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Prima Games Podcast

January 18, 2010 By Keri Honea Leave a Comment

Thanks to Prima Games’ twitter feed, I learned of their podcast and decided to give it a try. It’s hosted by Prima Games employee Mario, and yes, that is his real name, and he discusses a bit of the strange and hot news surrounding the gaming industry and a little of what Prima Games is up to. My only complaint about the podcast is that it is short—around 11 minutes—but then again, I’m not sure what more there would be to talk about. I’m not sure I could talk about strategy guides for longer than 15 minutes without talking about everything I already blog about in reviews.

However, I did learn from this podcast that Prima Games supplies a few iPhone Apps with little miniature versions of a few of their guides. I am definitely going to have to monitor this for the future, particularly if any of these guides coincide with guides I’m reviewing, whether Prima Games published those guides or not.

Whether you care about strategy guides or not (although, why would you be here if you didn’t care), Prima Games’ podcast is worth checking out for a short burst of gaming oddities in the news.

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

Initial Impressions of Spirit Tracks Guide

January 11, 2010 By Keri Honea Leave a Comment

I will get into what I think of the game later, but as for the guide, I am quite happy with it so far. It has the same design and set-up as the guide for Phantom Hourglass so everything is very easy to find and the walkthroughs are incredibly easy to follow along. I’m also pleased to find that the author’s humor has once again found its way back into the words.

My only complaint is that I bought the Collector’s Edition guide like I did with Phantom Hourglass but no fancy leather bookmark came with it like the last book. I supposed I could use the PH bookmark, but it’s already in use for the Uncharted 2 book, since that guide came with nothing for me to tear out and use as a bookmark. Fortunately, ST has a nice separate fold-out map, so that is sufficing for now, but I was really looking forward to collecting another leather bookmark. But I suppose I’ll survive and make do with what I have. Grumble grumble…

Bookmark aside, unless I find something completely flawed or useless, I expect that this guide will also be a perfect 5/5 like its predecessor.

Filed Under: Initial Impressions

Assassin’s Creed 2 Strategy Guide review

December 21, 2009 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:

This is my first time to deal with a guide from Piggyback Interactive, and I really was not that impressed. While I am willing to admit that this game would definitely not be the easiest to write a guide for, it still doesn’t change the fact that I found most of the guide’s walkthroughs to be unusable.

The guide’s biggest flaw is its design. It’s very artistic and very appealing to the eyes, but while this is very conducive for an artbook, it most definitely is not for a strategy guide. For example, the guide only offers maps of the cities Ezio visited, but provides no maps for any of the walkthroughs, which in many instances, would have been more than helpful and/or welcome. Instead, the guide heavily relies on screenshots to show the player where they should be heading or what they should be looking for. These are occasionally helpful, like in the Assassin’s Tombs, but during missions, they are mostly extremely frustrating and oftentimes provide no assistance.

To make matters worse, the screenshots provided are extremely small, which do not help in deciphering the locations the writers refer to. The screenshots are so small in order to accommodate the other artwork on the pages that had nothing to do with offering a strategy. The artwork should have been replaced with the screenshots themselves, and then the tiny screenshots could have been replaced with maps that detail at least a red path of where Ezio travels in this particular memory. Some of the artwork could still have been used to keep the pages esthetically pleasing, but most of it should have gone in the back as a bonus artbook section.

The guide’s final problem in design lies in its table of contents. The table of contents in the front lists only five sections, and none of these sections are detailed as to what they contain. If you want to find out, you have to flip through the book and use the vertical “tabs” on the outside edge of the pages to find what you are looking for. Again, while this is artistic, it does not help players quickly find what they are looking for. If they want to look up the Achievements or Trophies they can obtain, users will first have to guess if these are listed in the Secrets section or in the Reference section, and then when they get to either section, they will still have to flip through it to find where the Achievements are. As a result, no quick look-up is as quick as it should be.

Fortunately, the writing in the walkthroughs for the most part is simple enough to understand and follow (it was only in a few spots that I had no idea–and still don’t know–what they were talking about), so I could piece together what they recommended Ezio do. Note the words, piece together. While I could usually understand what the writers were trying to convey, the words and directions were often quite vague, even in the sections where the writers provide additional and a deeper strategy, forcing me to rely on myself and what I could see anyway. That’s kind of not the point of a guide. Once again, maps for these missions would have cleared this up.

Now where the guide excels is in the Bonus material. It provides additional maps of each city that detail all the feathers and glyphs and a tear-out giant map that has all the cities with their feathers, glyphs, codex pages, and viewpoints clearly labeled. When I went glyph hunting at one point in the game, I heavily relied on these maps, and they were wonderful. Not only do they label where each feather and glyph were, but they provide screenshots of their locations. As anyone who has hunted feathers and glyphs knows, these are in some funky spots.

The guide also (fortunately for me) has in-depth solutions for each TRUTH puzzle that accompanies the glyphs. I only have one complaint about these solutions, and I fully admit that I’m being nit-picky with it. I really wish that the solutions included explanations for the passcode puzzles. I was able to understand the first couple of these, but after a certain point, I had no idea how to solve them or how these solutions made sense. Just a little nudge in why the passcode is what it is would have been nice for my inquisitive mind.

The biggest bonus that the guide offers (aside from all the pretty, pretty artwork and character designs) is the summary and analysis of the first game as well as the second. It summarizes the plot points of both games, explains each glyph left behind by Subject 16 in the first game, summarizes the second game, explains the cut scenes (such as the big cut scene with Altair and Maria in the middle of AC2), explains the TRUTH, and contains a FAQ session regarding the rather unusual and puzzling ending. While I admit that these are the writers’ own personal thoughts, most likely fueled by hints from Ubisoft, it still helped me wrap my mind around the ending sequences and what is in store for the future of the series.

The secrets that the guide unveils definitely saves it from being completely useless. It’s actually quite unfortunate that the design of the guide detracts from its usefulness so completely. The writing, while rather vague, is mostly fine, but if it only had clearer and larger screenshots as well as individual maps for the walkthroughs, it would not have been nearly as confusing. Due to this weak combination, I ended up not really using the walkthrough sections at all unless I really got lost and mostly used the guide for finding and deciphering glyphs.

Thus, Assassin’s Creed 2: The Complete Official Guide receives a 3/5.

Filed Under: Strategy Guide Reviews

Outlook not looking great for Assassin’s Creed 2 Guide

November 21, 2009 By Keri Honea Leave a Comment

It’s taken me a few times to play to really get into this game, but now I really enjoy it. I’m not a fan of the controls, but eh, not much I can do about that. My favorite part so far, is not the story, but how it takes my breath away when I stumble into an area I recognize from my trip to Italy. And no, I don’t mean the obvious landmarks like the Duomo, but certain piazzas and palazzos we walked through or stopped for meals. Sometimes it’s kind of hard to do so, when I’m getting chased and what not, but when I can take the time, I walk slowly through the areas, taking everything in.

The guide however…sigh. Within the first hour of gameplay, I found problems with the guide, mainly in lack of maps. One of the early memories required a race, and it would have been nice if the recommended route was mapped out, instead of simply telling me, find a door with an archway down the alley…. Okay, it’s a race here, I don’t have time to keep looking down each alley. In lieu of maps, it offers screenshots of particular areas to look for. They really are not helpful. In the Jail Break memory, I finally tossed the guide and its vague directions and went the route I felt like, and of course, I did just fine.

This is quite disappointing so early in the review. If people wanted vague directions without any maps, there’s always GameFAQs, and at least there, those users usually provide more description in their directions.

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

Scribblenauts Strategy Guide Review

October 9, 2009 By Keri Honea Leave a Comment

Scribblenauts Strategy GuideThe goal of writing 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 review 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.

The Scribblenauts Official Game Guide is not like other guides as the game is unlike most other games. There are no maps or character biographies, just walkthroughs for the Puzzle and Action levels. However, it has some unique concepts, so without further adieu, onto the review.

Game Basics

This is the only section of the guide that resembles other guides. All of the basics of gameplay are covered, which is a bit short since the game is pretty much controlled by only the stylus. However, this section also covered the various categories of the objects that Maxwell can summon, such as weapons, ropes, flight accessories, swim gear, etc. and the various categories of object interactions. The latter is the most important as sometimes it isn’t obvious what the objects can be used for. For example, it may be obvious to summon a dinosaur to attack a lion, but it may not be as obvious that Maxwell can also ride said dinosaur.

This section also lists all the possible rewards a player can earn while solving the puzzles and provides 21 tips for successful gameplay. Personally, I wish I had read these 21 tips before I played half of the game. It would have made some frustration slightly less.

Puzzle Walkthroughs

The walkthroughs are divided up into the 10 worlds with the puzzle levels listed before the action levels, which makes quick searches for the right puzzle quite easy to do. For each puzzle, the walkthrough details what Maxwell needs to do, which is extremely helpful for the not-so-obvious action levels. To the side of the explanation is a list of word ideas to use to help Maxwell snag the starite. It’s not a complete list, just suggestions, and extra spaces are even included for players to fill in their own successful ideas. Some of the walkthroughs even include a crazy solution idea, such as summoning a black hole to do the dirty work or turning enemies into frogs.

The only gripe about the walkthroughs is that not all of the word solutions writer Catherine Browne offers will work due to the unpredictability and random actions of the NPCs, especially if they all have to be kept alive to snag the starite. They have a nasty tendency to suddenly hurl themselves over the edge of cliffs or run toward ferocious animals that somehow got free of the cage you built to contain them. So the word solutions offered are really more of word guidelines for players to follow in solving the level initially and in challenge mode.

Bonuses

The guide provides an extensive Word List, but it’s not a complete lexicon of the game, which makes one wonder why bother including it at all. Hardly any of the words in the list are not already listed in the word solutions in the walkthroughs. Browne explains that all of the words in the list are those that she knows will solve puzzles, leaving out all of the zany words that the development team included just for a chuckle. Again, one has to wonder why include the list at all if none of the words are different than what is found in the walkthroughs.

Although that is a rather weak bonus, the guide includes a few other goodies, including advice from the 5th Cell development team for the game’s level editor, an interview with the 5th Cell team, a concept art gallery, an adorable tear-out poster, and space for players to make their own notes about the game. While all of these are great little bonuses, none are really an incentive to rush out and buy the guide for the bonuses alone.

Now if the word list was complete, that would be a different story.

Rating

The Scribblenauts Official Game Guide is a little weak in the bonus department, but it does what it set out to do: provide helpful information to solve Maxwell’s various puzzles in an easy to find format. Therefore, the guide gets a 4/5.

Filed Under: Strategy Guide Reviews

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