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Prima Games Blog

The Prima Games Blog is the place to read about new video games, get expert strategy, tips, downloads,
free walkthroughs, and insider game info by gamers for gamers.

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From Brawl to Smash-Up

TMNT Smash-UpI’m now at the tail end of the Teenage Mutant Ninja Turtles: Smash-Up guide and I just received frame data from Ubisoft. I do most of the fighting game guides for Prima and I always ask the developers for frame data, but this is the first time I’ve actually gotten that request fulfilled. I’m quite pleased to announce that frame data will be included in the Smash-Up guide. I’m just debating on how best to present it (a separate chapter or part of the character chapter).

In other news, I wanted to briefly touch on the differences between Super Smash Bros. Brawl and TMNT: Smash-Up. I’m moderately active on Smash Boards, and I know many competitive Smash Bros. players are looking at TMNT and comparing it to both Brawl and Melee.

While I can’t give too much away at this point, and there’s a section in the General Strategies chapter of the guide that covers this slightly more in-depth (I say slightly because this is a TMNT guide, not a guide on transitioning from Brawl to TMNT), but I can say that the game does not play like Melee. It’s much closer to Brawl, but it’s still quite a bit different. Knocking players out of the stage (referred to as ring outs in the game) is not the focus of combat like it is in Brawl. Some stages have easier ring outs than others, but there aren’t recovery attacks (Up+B in Smash) in the same way they’re presented and used in Smash. Smash Attacks also perform differently and must be setup differently.

The stun system in TMNT will add a new level of depth to competitive Smash, but overall I think Smash players will have to view TMNT as a brand new game and not an extension of the Smash series. It’s also important to look at TMNT as the first game in a series and not the fourth Smash title. Having three previous games allowed Brawl to advance the characters and refine the gameplay (although I know a lot of competitive players would have rather seen Melee 2 instead of Brawl). If you want to compare TMNT to Smash, it would be best to compare it to Smash 64 since that’s the first game in the series. You can’t expect the refined gameplay you’d find in the fourth installment in a series. For example, the number of characters in TMNT is far less than the number of characters in Brawl, but if we see three more games in the TMNT series, I’m sure the characters count will meet and possibly exceed that of Brawl.

Now I’m not saying that there’s anything wrong with TMNT. I think Turtles fans will enjoy it and it does have some depth for possible competitive play. However, I don’t want reviewers and competitive Smash players to immediately write the game off without taking into account that it’s the first in the series. It’s difficult not to directly compare TMNT to Brawl, but I don’t feel it’s a fair comparison given the history of the two franchises.

Getting back to the gameplay, I’ve read some comments on Smash Boards about how some players feel the game lacks depth and will cater to novice players without offering much for competitive play. This is not a review, so I won’t offer a definitive opinion on the matter, but as a competitive player I feel that this game is focused on TMNT fans as opposed to the tournament scene. Aerial combat takes a back seat, and ground combat at higher levels of play is more about evasion than anything else. There’s down falling and other high level techniques from Brawl, but many of them can’t be used in the same way you’d use them in Brawl. Essentially, you can’t play TMNT at high levels like you’d play Brawl at high levels. There are no chain grabs, and the combo system is very different, etc.

I will be keeping a close eye on the reviews for TMNT as well as looking at what the competitive Smash community thinks of the game. I think reviewers will try to compare this too much to Brawl, which shouldn’t happen, but inevitably will. I also think that competitive players will try to play TMNT like Brawl instead of looking at it as a brand new game. I look forward to seeing what the competitive community can do with it though. You’ll have access to complete frame data in the guide, providing a lot more knowledge at release than you got with Brawl or any other Smash game.

I’ll keep an eye on the Smash Boards thread for TMNT and try to post another blog answering some high level questions before the game releases. However, the frame data in the guide should give competitive players a lot of insight into the game.

P.S. The glow around the characters is not an issue. There’s no reason to complain about it.

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East India Company Free eGuide Previews

Are you ready for East India Company?  The game releases tomorrow, but you can prepare with free strategies while you preview the eGuide today!

Download East India Company Preview for Free!

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First Four Chapters of Overlord 2 Guide

Overlord 2 places you in command of a horde of minions as you spread your evil throughout the land and work towards conquering the people. This is not an easy task. Our guide will help you learn how to control your minions and progress through the campaign to dominate or destroy the lands of your realm.


Download the first 4 chapters free
!

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Rich DoD, Poor DoD

There’s a great financial lesson in Dawn of Discovery that is especially timely today: If your assets are greater than your liabilities, you’ll be rich. Conversely, if your liabilities exceed your assets, you’ll be poor.

So what are liabilities and assets? Well, an asset is anything that makes money, and a liability is anything that costs money. In Dawn of Discovery, houses are assets; each one generates a steady stream of tax revenue that goes directly into your pool of gold coins. Production buildings are liabilities, because they cost money on a regular basis.

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Houses make money.

As you play Dawn of Discovery, you’ll build more houses and production buildings than you can possibly keep track of. Fortunately, there’s a handy figure in the bottom left corner of the screen that tells you exactly how you’re doing financially; this is the balance figure. It subtracts the money you’re spending from the money you’re making. If it’s positive, then you’re making more than you’re spending. If it’s negative, then you’re spending more than you’re making.

This is the most important piece of information in the game. Every financial decision you make begins with the balance number. For instance, let’s say you’re making way more money than you’re spending, and you have a balance of +500 gold coins. You have a wide enough margin there to build any production building you want. If you build one with a maintenance fee of 10 gold coins, you’re still 490 gold coins above breaking even. On top of that, you’re regularly adding about 500 gold coins to your savings. You’ll be rich and powerful in no time!

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Production takes money.

If, on the other hand, you have a balance of -25 gold coins and you build an extensive production line that costs 250 gold coins in maintenance fees, then you will have a balance of -275 gold coins. This will quickly chew through your savings, and then you will go into debt. So, you have to finance those production facilities with new assets. That sounds fancy, but all it means is that you need to make more money if you want to spend more money. To do that, simply build a bunch of houses to increase your tax income. Once you’re above a balance of +250 gold coins, you’ll be able to afford that facility without tipping your balance in the wrong direction.

To learn more, you could read an econ textbook…or you could just check out Prima’s ridiculously informative Dawn of Discovery strategy guide!

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Call of Juarez: Bound in Blood – Chapter 3 Walkthrough

In the third chapter of Call of Juarez: Bound in Blood you’ll have to face the sheriff in the first of many showdowns. Find out how to kill your opponent in this and every showdown with part 3 of the official walkthrough.

Includes a map with locations of all Secrets, Money Bags, and Weapons!

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Call of Juarez: Bound in Blood – Chapter 2 Walkthrough

In the second chapter of Call of Juarez: Bound in Blood you’ll head to the McCall family Homestead. Check out the strategy for getting through the homestead with your brother alive.

Start exploring Atlanta, GA with part 2 of the official walkthrough.

Includes a map with locations of all Secrets, Money Bags, and Weapons!

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Call of Juarez: Bound in Blood – Chapter 1 Walkthrough

Call of Juarez: Bound In Blood is the story of Ray and Thomas McCall, a pair of gunslinging brothers fighting for their family’s honor and a fortune in Aztec gold on the wild western frontier. Start exploring Atlanta, GA with part 1 of the official walkthrough.

Includes a map with locations of all Secrets, Money Bags, and Weapons!

cojch1

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Getting Started In Dawn of Discovery

Joe Dodson, strategy guide author here again. So, you’ve just bought and installed Dawn of Discovery, and you aren’t sure what to do first. After all, this is a big game with three compelling options. In my opinion, you should definitely begin with the campaign. Dawn of Discovery is so big that it can be overwhelming if you just try to dive in; the campaign will introduce you to its details and elements in a logical progression. It does a good job of making sure you’ve had time to familiarize yourself with one idea before moving on to another.

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With the help of the campaign, you’ll quickly go from this…

If you’d rather simply explore city building, you could either begin a continuous game or a scenario. On the continuous front, you could easily begin a preset easy game, or you could enter the game settings window and browse through all the different elements that compose different levels in Dawn of Discovery.

If you decide to play a scenario right out of the gate, choose the Elector scenario. It’s a nice and easy mission with no rivals to compete against. On the other hand, if you jump into a medium scenario, or heaven forbid a hard one, you might be destroyed in a matter of minutes by your aggressive and intelligent foes!

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…to this!

One final thing to remember is that you can take it easy in the first several missions in the campaign. The game will try to tell you that time is of the essence and that the world is going to end, but unless you see a timer, you have all the time in the world. We mention this because overextending yourself is one of the easiest ways to get messed up. You always want to make sure you have a positive balance and adequate resources before you make any major leaps or take on any new challenges in Dawn of Discovery. Oh, and picking up Prima’s official strategy guide can’t hurt, either…

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Galactic Adventures: Spice Trouble

sga_05Galactic Adventures is out now and as of this post there are more than 140 community-created adventures available for download. Among the new adventures is Spice Trouble, the adventure we created for our guide’s tutorial. Feel free to take it for a spin or open it in the Adventure Creator to find out how we put it together. In this adventure you must assist a meek group of colonists threatened by a mysterious alien race. It’s probably not the best adventure you’ll ever play, but it’s a good example of how to put together a simple adventure. For best results, open the Spice Trouble in the Adventure Creator and read the Adventure Creation chapter in the guide, starting on page 155. By reading and studying the adventure you can get a better idea of how we put it all together. Or better yet, start a new adventure and follow the tutorial’s step-by-step instructions to create your own version of Spice Trouble.

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It’s a Big Game with a Big Name

By Joe Dodson

Dawn of Discovery has a big name, and it sounds like a big game, but trust us, there’s more to discover here than meets the eye. Sometimes with games like this, you get a large single player campaign and then some additional throwaway skirmish content.

But in Dawn of Discovery, the campaign is just the tip of the iceberg. Don’t get us wrong, the campaign is long and deep. You will build vast settlements, explore exotic lands, fight wicked enemies, and follow the course of an intriguing plot through it all. But when you finish there, you’ve still only seen a fraction of what Dawn of Discovery has to offer.

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For starters, there are six scenarios that will put your mind to work for hours and hours at a time. And these scenarios aren’t just made of generic slider settings and enemy AI modifiers; these things are like humongous levels. They come with NPCs, quests, objectives, and challenges. They have character and characters, and you’ll quickly find yourself caught up in the dynamics of each as you attempt to meet some very large objectives in the face of equally large obstacles.

And just like the campaign sets the table for the scenarios, they in turn set up the continuous games. These are no mere sandboxes where you can build cities and then topple them with natural disasters. No, these are massively customizable maps that you can transform into any adventure you want. Maybe it will be hard and maybe it’ll be easy, but it will definitely be big.

For instance, we recently played through an “Easy” continuous game in order to work our way through some build trees, and we had our work cut out for us trying to balance the demands of our massive population while constructing an imperial cathedral. And that was without anyone shooting at us. This is a ton of game. And we aren’t even finished! (We’re just saving more for future blog posts – or get the guide to get the complete picture.)