PlayStation 3 Insiders - Lair PS3 Review
 
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Lair PlayStation 3 Review

 

Special thanks to Rod Oracheski for the following review:

Reign of Fire becomes Reign of Fail.

SIXAXIS control - it's often credited, despite a host of other flaws, as the major issue that grounds Lair.

Factor 5's President, Julian Eggebrecht stood tall on the issue long before the game came out, after initial feedback indicated that motion control was poorly received. He defended motion control, apparently firm in his belief that analog control was too limited to work in the aerial portion of Lair, even after further criticism.

That crusade didn't stop when the game was released and initial reviews complained about inconsistent controls, and further review copies shipped along with a review guide that covers the controls in more depth and handy 'how to play Lair' style videos have appeared on the PSN.

It doesn't help. The controls are terrible and the game suffers as a result.

Gameplay

When on a dragon, tilting the SIXAXIS will bank your dragon side to side. This works fairly well, even with a slight bit of lag between the action of tilting left and the mount actually responding.

You're quickly introduced to additional controls - using the R2 or L2 buttons to hover, and hitting X (repeatedly) to accelerate. These controls also work well, though it's extremely annoying to have to continually hammer on the X button as you fly across a map to an objective.

Things fall apart when you're introduced to the most important control mechanic - the 180 degree turn. To accomplish this, you simply lift the reins (jerk the controller up). No problem, right? OK, so you lift the controller...

And your dragon does a speed burst forward.

Confused, you'll pull the controller up again. Maybe this time it'll do the swooping 180 degree turn, but more likely it'll trigger another speed burst. In fact, during an interview, Eggebrecht admitted he can only pull off the maneuver about 80% of the time.

This is an essential maneuver in the game, and even the developers can't get it to work consistently. Honestly that's all you need to know about how this game plays, though I'll humour you and fill you in on some other things.

During the game you get no targeting radar, a feature that appears in damn near every other game, and why? Because it works!

Instead, you get a single targeting arrow that indicates, more or less, which direction it is to the objective that it's decided you're on. During missions with more than one objective, sometimes it's right and sometimes it's not. It doesn't show altitude however, and it often disappears completely when you're near the objective - and sometimes when you're not near the objective.

This makes missions extremely frustrating, as you try to pick out enemy units among the mass of ground combat. There are a ton of units in play at times, which would be fantastic if you could tell friendly troops apart from enemies. In several missions I wound up sending fiery death down upon my enemies, only to be told the enemies are actually over there. It's particularly bad during an early mission on a bridge, when you have to swoop in and grab large bull-like creatures with your dragon's claws.

Even if you can find the creatures within the ranks of your army, you still need to actually target them. There's no active targeting method, instead a white dot will appear as an overlay on whatever the game is currently targeting. Sometimes it will be on the creature you want, but more often it will be on a tower in the background or a dragon nearby. It's particularly frustrating that you can be perfectly lined up and have the game switch targets at the last minute, necessitating either a 180 degree turn (good luck) or swinging out away from the battle and setting up for another run.

On the more difficult missions you will sometimes fail repeatedly, due simply to the controls - not the difficulty. I'd advise removing children from the area prior to playing, as profanity will be commonplace.

Occasionally the camera will become stuck inside buildings or rocks that you pass by, especially when you've swooped in on an enemy or done a speed burst. It will remain stuck until you die or fail the mission and restart

What does work are the mid-air encounters, when dragons clash in close quarters combat. It's simple but effective, as you claw, guard or breathe fire on the opponent until one of your corpses falls from the sky though nothing but the fire attacks actually makes contact with the opponent. You can also do mid-air takedowns, which are Shenmue-esque QTE where you'll hit buttons or tilt the controller in response to onscreen prompts in order to unseat the other rider and dispatch his ride.

All this combat happens while you're flying about the level attempting to accomplish missions, of course. Most of the combat is actually incidental to the mission at hand - you'll fight dragons as you fly towards a ground enemy that needs to be eliminated, for example. The game actually works fairly well this way, simply gliding to the objective and hammering on the 'breathe fireball' button whenever the white targeting dot lights up, even if it's not particularly compelling gameplay.

You'll have to hurry to those objectives though, as they often don't give much time to complete/prevent the destruction. You'll be reminded of this by cutscenes that play...continually. A cutscene will pop up, for example, telling you that you need to eliminate dragons that are attacking whale-like airborne creatures called Mantas that you need to defend. Sometimes the objective indicator will tell you which direction they're in and which of the beasts they're attacking, but often it won't. So you scan the horizon quickly, looking for signs of battle.

Another cutscene plays, telling you there's no much time. It breaks you back to the action, you spot what could be the attack in question and you head there, hammering X to fly as fast as possible. After you fly a short distance another cutscene plays to plead for your help, then drops you back into the action. Most of the time you'll still be pointing in the same direction, but sometimes you'll be aimed off at a tangent and too bad if you don't know which way you were heading.

As you get close...another cutscene. But then you're there, and ready to battle, but you're too late because it wasn't that Manta after all and a cutscene shows it exploding. Sorry, better luck with the next one - better get moving.

If you're a gamer with anger issues, this game will cost you one or more controllers - snapped after moments like that. Even the most laid back gamers will likely run into issues that make them set down the controller for a while.

To be fair, the controls work decently when you're cruising along at altitude, away from enemies and miles from the canyons and other tight environments that missions force you into. Up there, all by your lonesome, you can enjoy just banking aimlessly from side to side and taking in the large environments.

The game had so much promise, I mean how can you screw up a game where you take a dragon and fly around breathing fire, chomping on enemy troops and leaping from dragon to dragon in midair? The problem is it has almost no delivery on that promise.

The gameplay is terrible, with fundamentally broken, yet mandatory, SIXAXIS controls that hinder more than they help. It's particularly laughable that Eggebrecht, in an interview with Games Radar long after Lair shipped, said "I see motion-sensing as a complimentary, additional new step in terms of controls and where it fits you should use it and where it doesn't fit, don't force it. Please don't force it."

Warhawk, as you may be aware, also has SIXAXIS controls. They are entirely optional, though they actually work. That game, incidentally, is also good, something I can't say about Lair.

Graphics


The theme of 'big setup and limited delivery' continues with Lair's graphics. The game opens with well-crafted CGI work, which is well-received but likely a mistake. Though the game has large environments and runs at a 1080p native resolution, it doesn't measure up to the bar set by the CGI. The dragons themselves look very well done when in game, with excellent detail work in their leathery hide, but they don't really compare to the lifelike beasts that you saw in the intro.

It's also jarring to see the water lapping at the shore and the stellar detail on the city's domed buildings glinting in the sunlight during the cutscene, then immediately be flying over water that looks like repeating squares and a layout of the city that's consistent with the video, but considerably less impressive.

The water looks far better when you do a low-level flyover of it, which is confusing. The gameplay generally takes place in the mid-to-upper atmosphere of the environment, so it would have made more sense to have it look good from that vantage point, but it's hardly the only poor decision made during this game's design meetings. Aside from the SIXAXIS controls, there's also the question of why they would take a game that struggles with the framerate at the best of times and then (as the image at right shows) fill the sky with objects during a level, sending the framerate into the single digits.

As mentioned, even when the action is relatively tame the game struggles to maintain a playable framerate, growing worse when enemy dragons fill the skies and bolts of fire or ice are flying through the air. The inconsistent framerate actually makes the problems with the controls worse, as you'll often overshoot when lining up on a new enemy due to the framerate dipping as they come on screen.

You name the graphical problem and you'll find it here. Muddy textures? Check. Screen tearing? Check. Texture seams? Check. The camera clipping into buildings and getting stuck there? Check - and probably the only game you'll find that in this gen.

Bottom line, the game looks its best at the same points that it controls the best, when you're up high (over land, not water) with few enemies around you, just banking in the breeze. Unfortunately, unless you ignore the missions, those moments are few and far between.

Sound


While Lair is the worst-playing game I've encountered in at least 15 years of gaming, the audio has some real bright spots. The soundtrack, in particular, is amazing and really something to experience, though I'd definitely suggest you check it out via iTunes, not ingame. It's a stunning piece of orchestral work that really adds that feeling of epic adventure that everything else about the game is busily tearing down.

The voice work is decent, though the dialogue itself is fairly generic. It would have been nice to hear a lot more variety in the "You're attacking the wrong target, Rohn" style speeches that you'll hear constantly as you fire randomly at dragons that look exactly like all the others, but are on your side. There's also little variety in the voice-overs that guide you towards your missions, and you'll quickly get sick of being told to kill [TARGET X] or save [TARGET Y] by the same voice clip, especially when the onscreen indicator arrow is currently aimed at a totally different objective.

I also had, on occasion, attacks that seemed like they should trigger a sound effect but didn't. Using dragon fire would elicit no corresponding sound, or bowling into enemies on the ground would be done in silence. It was particularly noticeable when fighting at sea, where huge sprays of fire and water would yield some scattered sounds of hitting wood, but no fiery destruction or watery splashings. Inconsistent at best.

Lasting Appeal


Lair has a multitude of locked content, though it's largely in the form of non-game rewards like movies or art galleries.

You can also compete in online leaderboards, though every time I attempted to access them my PS3 would lock up. The music would continue to loop, but nothing would allow me to navigate or back out of the leaderboard screen. I also couldn't shut off the console or quit the game via the controller, necessitating turning the machine off manually. I tried several times, over the course of a week, with the same result. Others have reported occasional freezes, while some have had no issues at all - your mileage may vary.

In any case, none of the rewards are particularly worth replaying the game, if you can force yourself to get through it once. Maybe if defeating it had unlocked analog stick control...

Fun Factor

Lair is ultimately far more frustrating than fun, even when you're not wrestling with the inexplicably poor controls. Mission cutscenes pop up far too frequently, as mentioned earlier, and facing a largely brown landscape full of largely brown enemies fighting largely brown friendly forces when you have no idea where you're supposed to go next or what you're supposed to do when you get there is just poor game design. You'll have the most fun simply replaying the game's opening training level over and over again, avoiding the frustration that follows.

Overall 2.5 [ Very Bad ]

 

 

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