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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.

All posts tagged with ‘author’
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All of the Mafioso action, none of the bloody horse heads

I can think of at least five different ways to take over the gas station down the street. I can cut the telephone lines at the rear, then rush the front counter. If it was a two-man job, I’d send a bruiser through the sliding glass doors, then cut the power so that the proprietor couldn’t escape. Better still, I’d go inside, possibly knock over a few candy bar racks to intimidate the owner, and put the screws to him until he decides to kick up a weekly protection fee to me, Fernando Bueno…Don Fernando Bueno.

While playing The Godfather II, these are the kinds of decisions you’ll have to make. As you grow your empire, you’ll have to take over small businesses, recruit new soldiers, promote crew members, and even knock over a few banks to rake in some extra dough. So before we get to all of the other nuances of becoming a Don, why don’t we start with the very first thing you need to know: How to take over a business.

 

Tip #1

Always case the joint first. Before rushing into a business with your guns blazing, always stroll around the perimeter first and locate all of the exits, the gas main, and the telephone lines. Whether it’s an electronics store or a swanky gin joint, businesses usually have more than one entry point. If you can’t get in through the front door because there’s too much muscle, get your demolitions expert or engineer to create a new entry point for you.

 

Tip #2

Vary your crew members’ specialties. Look, there’s no point in bringing three safecrackers to a business that requires a bruiser to bust down the door, you dig? By bringing a bruiser, an engineer, and a demolitions expert, you’ve pretty much guaranteed you can get into any building you want.

 

Tip #3

A stubborn Don is a dead Don. If the business you’re after is heavily fortified with a rival family’s goons, there’s no point in banging your head against the wall trying to take it over with a weaker crew. Instead, weaken the rival family by blowing up one of its businesses and removing their Crime Ring bonus. If that business was guarded by men wearing bulletproof vests, for example, remove the bulletproof vest bonus to make things easier on you the next time to try to take the joint.

 

Tip #4

Unmake Made Men. Whenever you try to take over a rival business, chances are the rival Don will send some of his tougher Made Men to provide the business under siege a little backup. You can ensure this doesn’t happen by either removing the rival family’s Made Men for good by meeting their kill conditions, or just send them to the hospital for a bit by whacking them some other way (and not meeting their kill condition). Either way, get them out of your hair before things get messy at a small business takeover.

 

Tip #5

Your crew is only as good as their leader. If you rush into a warehouse where all of the rival goons are ready and waiting, you’ll lead your men into a massacre. Instead, use your men like you would a military unit. Orchestrate their movements as they take over the business and cover each others’ backs. Use flanking procedures to take out rival soldiers, take cover behind walls, or even send your crew down one route while you take another to split the enemy’s fire. Fight smart.

 

No matter what method you choose when taking over a new business, always keep in mind that there’s more than one way to skin a cat. If your first attempt doesn’t work perfectly, try an alternate entrance or a different approach.

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Suikoden Tierkreis Author Tips Part I

Check out these five (of ten) top author tips from the Suikoden Tierkreis author, Steve Stratton.

Side quests are important!

Side quests are important!

Tip #1: Carry Out Side Quests

Once you’ve established yourself as a force of good in the land, you’ll soon be flooded with all sorts of optional jobs from a wide variety of folks in need. Speak with Moana at your headquarters to view and accept these special side jobs whenever they become available. With the tips you’ll find within Prima’s eGuide, you’ll have no trouble clearing them and claiming their rewards!

Tip #2: Search for Starbearers

Suikoden: Tierkreis is packed with playable characters, and the more you recruit to your cause, the more options you’ll have when building your teams of heroes. Some recruitable Starbearers join your ranks over the course of the campaign; others must be sought out if you want to acquire their aid. Lucky for you, Prima’s eGuide tells you just how to find and recruit each and every Starbearer in the game!

Tip #3: Hunt for Treasure

When exploring new lands, it pays to scour all the little nooks and crannies for hidden treasure chests that contain valuable goodies. Or you could just check the maps in Prima’s eGuide to find them all fast, without the fuss!

A balanced party

A balanced party

Tip #4: Build Balanced Parties

Take your time and think things through when building teams for important missions. Make sure each party has an even spread of offense, defense, and healing ability. After all, a team that can’t defend itself won’t last long against the legions of evil!

Tip #5: Power Level New Recruits

New recruits will often be far less experienced than the rest of your seasoned allies. Bump them up fast by including one or two low-level characters into each party you build; they’re sure to earn lots of EXP from the powerful monsters their higher-level peers help them slay!

Click here for a free preview of the Suikoden Tierkreis  eGuide!

Click here to purchase the Suikoden Tierkreis eGuide!

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the secret life of a strategy guide writer / 04

Last time: I remarked on the giddy anticipation in a strategy guide author’s tummy, which later becomes an ulcer once the true enormity of the task at hand is realized. This time, I give a glimpse to what life is like on the road, visiting a world-famous developer or two.

Part 4: Home and Away

Writing a guide and playing an early version of a game to completion takes place in one of two zones; the first is the author’s home, where they’re crouched over a glowing television, typing furiously, and clad in only the finest K-Mart pajama pants. Some of the time though, a company wants you to visit them, and the project goes on the road. The author needs to be careful to ensure it doesn’t go off the rails.

When you’re traveling to a place by car, it’s simply a matter of packing up your laptop, hard drives, blood-pressure medicine, and high-definition screen capture unit. Oh, and another monitor. And keyboard. And clothing. If you’re flying to a developer in the middle of the Canadian tundra, or down in the sunshine and smog of L.A., everything’s crammed into suitcases, and you hope the airport’s X-ray machine doesn’t wipe your hard-drives (which it did during one particular fraught stay at Sega).

Once you stagger into your developer’s lair, you prepare to squish two weeks’ worth of work into one; your time at the company is incredibly valuable, and you need to be playing the game, speaking with the Testers, chatting to the Designers, and not waiting in the foyer for two hours for a guy to show up who’s actually on vacation. Then the room isn’t ready for you or the marketing department has double-booked it. There’s an out-of-date build. There’s no television for the game console you’re working with. You know, those sort of teensy issues to resolve. I once asked a gaming company rep if I could borrow a Memory Card to save a game I was about to play. The response was “what’s a Memory Card?”

But once you sit down and play, there’s nothing like having access to a team of dedicated professionals who can answer your gaming questions, and actually want to help you create a better guide. The distractions of home –- “what’s Gordon Ramsey up to now?” “Has my season pass of Ghost Hunters recorded?” “where are my pants?” — are gone, replaced by a creeping sense of fear that the game footage you’re taking will never end.

But it does, and next time, I’ll let you know how some of the world’s largest development studios stack up against each other. Who’s got the best foosball table? Who’s got a Starbucks inside their own office? And who’s living a gray existence in cubicle horror?

Just finished: Continuing a pillage across a continent-sized landscape, searching behind every rock, and rummaging through hundreds of corpses for that extra-special item.

Currently: Still writing cunning tactics about surviving multiple quests in a game I can’t mention.

About to: Start work on the Critical Path throughout this massive, sprawling, and massively entertaining game.

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the secret life of a strategy guide writer / 03

Last time: I detailed elements of the planning that ensure a strategy guide is a pleasant, rather than suicide-inducing experience. This time I reveal the creeping sense of half-terror, half-excitement that envelopes a strategy guide author when that game finally arrives at their door.

Part 3: Initial Wandering and Pondering

When a menacing man in a motorcycle helmet approaches my door, I’m not ready to attack him with my baseball bat; he’s almost always a courier, handing me an early version of the game I’ve been spending the last two weeks craving. After ripping open those asbestos-filled yellow envelopes and coughing up a lung, I place the disc in my debug unit, and switch on.

  Fast-forward 6-12 hours later, and I’ve finished my first playtest of the game. This is partly due to my claw-like arthritic hands needing a rest, but mostly because I take a break, and break down the guide into the sum of its parts. How many levels is the game? Do we need a weapons table? How should the maps be labeled? Can I go to the toilet please? These are some of the questions that are initially answered in the first 48 hours of game time. Then an author usually checks their calender, figures out how many days there are until deadline, and crosses off all social interaction for the next month.

  You get to play a video game for the strategy guide you’re working on between two to six months prior to the game shipping. “That’s plenty of time,” you’re thinking. Well it would be, except the game’s probably in what the cool kids call “a pre-Beta state.” This basically means you’ll be playing through an exciting level, hammering down on foes, or beating rival vehicles in a crazy city-wide escapade, and suddenly you’re thrown out of the game. The Xbox 360 in particular loves to assign not quite enough memory to the game you’re playing, and the action freezes, and “the blue bars of death” slowly chug across the screen. Expletives are yelled, consoles are rebooted, and the level or race is tried again.

  But newer and more stable builds arrive, and the process continues. That is, unless the gaming company wants you to play the game at their place.

Next time: What’s it like traveling to Nintendo, Microsoft, or Bioware to play a game on-site, and is it easier working remotely instead of in your home office? Hint: It’s not.

Just finished: Claiming incredible, god-like status and rampaging through a virtual world, looking for hard-to-find items and area.

Currently: In the thick of revealing some juicy quest details for a massive RPG.

About to: Continue pillaging my way across a continent-sized landscape, searching behind every rock, and rummaging through hundreds of corpses for that extra-special item.