Archive for August, 2008


Far Cry 2 Impressions: Part 1

Okay, I’m up to my eyeballs in Far Cry 2 at the moment. So I don’t have a ton of time. But I’d like to share a few cool things I’ve encountered while playing the game over last few days.

Fire: The game has the most advanced fire propagation system I’ve seen in anywhere. Fire is greatly influenced by wind so if you’re not careful when tossing molotov cocktails or dousing dry grass with the flamethrower, the wind can push the fire right back in your face. Always attack with the wind at your back. Also, fire is less effective in lush or moist environments, such as jungles. And you can forget going pyro in the middle of rainstorm. This is just one way the dynamic weather system can impact tactics.

Wild Life: Yeah, there’s a bunch of critters inhabiting the game world including water buffalo, antelope, wildebeests, and zebras. During one of my earliest gameplay sessions I spotted a small herd of wildebeests galloping through a savanna. So I stomped on the gas pedal (…er right trigger,) in my jeep and drove alongside the herd. It was a very Dances with Wolves like moment…yet in Africa…and without tatanka…or President Roslin. Then last week a zebra jumped out in front of my dune buggy while I was cruising at about 60 kph. The dune buggy won that collision, but not without seriously messing up the front end.

Weapon Degradation: Unlike most shooters, the weapons in Far Cry 2 have a life cycle of their own. When first bought, they’re shiny, clean, and reliable. But with repeated use they begin to jam, collect dirt, and even rust. So be careful when using old weapons. I was sniping some enemies with my trusty (and rusty) sniper rifle when the thing literally exploded in my face. Fortunately I escaped injury, but suddenly I was in the middle of nowhere without a primary weapon…and my intended targets were preparing for a counter-attack.

Well, gotta get back to work. I’ll share more about the game in the coming weeks.


Viva Pinata: Trouble in Paradise Author Tips!

From the ruffians…er…writers of the Viva Pinata: Trouble in Paradise Prima Official Game Guide comes a selection of author tips to get your garden started right.  Brought to you by Bryan Stratton, Andre Fredrick and the letter P!

1) Each Piñata can perform two tricks. To get them to perform each trick, you need to find the food item that triggers the trick and feed it to them. Tap the Piñata with the Trick Stick when it’s doing the trick, and you’ll be able to use that Trick Stick to make any Piñata of the same species perform on demand!

Continue reading ‘Viva Pinata: Trouble in Paradise Author Tips!’


Prima Games Author Blog Widget

Can’t spend a day without your favorite strategy guide insiders, well check out our awesome new widget available in tons of colors and customizable formats.  Click below on the image or through the right sidebar!


The widget in use over at the Random House Blog: Suvudu!


Spore Contest, Sims Preview, Guide Discounts, oh my!

It’s Wednesday, which means a whole lot of awesome stuff came out yesterday, huzzah!

Here’s a quick overview:  Spore Contest | Sims 2 Apartment Life Free Chapter | Viva Pinata Trouble in Paradise Free Pinata Prospectus | Warhammer Online Quiz | 25% all eGuides | Read More Below!

Continue reading ‘Spore Contest, Sims Preview, Guide Discounts, oh my!’


The Sims 2: Apartment Life Author Tips 3/3

More author tips:

7. Another way to prevent noise is to line floor next to the common wall with objects (i.e. sofas, tables, bookshelves, etc.). If the tiles adjacent to entire length of the wall are inaccessible to your Sims, no noise will be created because your Sim can’t get close enough to bang on the wall.

Continue reading ‘The Sims 2: Apartment Life Author Tips 3/3’


The Sims 2: Apartment Life Author Tips 2/3

Check out some more tips from Greg Kramer!

4. Mind your Sim’s Reputation. If it’s good enough, it can increase the odds of getting Secret Networking Benefits.

Continue reading ‘The Sims 2: Apartment Life Author Tips 2/3’


Too Human: Deciphering Reviews/Bonuses

So the game’s out and the reviews are in. Overall, I feel the critical response was unjustly harsh. Though I admit, when I first started playing the game back in April, I knew this was going to be one of the most divisive 360 game’s since Shadowrun. Either you get it or you don’t. I’m not sure the deadline-wary reviewers spent enough time with the game to really explore its depth. It wasn’t until the second play-through that I fully grasped the finesse of the combat system and powerful customization offered by the skill and alignment trees. Granted, it’s not a perfect game. No game is. But I feel it deserved better. Hopefully the public looks past the reviews and enjoys the game for what it is. I’ve been playing the game for months now and can’t wait to dig into the retail version. Maybe when I’m finished rampaging through Africa?

Looking through the forums there seems to be a little confusion about some of the game’s more cryptic bonuses. Don’t feel bad. I had the same problem. Fortunately, Silicon Knight’s Henry Sterchi helped us with some of these definitions for the guide. Here’s a few definitions of the more common (yet vague) bonuses you may find applied to certain weapons and armor:

Aggression: Increases aggro (makes enemies mad at you faster)
Dexterity: Increases base gun damage
Experienced: Increases experience bonus
Hybrid: A legacy term for plasma
Mastery: Increases named skill tree node by noted level (class-based)
Soothing: Decreases aggro
Strength: Increases base melee damage

For more Too Human info, check out our guide. Included are names (and functions) of fused charms as well as definitions and descriptions of all enemy polarities and associated status effects. We also have stats for all epic weapons and armor pieces.

August 2008
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