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Final Fantasy XIII Strategy Guide review

April 27, 2010 By Keri Honea 234 Comments

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 can’t lie. This guide was really, really, REALLY hard for me to review. It does so many things well, and yet, when one would need it most, it utterly fails.

I mentioned a few weeks ago that the guide wasn’t fully informative when it came to the Chapter 9 boss, and that I’m certain (with verification from other friends) that defeating the boss with this strategy is downright impossible. Unfortunately, this wasn’t the only time the guide delivered a seemingly impossible strategy for fighting a boss. On the flipside, the other strategies worked flawlessly. Hence the quandary.

The other major issue I had was the guide’s party recommendations. With the Mark Missions, the guide simply suggests what roles are needed to successfully complete the mission. So in many ways, players can pick and choose which characters work best for them, not unlike they would in Final Fantasy III. The guide should have taken the same approach throughout the main quest. For the first 30 hours or so, players have no choice when it comes to their party as the characters are all divvied up. But when everyone is together, the guide strongly urges players to use a party consisting of Lightning, Fang, and Hope, and well, Hope just does not work very well. He’s not a great healer, his HP is incredibly low, and he moves so darn slowly. The guide suggests this party formation so that players have access to all different roles, and that’s all very good in theory but it doesn’t work well. The times one needs a Synergist role is so rare that it’s unnecessary to keep Hope in at all times. Not only that, but players could also simply apply a Fortisol or Aegisol before battle and it will do the same trick (and much faster as well).  Maybe some players like working with Hope, and that’s fine, but the guide should have kept the same formula with the Mark Missions and not have “forced” a party selection on the player. This is also part of the problem I had with some of the boss fights I mentioned above. Once I changed out my characters to better suit my style of play, the guide hasn’t been all that useful to me for boss fights, and sadly enough, I’m doing much better and killing off bosses in one go.

Despite these setbacks, the guide does several other things really, really well. For instance, the maps are FLAWLESS. All treasure spheres are accounted for, all hidden doorways are marked, and all cut scenes are neatly designated. These maps are quite possibly some of the best maps I have ever come across in my guide-using days. In addition, the tips it provides for fattening up your Gil wallet, upgrading and dismantling weapons, and—everyone’s favorite RPG topic—level grinding, somewhat balances out the guide’s shortcomings. And as mentioned above, the strategies for enemies and most of the strategies for bosses were spot on.

It’s just unfortunate that the bosses it misses are the biggest, most important bosses in the game. It’s equally as unfortunate than none of the strategies provided will guarantee the player to earn a 5-star rating in battles and missions. The guide opted to make sure the player stays safe over annihilating the enemy as quickly and stylishly as possible, so for the most part, if you want those 5-stars, you’re on your own.

Perhaps now you see why I struggled with the final rating of 3.5/5 for PrimaGames and Piggyback Interactive’s Final Fantasy XIII Strategy Guide. It’s definitely above average, but it doesn’t wholly excel either.

Filed Under: Strategy Guide Reviews

Doh! Problem with Final Fantasy XIII Strategy for Boss Fight

March 24, 2010 By Keri Honea Leave a Comment

This will be spoiler free, I promise.

I reached the first troublesome boss of Final Fantasy XIII last night (21 hours in…not to bad for a FF game) and it gave me FITS. After five attempts, I gave up for the night and picked up the guide to get some tips for today. I did EVERYTHING it suggested three more times this afternoon just to get killed three times right before the damn thing died, due to the bastard inflicting a Doom curse on Lightning.

The guide also suggested maxing out everyone’s crystarium, but I thought that was a little ridiculous. You should NEVER have to max out everyone’s levels for a boss, especially a boss that isn’t a final boss. So no, I didn’t try that, and honestly, I don’t think it would have made a difference. So I went elsewhere for research.

I did pretty much everything the guide said not to do, from switching party members to creating paradigms to unleashing certain attacks at certain times. Guess what? I kicked some serious ass in TEN MINUTES. He didn’t cast Doom on me either, although we were rocking the damage so hard it would not have mattered if he did.

The guide has been doing extremely well up until this point, but damn it’s a shame that it failed me during a boss. Basically, its strategies for this boss were needlessly complicated and well, the suggested party members just weren’t strong enough for this task. This doesn’t give the guide an F by any means, but it has made me quite wary for future bosses, especially the final boss.

Those who own the guide and would like to know which boss I’m talking about, feel free to e-mail me.

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

Initial Impressions of Final Fantasy XIII Strategy Guide

March 18, 2010 By Keri Honea 1 Comment

Final Fantasy XIII Strategy Guide When I was given this guide, I was told that I would like it better than the Assassin’s Creed 2 Strategy Guide. I was skeptical, but I wanted to keep an open mind. He was 100% right.

So far, this guide has been absolutely flawless. All of the strategies proffered have worked out beautifully, especially those for bosses. It has not derailed me or confused me once, which is light years ahead of the guide for AC2.

I especially love how it doesn’t waste your time. For example, when you gain the ability to upgrade your weapons, the guide advises that you save this for later when you actually have decent components and it will be worth your while to sit and upgrade. If it hadn’t said anything at all, I would have wasted hours by now upgrading instead of killing things, and it’s way more fun to kill things.

I also greatly appreciate that it’s spoiler free. It doesn’t discuss cut scenes or give hints about the future. The closest it gets is advising you to remove accessories because a character won’t be around for a few chapters.

If I had one complaint about it, it would be the wordiness. The pages are mostly filled with blocks of text, so it’s a little tricky to quickly find what you’re looking for upon a first glance. It has some design markers to help you quickly locate where you are in the game, but you’ll still have to do a considerable amount of reading. But if that’s my only complaint, I’m being too picky.

Unless this guide completely falls apart with the final bosses, I expect it to get a 5/5.

Filed Under: Initial Impressions

It’s Strategy Guide Christmas!

March 11, 2010 By Keri Honea 2 Comments

Check out my haul!

My new friends at Prima Games sent me a lovely early Christmas present in the form of five beautiful strategy guides, which includes the guide for Final Fantasy XIII. I flipped through that one immediately, and the guide is simply beautiful on the inside. They are pretty proud of their work with it, so I can’t wait to get my game (such a long story why I don’t have it) and try it out.

Thank you so much, Prima Games, for your generosity. And a few friends of mine thank you for including the Mass Effect 2 Strategy Guide, because now I’ll actually play the series.

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

The Legend of Zelda: Spirit Tracks Strategy Guide review

February 5, 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:

Anyone who has played both Phantom Hourglass and Spirit Tracks knows that the latter is basically the former with a train and more polished gameplay. The same goes for the strategy guide.

As Stephen Stratton wrote both guides, it’s obvious that he took the same formula from the first guide and applied it to the second, and it worked just as well. And why shouldn’t he have? The game had the same basic formula—even when it came down to the final boss fight, sadly enough—so the guides definitely should have followed suit.

Each chapter in the walkthrough starts with maps, a checklist of items players should have already obtained and items players should obtain while playing. The guide then holds the players’ hands through each task, offers tips, and then starts over with the same format for each dungeon in the chapter. The guide also tells players when they can play certain mini-games, such as finding specific rabbits, in between tasks or in between chapters. This is particularly useful in hunting down heart containers and force gems, since they are each hidden in screwy places or random mini-games.

The guide also shines when it comes to boss fights. The bosses are far tougher this time around over PH, and with a few, it isn’t particularly obvious how you fight them. Sure, you know that you use the weapon that you find in the dungeon, but it’s not always obvious exactly how you are supposed to use it. The boss in the Snow Realm that you defeat with the boomerang immediately comes to my mind.

And of course, in the back is the stellar list of every item Link can pick up in the game and where he can get it. Well, except for the rabbits. For these, the guide has included a map that marks every rabbit with a number and color (green for forest, blue for ocean). This way, when the guide says, “You can find rabbits 1-7 in the Forest Realm,” you know exactly which rabbits the book is talking about. The only real excuse you can have for not catching every rabbit is your poor rabbit catching skills (some of the buggers are hard to snag, I admit).

The only complaint I have about the guide is the same complaint I had about the PH guide, no big shock there. Every now and then, the guide would give the direction “west” or “east,” when the opposite direction is really what was meant. But this doesn’t happen often, nor does it make it impossible to understand what was meant. As much as the north, south, east, and west directions are given throughout, it’s understandable that one or two would get messed up. At least “west” was never written instead of “south,” or something similar. That might have been too confusing.

As you might have guessed from my comparison to the PH guide and from, well, the image at the top, I have given the Spirit Tracks strategy guide a 5 out of 5. Well done, once again, Mr. Stratton.

Filed Under: Strategy Guide Reviews

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