Thursday, 19 July 2012

DLC #52 - Fallout : New Vegas - Dead Money

Escape Father Elijah's clutches, and take
your revenge.
Dead Money finishes off the story driven New Vegas DLC, and although the trophies aren't exactly challenging, the various game mechanics will make you work for them a little harder than you may enjoy.
                
Out of the 5 trophies, 4 of them are progression based (noticed the pattern yet?), and just require you to beat the game, though you will need to bring out the good, old save game trickery again if you don't wish to play this episode through twice to grab everything on offer.
                                                                 
The story doesn't exactly branch, but there are two different ways to end it, with a trophy granted for each way, so as long as you save before accessing the vault, you can reload your save and perform the opposite action for whichever trophy you need. Thankfully, you won't have to replay any long branches or anything like with previous pieces of DLC and the main game, so you won't feel like you're wasting time.    
                                     
The only other trophy, "Sierra Souvenir Aficionado", comes from collecting 500 Sierre Madre chips, which are scattered around practically everywhere, so as long as you're aware to look out for them, you shouldn't be in any danger of missing them, or not collecting enough of them. 
             
Just a word on the previously mentioned game mechanics, they don't make the story challenging, just a little bit frustrating. The episode is probably the longest out of all the DLC, but only because you'll be scouting out radios to avoid your collar being blown up, or red clouds to avoid being poisoned and killed. It means the pace of the game is broken quite often, and that makes it seem longer than it really is.                                                                    
All in all, you're probably looking at about 6 hours to beat the DLC, providing you make sure you can reload a save before the opening of the vault.

Monday, 16 July 2012

DLC #51 - Fallout : New Vegas - Old World Blues

Outsmart Dr. Klein, and escape Big Mountain
After the step up in difficulty bought about by Lonesome Road, Old World Blues follows up with a more relaxed set of trophies, more similar to the progression based nature of Honest Hearts.
                                                      
Out of the 5 trophies, 4 of them are all related to the main quest-line, which can easily be completed within 2-3 hours, and provides a very minimal challenge, despite 2 boss fights near the end. 
                                                     
Apart from that, the "Making Friends" trophy is the only trophy that branches away from the main quest, and puts you through a bog standard fetch mission, as you locate 10 pieces of data to re-activate 10 different electrical items in the central hub of the map.
                                                                    
The whole package is an incredibly easy 5 trophies, and should take no longer than 4 hours to fully complete. The challenge presented is close to non-existent and you could easily sit down and finish it all in 1 casual sitting.

Friday, 13 July 2012

DLC #50 - Fallout : New Vegas - Lonesome Road

Lonesome Road brings 5 additional trophies to Fallout, and although there is a little bit more variety in the trophy requirements for this package, it is still a fairly relaxed ride that won't trip you up too badly (Until you come to the collectibles part, that is...).

Out of the 5 trophies on offer, only 2 of them are progression based, and simply relate to going through, and beating, the story within the expansion.

It is a little bit tougher to beat than Honest Hearts, for the reasons that you'll run into deathclaws and a tricky final boss fight, but there are various ways round these obstacles, so seasoned players shouldn't find it too much like hard work.

The other 3 trophies in the package relate to collectibles, in one form or another;

ED-Ecated - Found all of ED-E's upgrades in the divide
Rocket's Red Glare - Acquired all upgrades for the divide's signature weapon
Warhead Hunter - Detonated all warheads in the divide
Finding all of these collectibles really isn't really too difficult, but you'll definitely need to be aware of a few things.

The Red Glare (which is an automatic, rapid fire rocket launcher) has 3 upgrades, all of which amount to around 45,000 caps collectively. The best way to approach this is to save your game and sell everything to the electrical commissionary, before re-loading the save after the trophy notification. You'll most likely need to balance out the equivalent of what you need in caps with equipment, given the fact the vendor only has 6000 caps in trading itself. If you need to raise a significant amount of funds still, you might be out luck unless you've done alot of previous collecting, so just be aware of how much you need.

Also, even though ED-E only has 5 upgrades available, 1 of them is stored behind a locked door that requires a terminal hack to the tune of 75 skill. There is no alternative way to unlock the door, so if you haven't got close to a 75 hacking skill, you've either got alot of levelling up to do, or you'll need to find skill books/magazines.

The length of the DLC will depend on if you run into any of the issues above, but providing you have a relatively smooth path from start to end, then you're looking at no more than 6 hours or so to achieve all the trophies.

The main story has flourishes of difficulty, but is mostly trouble-free, and the collectibles are just a matter of backtracking and using any relevant guides to find out the locations of everything. Assuming you don't hit any snags, it's a straight forward enough piece of DLC.  

Tuesday, 10 July 2012

DLC #49 - Fallout : New Vegas - Honest Hearts

Banish the "White Legs" in Honest Hearts
Sticking with the New Vegas theme, the barrage of DLC content begins with Honest Hearts, and is an incredibly east package to pick up some additional trophies from.
                     
The 5 trophies on offer are entirely progression based, and the only thing worth noting is that story provides a branched ending, similar to that of the main game story, which includes 2 endings, each with a relevant trophy for completing the branch.                                                        
With some good old-fashioned save game trickery, you can play out the 1 ending, and then reload back at the crux point to play out the other ending and unlock whichever trophy you didn't grab first time round.
                   
In terms of difficulty, there practically is none, and the episode takes no longer than 2-4 hours to run through in full, along with both of it's alternative endings (Providing you opt for the more time efficient option of loading from the branch-off point). Even if you do wish to play through the DLC in full twice, instead of re-loading your save, you're still only looking at about 6 hours maximum to grab all 5 trophies. It's a very linear, and incredibly relaxed piece of content.
                                                            
Easy.

Saturday, 7 July 2012

Platinum #42 - Fallout : New Vegas

Platinum Difficulty Rating - 6/10                                                                              
The New Vegas trophy list follows a very similar mould to the previous Fallout game, with the vast majority of the list packed with cumulative and quest progression trophies.                                                   
There are significantly less trophies related to side quests this time round, though that's down to the branched off ending paths present at the end of the game.

In a very similar manner to the karma system in Fallout 3, which had trophies revolving around hitting the same levels with each of the 3 karma stances, and therefore promoting multiple playthroughs, this list does exactly the same thing, except with multiple game endings depending on selections and choices throughout the game.

Thankfully, and in the same manner as Fallout 3, there is also a crux point where you can choose which path to take, at which times you can use a bit of save game trickery in order to reload the game from that same section and mop up each of the trophies related to the games 4 different quest endings, without the hassle of actually having to play the game through 4 times in full.
                                 
The main questline isn't terribly long anyway, but going through each of the 4 endings individually on separate playthroughs would take a solid amount of time and dedication, and would essentially turn the list into a needless chore, so it would be in the best interest of time and enjoyment to duplicate your save file and just reload them before each quest choice.
                                          
Carrying on that progression based theme, there are a bunch of tasks all relating to small grinds over various aspects of skills including lockpicking, hacking, speech challenges and repairing. You can naturally unlock most of these, but for others, you will need to delve deeper into the expansive wasteland and side activities, especially for the trophies that have higher accumulative totals to rack up.
                                                                               
There are also handful of trophies that require you to deal 10,000 points of damage with various wasteland weapons, making caps and healing yourself but most of these are just a matter of playing through the game naturally, and will flow throughout the course of the game. Accumulating damage with weapons is easy to farm through, and there definitely isn't a shortage of dungeons and caves to blast through in order to rack up enough damage points for each weapon category.

It can get more difficult when it comes to 10,000 points worth of things such as unarmed damage and melee weapons, simply due to the reason that enemies are always more dangerous when you're closer to them, but all the points based trophies are simply just a matter of time and shouldn't be too difficult to unlock.
    
Being set in New Vegas, it wouldn't be a complete list without some casino based trophies. The  "Courier Who Broke the Bank" trophy,  awarded for getting barred from each of the strip's casinos, essentially comes down to just cleaning them out of caps, and being banned from competing inside them.

Each casino has a different limit, which is usually higher than the previous one, and even though it can be quite difficult to win so often that you clear out an entire fund pot, if you raise your in-game luck attribute high enough, you can essentially win every single game you play, which definitely takes the sting out of the challenge. Even if you didn't choose a high luck attribute at the start of the game, you can wipe and modify your attribute set specifically for these trophies, which you will most likely need to do if you want this trophy, as it's very difficult to win such a high volume of casino games without it.
                                                                                                      
The only trophy you can argue that provides any sort of challenge is the only Gold trophy in this list. The "Hardcore" trophy, awarded for playing the game from start to finish in hardcore mode, is a mode where you have to take into account various factors that pertain more to real life survival, including starvation, dehydration, prolonged limb damage and sleep.

Even though you have to keep the permutations of Hardcore mode switched on throughout the whole game, you can choose to play it on any difficulty, which does make this considerably easier. It is still tough to keep tabs on the various survival factors in the game, but they degenerate your characters health at a much lower rate on the lower difficulty levels, meaning you're not constantly keeping an eye out on your survival factors so often.

If you want a genuine challenge, Hardcore mode will provide it on the games higher difficulty levels, but that really is the only way that this list will test you. There are a few difficulty spikes in some other areas too, but this Platinum is really just about time. Playing through the main quest is an 8-12 hour experience, and you will need to play through each of the 4 different endings, which, despite being a massive timesaver if you utilise the save game trickery mentioned above, will still take a fair amount of time.

The abundance of side activities and other quests that have trophies attached to them will add to the overall completion time significantly, and you can expect anywhere between 80-100 hours for a general estimation. If you're up for the grind, this is a relatively easy list, but you should expect a slight challenge.

Notable Trophies - 

Veni, Vidi, Vici! - Completed Veni, Vidi, Vici
Eureka! - Completed Eureka!
Render Unto Caesar - Completed Render Unto Caesar
All or Northing - Completed All of Nothing
Hardcore - Played the game from start to finish in Hardcore Mode.
 
Hardest Trophy -   
                                                                                                                                
  

Veni, Vidi, Vici!
Completed Veni, Vidi, Vici.





Note : Any of the 4 main ending trophies could be deemed as the hardest trophy, but I felt this one just about edged it in terms of difficulty.

Saturday, 23 June 2012

DLC #48 - Modern Warfare 3 Content Collection 2

Take out some choppers in Kill Switch.
Content Collection 2 is more of the same from Modern Warfare 3, with 6 new trophies spread over 2 new Special Ops missions.                                    
Trophy structure follows the exact same pattern as the first content collection, with 4 trophies awarded for beating the missions on veteran, and then 2 further trophies for pulling off specific in-level tasks in each mission as well.                                                                        
The Kill-Switch mission, which tasks you with detonating an EMP in a Russian factory, is definitely the easier of the 2 missions, and shouldn't take more than a few attempts to beat, even on Veteran difficulty (Though there is a slightly tough part around the middle portion where you have to cover your team-mate with sniper fire which may cause a few re-tries). The sub-task for destroying all 6 helicopters in the level is a breeze.
                
The Iron Clad mission, which sees you guide a tank to an extraction point, is much harder, especially the sub-task of escorting the tank without losing any of it's health. The trick is to make sure the tank is always as far back as possible (aside making sure you go for this trophy on regular difficulty, of course), since there are multiple dangers to the tank, including suicide bombers, RPG experts, choppers and other tanks. Make sure you take advantage of the tanks missiles to destroy air support as quick as possible, everything else should be killed/destroyed by yourself.                                                                                                                             
As far as beating the level on veteran goes, it really isn't too hard if you make sure you take your time and advance forward at a steady pace, but cover areas are quite sparse so just make sure you're extra careful.                                                                                                                                  
When all is said and done, it's no longer than a few hour package, very similar to the first content collection. As seems to be the case with most Call of Duty levels on veteran difficulty, as long as you take your time and are willing to persevere, it's easy enough.

Thursday, 14 June 2012

Platinum #41 - Bulletstorm


Platinum Difficulty Rating - 5/10                                                                                    
The Bulletstorm trophy list is split into 3 distinctive areas, involving the Single Player campaign, Echoes mode and the Anarchy Multiplayer mode.                                                                                  
Truth be told, the majority of the challenge with this Platinum comes exclusively from the latter section of the list, with some gruelling Multiplayer trophies presented to the player.
                                           
The single player consists of a heavy dose of progression based trophies, but does also include 4 stackable, difficulty based trophies, with the "Blood Symphony" trophy, awarded for completing the campaign on Very Hard difficulty being the peak of these trophies.

The game itself presents a minimal challenge, even on the toughest difficulties, due to it's very arcade nature, and also clocks in at a short 6-8 hour venture, and although you can expect alot of repetition of chapters and play-throughs in the quest for collectibles and executing every possible skillshot, it still makes for a short game on the surface.                                                                                                                       
Speaking of which, there are almost 50 collectibles in total, in the form of Newsbots and Electroflies, strewn around the Single Player campaign , but the ability to view any missing collectibles and replay any relevant sections through the chapter select makes these a complete breeze. They're also very easy to find and associated to a variety of skillshots, which makes things even easier for the player.

The "Golden Idol" trophy, awarded for performing every single skillshot in the game, might seem tough, but the majority of them will come through natural progression throughout the campaign, with only a small handful of them being slightly tougher or involving some form of luck.

Most of the skillshots are chapter specific, and just end up becoming a matter of trial and error as you reload chapters or playthrough the game again if necessary. The tougher skillshots are the ones that fall into the "General" category, and can therefore be achieved anywhere throughout the campaign, but it can be tricky finding the best locations for certain skillshots, however, apart from that, the 135 total skillshots really isn't as daunting of a figure as it might initially seem.
                                                                                                                                             
The Echoes mode trophies are definitely the easiest part of this list, and are mostly based around collecting stars within the 14 original echoes. It's very similar to the main campaign, where levels are re-run with score requirements set for performing strings of skillshots and combos, and even though the mode requires a basic knowledge of skillshots to achieve the relevant points targets, the fact you'll most likely already have tackled the levels in the campaign, and also have a solid understanding of skillshots, there's nothing that will trip you up.

The "Hoarder" trophy, awarded for having a total of at least 150,000 points in one Echo round, is just a simple matter of points accumulation, and you will need to replay a few echoes to breach the 150,000 barrier. It's not extensively grindy by any stretch, but you will need to plug away for a bit, even after obtaining the "Supernova" trophy, awarded for getting 3 stars on each of the 14 original echoes.

The Multiplayer Anarchy mode only has a small handful of trophies allocated to it, but is definitely the toughest part of this Platinum.                                                                                                            
The "Anarchy Master" trophy, awarded for achieving a score of at least 50,000 as a team requires a high level of quality in regards to teamwork and communication. The trophy description is actually very misleading, and the 50,000 points needs to achieved in 1 wave within a single game of Anarchy.

The amount of points required to pass each wave escalates as each round passes, however, the earliest time you can earn 50,000 points is wave 20, which takes a good couple of hours just to reach, meaning any sort of failure will set you back 2-3 hours and require you to retry the whole run, which is beyond frustrating. Once you get to wave 20, it's just a matter of teamwork and solid communication, and although there is a very straight forward tactic available to nail this trophy, it will still require the right execution in order to fulfil the 50,000 points requirement, and definitely makes this the hardest trophy in the entire list.

The "Final Echo" trophy, awarded for achieving level 65 in Anarchy mode, is a standard levelling affair, and although  isn't as gruelling as some online levelling grinds that have gone before it,you're still looking at a good 20-25 hours to achieve level 65. You can go a long way to reaching this milestone with the other online trophies in this list, but this will still be the final trophy you unlock in the Multiplayer portion of this game.

It isn't necessary to play with others either, and there is actually a relatively efficient self-play method that can help you rank up and achieve the trophy slighty quicker than if you were to play with others, but it is extremely mundane and does drain the fun element out of the online mode, so it might be something to consider as a final push, but nothing more.
                                 
All in all, this is a pretty moderate difficulty Platinum with everything taken into account. Most of the trophies make this a pretty straight forward list, but there is a genuine challenge present too in places, albeit a fairly subtle one. There is a sizeable time commitment too, clocking in at around 40-50 hours in total.

Notable Trophies - 

Golden Idol - Perform every Single Player skillshot in the game
Hoarder - Have a total of at least 150,000 points in Echoes Mode's total high score
Anarchy Master - Achieve a score of at least 50,000 as a team in Anarchy mode
Final Echo - Achieve level 65 in Anarchy mode
Hardest Trophy -
                                                                   



Anarchy Master 
Achieve a score of at least 50,000 points as a team in Anarchy Mode

Sunday, 27 May 2012

How EA ruined Ultimate Team

"Team of the Year" cards, just another
Ultimate Team cash spinner.
I'm playing the Best of the best tournament, 5 star teams only, and I've battled into the final with a team that I've nurtured from the very beginning and slowly assembled as I've taken my team through strength to strength. It's a slow but extremely rewarding experience. It's rags to riches stuff of the gaming world and once upon a time it was a hugely addictive feeling. Until now.                                                                            
I've beaten some good teams to reach this final, and my 82 rated side is ready. I hit the search button and get quickly get matched up with another finalist. "Established : April 12", it reads. He hits play without any hesitation, and I'm virtually rubbing my hands at the anticipation of being matched up in the final against someone with less than 1 month's worth of experience on Ultimate Team. How could anybody with less just few weeks experience of Ultimate Team possibly be able to compete in a tournament which requires an ensemble of players equal to 5 stars? 
                                                   
As always, I glance toward the top right corner for the teams overall rating upon the pre-game loading screen. "86.....Fucking EIGHTY-SIX?!". I glance back over to the left side to inspect the team-sheet. TOTY (Team of the year) Sergio Aguero, TOTY Eden Hazard, IF (In Form) Hatem Ben Arfa. It doesn't get any more promising for my chances of victory, with a midfield reading to the tune of IF Xavi, Andreas Iniesta and Xabi Alonso. An IF Thiago Silva and Lucio make up a formidable centre half pairing.                                                                                                                          
The long and short of it as far as the actual game itself goes is, I lost. 4-1. The real issue though is how somebody so new to the game produces a squad with the rating of 86 so quickly, and can suddenly eclipse so many older players in terms of strength.                                                                
Back in 2009, FIFA released the concept of Ultimate Team. You begin with the most basic set of bronze players and work your way up to the top to produce the best team possible. It worked well back then for a number of reasons.                                                                                                          
Ultimate Team 2009 - The glory days
The most important thing to note, and probably the most significant in the context of this post, is that buying packs for real money wasn't an option back in the 2009 instalment of Ultimate Team. The example outlined above is a testament to the fact that, if you've got enough money to spend on the game, you can buy your way to success in a matter of hours. It completely crushes the purpose of what Ultimate Team stands for and has ruined the game for the more honest players who enjoy the concept of building a team from the bottom up, which is the exact foundations Ultimate Team were originally built upon. There was no choice back then, if you wanted a good team, you had to earn it through sheer determination. It's akin to real football, if you want to compete, you have to spend money, or your chances of success will be extremely limited.   
                                                       
The player development factor went a long way in UT 2009. Every player had a core rating, but every single player in the game could be trained to a rating of 99. I miss the days of terrorising defences with a forward line of Chris Eagles, Emile Heskey and Michael Kightly. The best thing about it was the fact that the squad you built was all through winning games, earning coins and developing your own players, so there was always a huge sense of satisfaction of winning tournaments and achieving trophies.                                                                                                                  
It's true that it made player values practically worthless, given the fact that a 99 Emile Heskey was as good as a 99 Lionel Messi (Admit it, you'd rather have Heskey anyway), but there were no shortcuts from buying packs with real money, and most revenue streams came from just simply winning games.                                                                                                                                          
"Man of the Match" cards. Yep, another
money spinner...
Ultimate team 2010 did shift away from the player development angle, implementing fixed ratings depending on the quality of players. It also sparked the beginning of the downfall of Ultimate Team too, as the option to allow people to spend real money on packs was introduced. Naturally, the charm of Ultimate Team was lost on some people, as you ran into players who had quite clearly spent real money to obtain the very best team possible, but every single player came in a single form (No IF or TOTY cards) and once you'd bought the best players, you'd essentially hit the end-game, due to the lack of extended options.                            
It was the 2011 instalment that kick-started the "special cards", with the addition of specific IF cards, depending on exceptional weekly performances from a selected clutch of players. Picking up from 11, and moving into 12, this is really where the problems all stem from. The constant re-release of weekly In Form cards, Super In Form cards, Team of the Year cards, and the recently introduced, Man of the Match cards have completely over-saturated the market and give people greater incentives to spend real money on the game in order to try and pull one. The exclusively limited Man of the Match cards can only be obtained for a specific amount of time, which means some serious money is thrown around during "happy hours", as everyone clambers for these special cards before the chance is gone and time expires.                                
The astronomical prices of these cards also make them impossible to get hold of unless you're one of those people willing to plug some serious money into the game, which creates a greater competitive imbalance and increases the divide in quality between players.                                                                                        
Sadly, there's no way EA will get rid of the option to buy packs with real money. Why would they? They'd be stupid to get rid of such a feature, but it completely goes against the spirit of what Ultimate Team was all about. Ultimate Team has just turned into a matter of whose willing to spend more money, and the days of success without spending a penny are long gone. I still get some enjoyment out of Ultimate Team every now and again, but it's incredibly demoralising to work hard on a team you're constantly trying to improve, only to get beaten by others who are too lazy to do the same thing.

Sunday, 20 May 2012

DLC #47 - Bioshock 2 - Minerva's Den

Visit Minerva's Den, and uncover a few
more secrets...
The Bioshock 2 DLC bows out with a story driven expansion in the name of Minerva's Den, which see's you track down "The Thinker", the mastermind behind Raptures system links, and stop Reed Wahl's plans of self control.

Out of the 8 trophies on offer, you can obtain 4 hidden trophies for simply completing the story, which takes no more than 3-4 hours. None of the trophies are tied to any specific difficulty either, despite making you choose a difficulty level at the beginning, so you can cruise through at whatever pace you wish.

You also need to find and destroy all 10 vaccuum bots, which requires exploration of every corner of Minerva's Den, but is still incredibly easy if you make sure to check every possible part of the map. Failing that, you can still use a guide, but you really shouldn't need to.

Aside the 4 story-related trophies, there is a further 1 hidden trophy for achieving a score of 9999 in the Spitfire mini game within Minerva's Den. It can be accessed from a specific terminal and throws up the only really challenging trophy within the DLC. Expect a bit of practise to achieve 9999 points in 1 game.

You can nab everything in 1 playthrough, just as long as you keep track of every trophy that isn't story related, since that obviously makes them missable, but providing you scoop everything up at once, the experience is an easy one and shouldn't take longer than 6 hours or so.

Monday, 14 May 2012

Platinum #40 - DiRT 3

Platinum Difficulty Rating - 7/10                                                                                        
As with the previous DiRT game, the Single Player trophies are mostly emphasised around the World Tour mode, with the vast majority of the trophies on this list all awarded for completing races and challenges throughout the main story.

The "From DiRT to Glory" trophy, awarded for achieving first place finishes in all DiRT Tour events, is the most difficult trophy in this list, and although there are nowhere near the same amount of events in the World tour in comparison to DiRT 2, it's still a lengthy journey that will definitely test your driving skills to the maximum, particularly into the latter stages of the game.

You can expect to beat the Tour mode in around 25-30 hours, though achieving a first place finish in every event, along with the Platinum medals in the Tour challenges, you can expect alot of replay value which will add anywhere between 5-10 hours onto the overall timescale. Some of these events will guarantee multiple attempts, especially the multi-tiered championship series in the latter stages of the game, and given the fact most of these are about 30 minutes in length, you'll want to beat them with as few retries as possible.

Most of the other trophies attached to the Single Player portion of this list will be unlocked along the way to winning every event, and there is a heavy slant of progression injected into the list.

The "Platinum Performance" trophy, awarded for achieving Platinum medals in all DC challenges, requires you to beat the top target time for all 26 DC challenges scattered throughout the World Tour, and although most of them can be beaten within a couple of attempts, there are a few that can be incredibly frustrating, and will require alot of practice to understand the best routes in order to beat the Platinum times.

The "Cool Running" trophy, awarded for beating the Bobsleigh in the Norway Speed Run DC challenge, is actually one of these challenges, and turns out to be one of the hardest individual trophies in the list. It will require complete perfection of the route and has absolutely no margin for error.

Sticking with the theme of Platinum medals, the "Teacher's Pet" trophy, awarded for achieving a Platinum medal in all of the Gymkhana Academy tutorials, is the exact same deal as the DC challenges, and again, even though most of the tutorials are easy enough to obtain a Platinum medal in, there are a couple where you'll need to practice heavily in order to achieve a high enough score to meet the Platinum criteria.

Away from the DiRT Tour mode, the "Battered Battersea" trophy, awarded for completing 100% of the Battersea compound missions, is centered around a free mode where you drive around a selection of open areas completing various challenges, and this trophy requires you to beat every single one of these challenges. They vary extremely, involving jumps, performing powerslides and also include collecting a bunch of hidden packages, and although there's only a few that are genuinely challenging, they add about 3-4 extra hours onto the overall list.
                                                                                                                      
There are also a small handful of Multiplayer trophies in this list, but there is arguably one that stands way above the rest, and ends up being the sole focus of this list, regarding the online game modes.
                                                        
The "Super Star" trophy, awarded for earning enough fans to achieve the Superstar title, which effectively requires you to reach Rank 35 online, and is one of the longest online grinds in any game available to date. It takes a fanbase of 250,000 to reach the title of Superstar, and you'll probably average around 500-700 fans per race, which means you'll mostly like be playing in excess of 250 races to hit Rank 35. It's also worth noting that this game has some horrible continuity between races, and lobby loading times are seriously long, which is definitely something that exasperates the grindy element of this trophy.

You'll probably spend around 30-40 hours trying to achieve this trophy, and it ends up working out to about half of the overall time of this list, which is a big ratio for an individual trophy across an entire list.

The only other trophy that's really worth mentioning is the "Honourable Driver" trophy, awarded for completing an online Multiplayer race with a 'Cautious' rating, requires you to race clean for a consistent length of time. Your rating will either rise or drop based on your conduct during races, and if you're constantly aggressive, your rating will plummet and make this trophy harder to achieve, so it's best to just be careful for 4/5 races in order to steadily boost your driver rating but the longer you go with a bad rating, the more races you'll need to complete cleanly in order to move yourself back up to 'Cautious' so you have to make sure it doesn't slip away from you too much.
                                                                                              
Along with the sizeable element of skill required, you're looking at around 60-80 hours to Platinum this game. It's a list packed with trophies that will require you to get the very most out of the game, and you'll need to beat practically everything on offer to achieve the Platinum trophy, which combines a genuine challenge along with a solid time commitment.

Notable Trophies -

From DiRT to Glory - Achieve first place finishes in all DiRT Tour events
Platinum Performance - Achieve Platinum medals in all of the DC Challenges
Cool Running - Beat the Bobsleigh in the Norway Speed Run DC Challenge
Teacher's Pet - Achieve a Platinum medal in all of the Gymkhana Academy tutorials
Super Star - Earn enough fans to achieve the Superstar title
Hardest Trophy -                                                                                                                                              


From DiRT to Glory
Achieve first place finishes in all DiRT Tour events