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REVIEW LAIR |
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PUBLISHER
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SONY
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DEVELOPER
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FACTOR 5
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GENRE
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ACTION / ADVENTURE
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PLAYERS
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1
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PRICE
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£39.99
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RELEASE DATE
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OUT NOW
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So pretty, yet so broken, Lair’s
continuously frustrating control system
sucks much of the fun out of terrorising
the Mokai army. It’s a missed opportunity
for Factor 5 to put
itself firmly back
on the games
industry map.
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SCORE
10/SEP/07 |
52% |
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To view this trailer, you will need to have Adobe Flash Player already pre-installed.
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Dragons rock. They’re often portrayed
as stupid (Reign Of Fire), comical
(The Sword In The Stone), or
mighty mythical beasts of supreme
intellect and awesome powers, venerated by
in-game characters (take your pick of almost
any role-playing game). Whatever colour
popular fantasy paints them, when a dragon
gets pissed off with you it’s time to pay it
the appropriate respect by legging it in the
opposite direction, as you would flee any flying,
clawing, biting, fire-breathing monster 50 times
your size. With respect comes admiration.
We’d like to be a dragon, or failing that, we’d
like to have our own pet dragon to mount like
a horse, flying and toasting our enemies at
will. Atreyu’s ride on Falkor the Luckdragon
is one of the reasons why we still enjoy The
Neverending Story so much, charming
Limahl theme tune aside. The dragon ride was
also the reason we were looking forward to
playing Lair.
Initially, Factor 5 seems an unusual choice
of developer for such a high-profile game, if
you consider its history. It’s been around for
20 years now but has been primarily focused
on Nintendo titles, its last release being Rogue
Squadron III: Rebel Strike for the GameCube
in 2003, which was generally well-received.
It’s probably this sci-fiflight-sim trilogy that
qualified it for the job in the first place, and
arguably Lair’s spot in the limelight is due to
a thin post-launch catalogue of PS3 games.
At a glance, it looked to us as if Factor 5 had
done a sterling job with Lair, with its huge
animated mythological creatures and the
sprawling vistas that we’re becoming used to
on the PS3. Maybe we wanted to see the PS3’s
worryingly lean essential purchase list fatten
up so much that we were willing to overlook our
instincts and trust in everything we saw. But
it’s easy to be deceived by a few choice scenes
and screenshots, because Lair is not the epic
dragon-riding fantasy we had hoped for.
It did get off to a pretty decent start, though.
It’s set in a land split into two factions: the
Mokai and the Asylians. While you enjoy life in
the verdant and relatively affluent Asylian side
of the divide, the Mokai make frequent assaults
on the Asylian front from their arid and infertile
lands. Both factions employ accomplished
dragon riders in their armies and the game
begins with a surprise attack from the Mokai.
It’s difficult to sift an original plot from a
saturated fantasy genre, especially when the
majority of your budget is tied up elsewhere,
but Factor 5 has done a respectable job of
telling Lair’s story via the seamless
cut-scenes and narration between each
mission, despite the shallow characterisation.
After the lengthy and engrossing introduction,
five minutes on a training mission highlighting
the functions of what seemed to be a
surprisingly responsive Sixaxis control system
was enough to hook us. It took quite a nose
dive after that, though.
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It seems very straightforward at first.
Tilt the pad to the left or right to bank, up to
ascend and down to dive, which is easy-peasy
when you’re soaring through clear skies and
attempting to fly through stationary hoops.
However, it’s quite a different story when you’re
engaging in aerial combat with a host of 40-ton
monsters, while trying to navigate the turrets
of a citadel at the same time. A few levels into
the game and Lair’s controls quickly proved to
be an enormous and very irritating lance in this
particular dragon’s side.
For the sake of realism, Factor 5 has an
obstruction detection system in place that
causes your dragon to shift rapidly to one side
should you get within close proximity of any
building or fixed obstacle. You have no control
over the direction of this movement and the
AI seems to move your mount in the shortest
distance that clears you from the obstruction.
This might not have been a problem if your
mount was easier to handle; if it didn’t rock
gently forwards, while you were trying to hover
or make a sudden dive in the heat of battle,
after an accidental shake of the controller.
But it’s hard enough to accurately guide your
dragon through the scenery while gliding, let
alone while sweeping in on a potential target.
Fantasy geeks might argue that our difficulties
with the controls are an innate and accurate
problem with flying a dragon mount. This is fair
enough for Rohn, our virtual protagonist, who’s
taking the pros of an exhilarating, open-air
adrenaline rush on the back of a flying lizard,
with the cons of possible death or serious injury.
However, we want to enjoy this game without
the excruciating urge to push the Sixaxis
controller through the TV screen! Ultimately, it
seems unfair to criticise Lair for many of these
faults that are inherent in the PS3’s signature
controller technology, but Factor 5 could easily
have ditched Sixaxis control altogether and
relied on the tried and trusty analogue sticks.
Perhaps even better, if they’d applied some
fine tuning to your mount’s flight it could have
saved many of our frustrations. Unfortunately,
these frustrations didn’t end there.
As if the control system didn’t make handling a
raging dragon enough of a chore, the automatic
camera angles almost kill any notion of guiding
your mount in the desired direction. Again, it’s
not a problem when flying unfettered by the
need to soar between obstacles to your next
objective or attack a foe, but when the heat is
on, the chances of you becoming completely
disorientated rocket skywards. By pressing
either shoulder button you can target and
cycle through your nearest enemies, before
blasting them with a fireball, or engaging them
in melee combat by swooping in with Triangle. But
as the camera pans to follow your target, any
sharp change in trajectory by either party often
means that you’re suddenly left blind as to
where you’re headed. Either you release the
lock-on and lose your target or ineffectually
fumble with the highly sensitive Sixaxis
functions in an attempt to turn your mount
to face in the right direction. And when we
decided to play it safe and ignore the lock-on
button as much as we possibly could, we found
that in a sky that’s almost black with flying
reptiles, we couldn’t tell friend from foe, even
with help from Rage mode’s bullet-time effect.
Aerial combat quickly proved to be a thinly
disguised and broken mess that unravelled
with each level we played.
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Lair is by no means bereft of redeeming
features, however. Ironically, once you’ve
grounded your dragon by swooping low
and tapping both of the trigger buttons, it
becomes much easier to control and a far
more pleasurable experience. Many of Lair’s
objectives involve killing a number of specific
foes while engaging in a few combat scenarios.
Fire blast enemies out of the sky, attack winged
enemies in melee combat and strafe grounded
foes with flames. Best of all, you will also get to
land and confront hundreds of enemy troops
head on… and it’s an absolute massacre. A
beautiful, visually satisfying bloodbath. Exactly
what you would expect if you unleashed a rabid
sky terrier into a swarming rat’s nest. The foot
soldiers may outnumber you by hundreds or
sometimes thousands to one, but you have an
enormous size advantage and some mighty
powerful weapons at your disposal. Your
fireball and flame attacks alone will take out
dozens of enemy troops at a time, but should
the enemy get too close, a tail swipe will fend
them off. Alternatively, you can simply tell your
mount it’s chow time and allow it to feed until
you break the advancing enemy’s morale and
they begin to flee. It’s not much of a challenge
early on, but it easily became one of our most
anticipated objectives.
To be fair, the Sixaxis might be the main
perpetrator of Lair’s problems, but it’s not the
only one. Factor 5 has tried to cram facets of
several genres into a game that appears to be
only one, including puzzle-solving adventure
elements. You’re often expected to know what
to do next without being given any clear idea of
how to do it, and Lair’s fourth level highlighted
this confusion. Having fended off dragon
attacks and hammered out a few fireballs of our
own, we were instructed
to enter a temple and
destroy the mechanism
inside, which we wrongly
assumed would mean a
few dumb swipes at an
appropriately conspicuous point, and not the
specific technique we had to employ on three
separate devices. This wasn’t an isolated case
of genre muddling, either.
At a rudimentary level, Lair works incredibly
well. More than that, it has the fundamentals
of a game we’ve been waiting for since before
Factor 5 had even thought of it. Others have
even tried the dragon-ride experience and have
failed abysmally, but beneath the enormous
foul-up that is the control system, there’s a
thoroughly playable game trying to assert itself.
It’s as if Factor 5 has brought its experience with
the Star Wars: Rogue Squadron series and tried
to apply a dragon skin to a Rebel X-Wing, only
the subtle mechanics of dragon flight have not
survived the translation. Lair frequently dazzles
you as an observer, both from an aesthetic and
a gameplay perspective. However, it’s only once
you actually have the controller in your hands
that you realise what a frustrating experience
it often is. Not just for the lack of control, not
even for the disappointment at how much of
a letdown it is, but the dismay at yet another
potential PS3 hit that almost was.
Ben Biggs
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