybe it is because I could read the whole how-to-play section over my coffee and then dive into the game, or that I could easily reference a move or technique I had forgotten about. Either way, this is an extremely useful area for any master pickpocket.

The bulk of this guide goes to the walkthrough portion. The amount of detail here is ridiculous. For the main story, there is plenty to help players achieve their goals. The tips at the beginning for each new chapter saved me a good amount of time in my mission planning. The screenshots for each new room display all the items that are either intractable or stealable. The last bit of niceness is that for those trying to get through the game without killing anyone, this guide does a great job of warning where guards are and where the tricky spots are to sneak around. For getting from point A to point B, this is the GPS players will love.

So much easier to read and follow

So much easier to read and follow

For all the aid that this portion provides on accomplishing the main tasks, the issues drag the greatness down. The biggest problem is the item listings, their counts, and locations. My OCD just wouldn’t let me pass up digging through everything, and I’m glad it didn’t. I ended up finding key items and documents that the guide did not account for. With 398 items to find in the city, I get that keeping track might be a bit difficult, but that is why people buy the strategy guide. I still have not found everything in this game, and I now have to turn to internet wikis just to finish this game to my satisfaction.

One item of note, the maps are confusing to use at first. It took me a few tries to get used to how the connecting arrows and numbering system worked. In addition, the amount of numbered circles (item locations) really clogs up some of the usefulness in the tighter areas. Once I got used to the maps, I found them easier to deal with as they generally follow the path in which I was taking to navigate the busy streets.

The last two sections go to the client jobs and challenge mode. These work just like the main walkthrough. I didn’t have any issues completing a job, and the challenge modes certainly became easier after reading how to do them.

Now I must mention the digital guide. After talking with our fearless leader at SGR, I went through the digital strategy guide and found a few issues resolved from the paper version. The big one is that duplicate items actually say they are duplicates. That is some time, and irritation, saving for those harder to snag pens. The document locations also appear to be corrected and no longer missing some. I also found the screenshots a lot easier to see. While the online guide is still not 100% accurate in delivering everything Thief has to offer, it is worlds better than the paper guide is.

My last issue is more on personal taste. At this point, I’ve come to expect a little extra out of paper strategy guides. A listing of achievement/trophies, some art, pages that feel like they are part of the game and not some ancillary add-on, and just some niceties to make having the book feel worthwhile. Sadly, the paper guide feels as though it were rushed to market. I get that things like achievement/trophy listings are small in the grand scheme of things, but it feels cheap to not even have this basic item in the guide.

The Thief strategy guide is a very mixed bag of a guide. Once I learned how to use the maps proficiently, they became a big aid. Sneaking around and stealing every glass and pen definitely became a breeze thanks to this guide. What this guide nails down, it does it so dang well. However, the fact that some items are double counted, some collectibles are just plain missing, certain tasks such as the talking candles not getting any coverage, and details on how to obtain some of the harder achievements not appearing really puts a downer on this guide. I just might be the first person here to say that the digital strategy guide is better than the paper guide is thanks to the clear updates made post publication. When faced with which to buy, go the digital route.

SGR Rating 3/5

Author: Stephen Stratton
Publisher: Prima Games
Editions Available: Paperback
Acquired via Publisher

Filed Under: Strategy Guide Reviews

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