This guide is an excellent complement to the game. 224 full coloured low gloss pages with simple yet elegantly illustrated hard cover. Alright, physical descriptions aside, let us focus on what's inside.
The guide is very well organized, and very detailed, which every game guide should be (though some are not). The mini "contents page" by the edge of every page is particularly useful at helping readers navigate to sections of the game or locate what they need.
The main part of the book essentially shows the detailed walkthroughs, including of course, the required maps, secret locations and detailed guides to resolve some of the in-game puzzles. The walkthrough details each memory sequence that the main character Desmond lives through, in chronological order.
Okay, now what makes this book a collector’s edition is of course more than the typical run-of-the-mill walkthroughs and item lists that you would expect to find in every other game guide. No, what makes this game guide worth buying is 3 things, the overall presentation, the “Discussion” and the artworks section.
The overall presentation
As a relatively picky player, I rarely fall in love with games. But Assassin’s Creed II is one of the games that I really, really like. The collector’s edition guide is a must-have if you are a fan of the game. It completes the game, and gives you a tingly feeling in your spine to have the game and the guide together as two halves of one collection. The guide is beautifully littered with illustrations on all its pages, from the detailed drawings of parts of Ezio Auditore’s weapons and costumes to the landscapes and cityscapes of Renaissance-era Italy.
It is not strictly a discussion of the game, more of a recap of the two games, Assassin’s Creed I and Assassin’s Creed II. Along with the recaps, the book also offers its own take on the interpretations of the game’s elements. What each element might signify, and how each element ties into the overall story. This in my opinion, is something that a lot of guides fall short on, when a player loves the game, they want to know everything about it, and with this guide, you get your questions answered and it allows you to immerse yourself much more deeply in the game and the world where the characters you play live in.
The bonus art work
The last 2 sections of the book contains the game developer’s thoughts and comments on the game, and features many pieces of concept art involved in the creation of the game’s many intricately designed buildings and landscapes. The last 20 pages includes artworks that were illustrated in the development of the game and are a delight to appreciate.
This guide is a very highly recommended complement to the game. Players who loved the game will definitely find this collector’s edition guide a very worthwhile purchase to complete their experience of the game. 100% of the game content detailed, excellently presented and thoroughly explored.
There's also the standard edition without the extra art gallery and behind-the-scenes commentary. But seriously, the Collector's edition is well worth the money....more
I enjoy playing Street Fighter, even though I'm not a very good player. The primary reason for getting this book is to have a convenient reference to find information like damage, stun and frame data, basically all the more technical data. This book falls short in that respect.
The book contains the moves for all the characters, the button combination, links, special moves and Ultra combos. The moves are complete but the combos aren't. Only selected combos are featured, like those 1-frame and normal links, normal and difficult combos. There are so many possible combos so I can't fault not including all possible variations, but the combos from the Trial challenges are included. Damage and stun data are only shown for selected combos, not so for single moves.
If you're a beginner, the book does offer general strategies as well as character specific strategies. They are great at providing a quick summary on what the characters are capable of, especially the new ones. There are a couple of good comments on specific moves.
The tips on essentials are also great for beginners. It covers all essentials like chains, links, trades, plinking, zoning and the usual stuff. But for more advanced execution, you'll have to look online. It's more of an introduction than a tutorial.
Here's the part that makes me feel like my money was being snatch away from me. Only frame data for the ten new characters are included. I was expecting the whole cast of 35. Not only that, again, I've to say that the damage and stun information are missing. I'm also not sure if all the moves are included because of the way information is presented. Some characters would have a set of close-range punches and kicks included, some aren't included. Take Ibunki for example, there's only close LP, close HP and close HK. The other 3 are missing -- close MP, close LK and close MK. It doesn't mention that they were left out on purpose.
It seems also like some of the Makoto's moves are mixed with Ibuki's, on the frame data page. I've read from some SF forums that frame data might not be that accurate as there are people pulling off moves that would be impossible given those frames.
The lack of frame data for all the characters really disappoints me. Now I have to go back online to print those information out (to save money from having to buy the other SF4 guide).
The section on the character changes since the last Street Fighter game is limited. It's all in one page and each character has only one line of change, something which I find incredulous.
The book also includes information link unlockables but it's basically information you can easily find online. There's also a complete list of trophies you can collect and the requirements for them.
Good editing is definitely lacking. There are times where I found wrong button combination printed, missing information (such as from the frame data section) and other discrepancies. It's a book where I felt that the author had no input from Capcom, who should have been the one providing all the technical data.
The lack of advanced strategies also make this book less useful for advanced players. For beginners, yes, you can still learn a few tricks.
I hope in the next Street Fighter related guide, it can really be comprehensive with all the technical data included. Maybe throw in some interviews with top fighters and character match-up strategies - we know how to fight with, let use know how to fight against....more
The walkthrough covers the main mission as well as all the guild missions very clearly, complete with strategies to handle the enemies and battles. Every chapter comes with a level map to help uncover all the hidden treasures, particularly useful if you don't want to spend energy hexes uncovering them. Also included on the maps are the Special Challenge Enemies (SCE) which only appear during specific chapters, and sometimes they drop items like the extremely valuable Bezel Shard which increases your Hero Gauge Bezels.
There are plenty of helpful lists. You can find on the skills for each character for each experience level, arena enemies and prizes, complete data for all sorts of weapons and their customised parts, all the scrap items and what they can be scrapped into, character apparel, quest items and other sort of items. There is a list for everything you see on the menu in game.
There's also a complete table of enemies with information on their attack, defense, and most importantly the type of items they drop. This is very useful when you're lacking a particular item and wants to know where to find it.
At the end of every chapter, there's even a checklist to make sure you've completed every side mission and collected every item except for the SCE items. To make sure you've collected every item, use the checklist together with the list of SCE on page 286.
The only thing I wish was included is perhaps to have all the maps shown altogether on a page or two, even if it means duplicating the maps that already appear in the chapters. That's because the elevators don't connect the maps (so called levels in the game) sequentially. Navigating using elevators is might be a bit confusing for the first few hours of the game. This is just minor quibble.
Overall, this is a great guide. Well worth the money. ...more
While this is a very useful guide, it's not a necessary purchase. Let me talk about the book first.
The walkthrough is very detailed, clear and complete with lots of helpful screenshots. There are maps for all the 21 hidden Sacrophagus, statues which contain red, blue and yellow (experience) spheres. The tactics against enemies are pretty good too. There's also a handy list of all achievements, trophies and challenges you can uncover. Right at the back are 12 pages of beautiful concept art illustrations, though printed on game-guide quality paper.
Here are some reasons why the book is not necessary.
Prince of Persia is not a complicated or difficult game. Whenever there's a puzzle to be solved, the in-game camera will point to the puzzle, ensuring you know where they are and where to go next. And because everything is guided, there's no need for area maps, which aren't included anyway.
While battle strategies are nice, the enemies aren't brutally tough. They have predictable fighting styles which are easy to recognise.
The only secret items in the game are probably the Sacrophagus. While it's good to have extra experience points just by breaking statues, they won't be terribly missed since they are not unique accessories that enhance attributes or anything. If you really want to collect them all, just keep an eye out for shiny dust in the air because that's what they emit.
As for the list of trophies and challenges, I'm sure you can easily find them on the Internet.
Yes, it's a very good guide, but it's just not necessary. It's there if you do need one though. ...more
While the game itself gives you a very good experience of the Wild West, this guide book seeks to complete that experience.
This guide book is really comprehensive. The beautiful illustrations, such as the one on the cover, are just the beginning. Inside, you'll find details to all the missions, side missions, items, weapons, shops, challenges, mini-games, bounty, treasures, trophies and so much more.
All the information is concise and nicely laid out and easy to follow. The screenshots are satisfying huge as you would expect from a 340-page thick guide.
What I like particularly is the section on the game basics/logic, or in other words, the law of the land. It covers the honor system, bounty basics, law and enforcement. It's very helpful to understand the game mechanics at the start, especially on how your honor and fame affects the people around you.
There's also a huge foldout poster map that covers all the towns. Behind the map is a beautiful illustration Miss MacFarlane holding her shotgun. This map is in addition to the other maps provided. All of them are properly labeled, making sure you can locate what you need.
To get 100% completion, you need to complete every task, even the mundane. Events like Stranger tasks (18 in total) only scores 0.5% each, similar to finding a piece of new outfit. I personally won't be able to discover all those side missions by myself, ever. Whether you want to collect wildflowers or raid a bear's cave, there's is always something written.
For multiplayer, there's a list all the unlockables and how you can get them. They are things like guns and horses, etc. There are also many tips on the multiplayer gameplay provided by the Rockstar multiplayer test team.
This guide will complete your Wild West experience. Seriously....more
This guidebook is unique in its presentation of information, although I'm not sure gamers might like it.
The book's written like a novel with the walkthrough highlighted in yellow to separate it from the story. Since it's written like a novel (third person), the text aren't exactly instructional although you can always guess what to do from the text.
If you're using this as a quick reference when you get stuck, locating where you are might be tough as you're sifting through a chunk of text.
There aren't any maps included so locating objects, or yourself, might be a bit tough. The lack of maps makes you rely on the walkthrough which isn't spoiler-free, unfortunately. If you don't want to miss out items, you have to read in advance and sometimes you'll be smacked with a plot turn you wish you learn from the game instead of the guide.
Overall, it's a comprehensive guide that covers everything it should. The presentation style is definitely not for everyone.
In my case, I would love to play the story than to read the story.
By the way, there's a novelization of the game itself simply (and similarly) titled Alan Wake....more
The book is pretty thick at 480 pages and packed with information. The type is fairly small, but not cringing small. The difference between this and the normal edition is the hardcover and there are 32 pages of extra content (art and behind the scenes stuff). Mine's numbered 97590, so I guess they printed a lot of collector's edition.
The book is split into a few main parts: Training, Main Quest, Side Quest, Tour of Mojave Wasteland and Appendices.
The Training section basically talks about the game mechanics and character development. There's an explanation for all the attributes, perks, skills, etc available, all of which I find very useful as I'm new to Fallout. There are also suggested character builds with recommended stats and suggestions on how to spend you Skill points. And of course, there are weapon information and enemy profiles.
The walkthrough section is detailed and complete with all the items you can find during any particular quest. To avoid spoilers, just skip the text and follow the quest flowchart which is basically a list the prerequisites required for the quest. Items you can find are marked by big icons.
Side quests come in at an overwhelming 150 pages, more than twice the pages for the story quest. Wow. They are as detailed as the main walkthrough. This where you can find cool items, gain extra experience and visit strange places. I might take a year traveling through the desert to find all these side quests without the guide. You can be sure you won't miss any even if you miss talking to any characters.
Maps come in a few form and they are very useful. The pullout poster map has 3 maps showing the roads, enemy hangouts and collectibles respectively. In the book, the maps are close-ups of areas and blueprints of buildings with details down to the room level, and the list of collectibles and quests.
If you're a collector-type of player in the game, then this book (or the paperback edition) is for you. I'm not too sure the extra 32 pages of art/stuff/hardcover is worth that extra $6 or so - but it's not too much anyway....more
First of all, the difference between the regular and collector's edition guide is the hardcover, additional concept (More pictures at parkablogs.com)
First of all, the difference between the regular and collector's edition guide is the hardcover, additional concept art and a quick reference card. The Collector's Edition Guide has 416 pages instead of what's listed elsewhere (including on Future Press website).
The walkthrough is detailed but not necessary because the game is not only linear, it's guided linear (press Up on the D-pad to get directions). It is useful if you want to get trophies that don't come automatically with campaign progression.
The bulk of the book in on the multiplayer component, and that's where this book is brilliant. It covers in excruciating detail all the things FPS-crazy players will want to know - yeah, the numbers, ranking, experience, stats. Each player class comes with an in-depth analysis on their abilities, weapons and usefulness in different game modes. If you're new to Killzone, this is a quick introduction on the classes.
The 8 multiplayer maps are also well covered. There have both schematic and satellite views. On them are locations of the spawn area, ammo boxes, turrets and weapons. Each map is loaded with strategies specific to all the game modes, the favourable player classes and certain areas are zoomed in for future analysis.
At the back is the gallery which features beautiful concept art of the game. There are various interviews with the staff who talks more on the background of Killzone, the story and the production side.
On the last page is a code you can use register the guide on Future Press website to redeem 3 Unlock Points for unlocking abilities and weapons. Not much, but I like little extras like this.
This is a very comprehensive and useful guide. Multiplayer fans will benefit more...more