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LAIR


KnackChap

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LAIR

 

Developer:Factor 5

Publisher:Sony

Genre:Aerial combat

Players:1

Platform:PS3

Release:Sep 07

 

In a world ravaged by endless conflict and natural disaster, a call for peace turns into a bloodbath of betrayal and deceit. Playing as a warrior riding a voracious dragon trained for deadly aerial and ground combat, and capable of scorching, clawing and smashing thousands of enemies, gamers must defeat countless armies to save a civilization. Together, the gamer and the beast will attempt to change the destiny of a world on the brink of extinction.

 

Official Website

 

 

IGN preview

Our recent time with the game uncovered more variety still, such as the stealth mission in which Rohn must infiltrate a Mokai outpost undetected. Under the cover of darkness the Sky Guards swoop in, flying low along the coast and toward an opening in the rocks. The mission isn't as simple as it first seems though, because the Mokai has lined the run-up to the outpost with lookout towers. Spotlights cut through the midnight sky, sweeping across the walls of the chasm in search of intruders and, unless you want to be on the receiving end of a Mokai steam cannon - a thoroughly unpleasant experience, we can tell you - you've got to silently glide between the beams of light, which are more densely packed and get more unpredictable the closer to the outpost you get.

 

As we've reported previously, the SIXAXIS copes easily with dogfights in open areas, but negotiating the confined chasms without being spotted is a much tougher test of the controller's precision. Thankfully it feels responsive without being twitchy and with a little practice - we're talking less than a few minutes - gliding past the spotlights becomes second nature. The task is made considerably easier by your dragon's ability to hover, enabling you to wait for the spotlight to pass before swooping under. It can dash too, so if you accidentally stray into the light - at which point the Mokai hammer your winged beast with fireballs - you can quickly escape back into the safety of the darkness.................................................

......................................What we can tell you about though is that Factor 5 has some epic moments planned, such as the boss battles against a giant sea snake that ducks in and out of the ocean, and a giant spider wasp Rohn encounters in the desert. During the fight against the latter, the camera switches to a 2D chase view - or Pursuit Bubble, as Sony affectionately calls it - and the player must tilt the SIXAXIS to dodge incoming attacks, while getting close enough to land the killer blow. There will be big battles against key enemy commanders too, but Sony is keen to keep those under wraps for now.

 

One thing that is apparent from the time we've already had with Lair is that it's progressed enormously since the bridge levels we first saw at the tail end of last year. The missions have been fleshed out and the controls refined, plus visually it looks as spectacular as it ever did, running in 1080p at a steady 30 frames per second. Admittedly there were a few moments when the frame rate dropped, but Sony is certain this will be ironed out come release.

 

Indeed, you'll be able to check it out for yourself because our Sony rep was confident that a Lair demo would appear on the PlayStation Network, although they admitted it could well be post launch because Factor 5 is working flat out to get the actual game finished. If what we've seen lately is indicative of the final game, which we're pretty sure it will be, it's time well spent.

 

Screens

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Reviews

IGN-

Gamespot-

Gamespy-

PLAY-9/10

Gamepro-7.5/10

EGM-5.5/10

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at 1ups podcast they discuss the lair review.

 

GOOD

they said motion control was cool.

the ground combat was well done.

no mention of frame rate.

liked the epic scope.

 

BAD

They thought the dragon was a reskinned x-wing(everyone says else)

the dragon shooting fireballs was odd(wasnt realistic enough)

the game had no map

someone asked if the graphics were good and he said "its High Def" and he didnt like the colors used,everything was brown and grey.

didnt like the art style,said the game lacked innovation.

(note: none of the bad points refer to actual gameplay)

 

lol at EGM,you give a game 5 because ,you didnt like the colors used or the art style.

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"lol at EGM,you give a game 5 because ,you didnt like the colors used or the art style."

 

Man KC...why dont u tell the truth...this game is gona suck so hard...all because of the six axis control system....just face the facts...lol

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GameInformer reviews lair(much more credible mag than EGM or PLAY)

 

Basic summary: The graphics and presentation are amazing, but the controls can be extremely frustrating if you don't have the patience to learn them

LAIR

 

>STYLE: 1-Player Action >PUBLISHER: Sony Computer Entertainment

>DEVELOPER: Factor 5 >RELEASE: August 14 >ESRB: T

 

FLYING WITH CLIPPED WINGS

 

In The Lord of the Rings' battle of Helm's Deep, what if it wasn't Gandalf and his cavalry that showed up to save the day, but rather one lone dragon and his rider? Most of the wars in Lair unfold with huge armies banging on castle gates, only to be foiled by a fire-breathing demon from the skies. Now, this may sound like the ultimate adventure - a scenario that every nerd across the globe has dreamed at least once. Unfortunately, in Lair's case, the amazing sensation of flying saddleback on a death-dealing dragon is greatly marred by the wobbly motion-based controls.

 

As it turns out, Factor 5 knew that players would have difficulty controlling these dragons, which is evidenced in painfully slow speed (hot air balloons may drift faster), and the skill-stealing lock-on targeting system. If you hold down the lock-on button, you will not only establish a sure fire hit on your closest adversary, you will swirl and bank with it without having to adjust your aim. At this point, you just have to jam on the fire button to mow down the attacker. Hit auto-target button again, and the next opponent will suffer a quick death - a death that always felt cheap to me. It's borderline god mode.

 

Where Lair lacks any form of grace in its flight or intensity in its firefights, it does set the stage for battles that are the very definition of epic. As catapults pound castle walls, and thousands of soldiers collide on the battlefield, the sky is a flurry of dragons spewing fire and ice. What it all boils down to, however, is you feeling foolish to be a part of these epic events - mostly because a dragon that flew this poorly would never be allowed to participate in battle, it would be back in the village pulling a plow in the fields or doing stupid tricks for scraps at the bar.

 

There's a hint of Rogue Squadron (Factor 5's most famed work) in Lair's blood, but it mostly comes out in the soundtrack and the mission structuring. The Zen of shooting down TIE fighters is sadly nowhere to be found, which is a shame because you can clearly see that the potential is there. Without a workable control scheme (standard analog movement is not an option), I fear most people will find themselves flustered beyond belief with the game like I was. -- REINER

 

BOTTOM LINE:

7.25

 

 

>CONCEPT: The creators of Star Wars: Rogue Squadron show us that dragons are not nearly as cool as X-Wings

 

>GRAPHICS: The battles span as far as the eye can see, and the high level of detail (especially when viewed in native 1080p) never ceases to amaze.

 

>SOUND: The pulse pounding score oddly sounds like it belongs in Star Wars, but definitely gets the blood pumping. This is also one of the few games out there to support 7.1 surround sound.

 

>PLAYABILITY: This is where Lair plummets. The motion-based controls just don't work as well as they need to for an intense aerial combat game.

 

>ENTERTAINMENT: Lair's disappointing critical path comes to an end at approximately six to eight hours, but getting all the gold medals will take some time.

 

>REPLAY VALUE: Moderate

 

Second Opinion

 

As a fulfillment of childhood dragon-flying fantasies, Lair triumphs through its phenomenally huge conflicts and vicious vertigo-inducing midair duels. Your dragon is like a nuclear bomb in a knife fight, capable of turning the tide in a conflict of thousands. Your score is actually the tonnage of destruction left behind in the wake of your passing. Variety fills up the gameplay experience, from a remarkably well thought out switch-up of mission styles to the evocative orchestral score that weaves its way through the game. This variety extends to the numerous combat moves available in a fight - enough to offer excitement in what is otherwise a relatively simple gameplay mechanic. I'm not a fan of the color palette for the game, filled as it is with so many earthy hues that objects just don't stand out on the screen at times. While the motion controls for flight are unique, they're also the weakest aspect of the title - it was several hours into the game before I felt like I had a firm handle on moving around. Even so, Rogue Squadron fans would know that this was a Factor 5 game without seeing the logo - it's not the longest ride, but you'll be coming back again and again for those brief flashes of gameplay brilliance. -- MILLER

 

final Score

8/10

 

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