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Lair

Lair

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From: Sony Computer Entertainment
Category: Video Games

List Price: $59.99
Buy New: $23.99
You Save: $36.00 (60%)



New (47) Used (18) from $19.80

Avg. Customer Rating: 4.0 out of 5 stars 64 reviews
Sales Rank: 1825

Platform: Playstation 3
ESRB: Teen
Media: Video Game
Autographed: No
Memorabilia: No
Batteries Included: No
Age: 12 - 20 years
Operating System: Playstation 3
Shipping Weight (lbs): 3
Dimensions (in): 6.7 x 5.3 x 0.6

MPN: 98112
Model: 15782631
UPC: 711719811220
EAN: 0711719811220
ASIN: B000K9OR4Q

Release Date: August 31, 2007
Availability: Usually ships in 1-2 business days

Customer Reviews:
Showing reviews 6-10 of 64
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2 out of 5 stars Not worth the money   June 15, 2008
I bought the game used because i wasn't going to pay the full price for it. I am glad I didn't pay the full price. The game is actually fun when the it is letting you do what you want to do. When trying to lock on you have to be close to your opponent (Fireballs auto lock for the most part). This wouldn't be so bad if the combat field were less chaotic. That leads to another problem. No radar, just an arrow. from a distance it is difficult to tell who is an enemy dragon and who is a friendly. Cut scenes unnecessarily interrupt the gameplay and then throw you right back into the fray with no warning. Combat fields are extremely chaotic at points with you being told to go do many different things at the same time.

The game is fun but wait to see if the price goes way down.
Pros: Gameplay is fun, cool storyline
Cons: Controls,



3 out of 5 stars Great potential which is ultimately squandered   April 28, 2008
 1 out of 1 found this review helpful

This longs to be epic. From the top-notch graphics to the grand orchestral score you will see potential in this title. Unfortunately, the promises made by the well-executed elements are offset by some core problematic issues.

Pre-patch control:

The SIXAXIS controls... What can be said that hasn't been said before. They are terrible. Your success rate using the controller will tend to hover around 50%. Sometimes the dragon will respond to your input and sometimes it won't. The action to make the dragon turn around, which requires you to pitch the controller up and toward your body, typically fails to cause any sort of reaction in the character. The "takedown" sequences use real-time events (a la God of War) but instead of pressing buttons you will move the controller itself. Again, this doesn't always provide the desired response. Often, it feels as if you are either moving the controller too much or too little. Ultimately, you will find it doesn't matter as all the various ways you attempt to use the motion controls will provide sloppy and unreliable control.

Post-patch control:

The SIXAXIS banishment patch could have fixed all the above problems but instead simply puts a band aid on them instead. Using the analog stick the dragon has the grace of a flying Mack truck. The controls seem delayed and your dragon never seems quite as agile as you'd like it to be. You will still need to employ the previously mentioned motion controls during "takedown" scenes, unfortunately.

Other problems:

The game runs at a proper 1080p resolution unlike so many of the Xbox 360 PS3 ports which clutter the library. It all looks wonderful until the frame rate drops below 10 FPS. This makes the dragon, which is already a handful, even more of a chore to pilot. Would I notice the difference between 10,000 troops on the field or 5,000? Probably not. Do I notice the difference between 30 FPS and 10 FPS? Absolutely. Factor 5 disagrees with my assessment and thusly the frame rate will chug when too many units are displayed on the screen.

Another issue in the game both before and after the patch is the poorly implemented auto-targeting. It is often difficult to discern what you are currently targeting. Sometimes you will see a halo around unit selected and sometimes you won't. The game will choose what you are going to target and many times it gets it completely wrong. Want to take a bomb off the back of a Manta? Tough, you're targeting an enemy dragon instead. Need to destroy that objective right in front of you? Nope, you'll get something else. The game degrades into an exercise in trial-and-error.

The bottom line:

Lair is a great concept with terrible execution. The game will always be shackled with the legacy of a bad control scheme. No patch will be able to heal the issues which plague this game.



3 out of 5 stars For those on the fence, here are some details; before and after the patch.   April 23, 2008
 9 out of 9 found this review helpful

By now all of the back and fourth between "This game is epic!" and "This game is epic fail!" is probably giving those of you who are considering Lair a few headaches. A lot of press reviewers hate it, a lot of user reviewers love it, the creator of Bioshock defended it and there are mixed reviews abroad. The controversy is mainly around the controls/gameplay so that will be my focus, primarily sticking to the technical details. I picked up this game on clearance at a local retailer since they had it on clearance and I will do my best to collect the facts together from my experiences since simply yet another opinion might not be too helpful at this point.

First and foremost, as action oriented as this game is, it is NOT for the impatient. The title does not lend itself well to anyone who feels it shouldn't be necessary to put effort into liking a game. I'll explain in a bit.

Julian Eggebrecht (the game's Director) mentioned in an interview with G4 that, unlike Factor 5's previous games, the dragon you fly has real weight and physics attached to the flight simulations thanks to the PS3's super-de-duper Cell processor. They wanted banking to "feel heavy" when using the Sixaxis controller as your dragon's fat rump flings through the air across your screen. What this means is that the beast is not ever going to turn on a dime, even if your Sixaxis will. Needless to say, turning an intense action game into a fantasy flight simulator pushes up the learning curve considerably, let alone adding an extra level of skill required to line up even the simplest of shots.

Motion Control:
How the Sixaxis flight controls actually function is more absolute than relative. If you want your dragon to fly straight, you hold the controller level and if you want to pull up, you tilt the controller up. While this sounds pretty straightforward on the surface, what often throws me off is the "absolute" nature of this. If you want to keep pulling up, you have to keep the controller held vertically and if you want to hold a nose dive you have to hold the face of the controller away from you for as long as you want to hold the dive. If they were to make this more like other flight-sims, tilting the controller up would control the rate-of-change rather than the absolute angle. Having played a handful joystick flight-sims I found myself leveling out the controller at times I wanted to hold my incline or descent, but ended up leveling out myself instead. Horizontal banking is a bit more intuitive even with its absolute nature so long as you do not mind the massive delay for your overweight, infantry munching dragon to respond to the Sixaxis' orientation.

Before the patch, there were a couple of waggle functions I did not particularly like at all. Thrusting the controller forward would effectively be a speed boost. Quickly lifting the controller upward would do a midair 180. The problem is the game only understood my gestures three out of four times and every once in a while it would confuse which gesture I was trying to perform. Also, there is a full second delay after you perform the gesture before the dragon performs the action. Having motion controls for these also disturbs your flight control for obvious reasons.

After the patch, they bound those two waggle functions to D-Pad Left for 180 and D-Pad Right for boost (those buttons were previously unassigned). I find these to be much more responsive and predictable. The motion for 180 remains, but they took out motion control for boost to avoid any input confusion.

Analog Control:
I have played with the motion controls for quite a bit (I do not want to say "extensively") before that 245MB Lair patch landed on PSN. So how does the analog controls compare to the default Sixaxis? Let's just say that after toying with the analog mode in a previously played mission to get a feel for it, I jumped straight into the Hard flight course and beat my previous best time by 30 seconds. While the dragon still maneuvers like a starving whale, I had a MUCH easier time actually flying *through* the rings. Thinking "maybe I'm just getting used to the physics of the game" I went back and did the course again with the sixaxis. Try as I might, I could not even beat my previous best let alone come anywhere near what I did with the analog.

The kicker for me was that I actually know what the extremities are on the analog stick because I know how the analog stick works. With the sixaxis I kind of have to pick an angle and just kind of hope my dragon does what I want it to do in due time. If you're patient, the tilt controls can be fun, but if you've watched the "mastering the beast" video on Amazon page for this very product, I would say those developers were drinking the kool aid if they honestly felt they could remove the analog controls from the game when the Sixaxis was introduced to them by Sony.

In the same interview with Eggebrecht that I've mentioned earlier, the Director felt that the controversy was that gamers were more or less set in their ways because novices liked the tilt controls and the core gamers didn't. I think the real story here is that the novice gamers don't really know what they were missing and were just stoked that they could control a dragon by moving a controller around. While I do feel the sixaxis control in Lair could be improved, it doesn't really end there.

Targeting:
Any target that enters your dragon's direct line of sight gets a subtle white glow on it, hitting R1 or L1 will lock on and the glow will turn red to indicate as such. While locked-on your camera will always face the target regardless of which way you are flying, though you will generally orbit any target you are locked on to. Your dragon will autoaim on anything with the white glow without having to lock on which is extremely handy.

The quirk here is that there are a LOT of any potential targets on any given battlefield and it's very easy to switch to an unwanted target the very second you hit the shoulder button. Advisably, you should only lock on to standouts like objectives, turrets or the tougher dragons you wish to execute take downs on. Trying to target everything you strike will give seizures to players with even the mightiest constitution.

The patch added an option to turn on Crosshairs which produces a Starfox style reticle. I highly suggest using this because it instantly cleared up how the heck the game was picking its targets as well as having the sixaxis control actually make some degree of sense.

If you think that's a lot to forgive, it is. There is an enjoyable game to be found here, but like I said, it'll require patience.. even at half the price. If you think these quirks are minor enough for you to give it a try, well.. there's more.

Missions:
Without giving too much away, various missions do offer variety, but most of them will have you fending off several fronts at once without a good way at letting you know which forces need to be prioritized, so it is largely a game of trial and error the first run through.

There is an arrow that vaguely points to the direction of your current objective and it only appears if the game thinks you are ridiculously lost. If you are anywhere near the action (often when you need it most) the arrow vanishes. Just... keep your eyes wide open and watch where you're going.

While the replay value of this game is much higher than what you might expect, the first run through will drive you nuts. When diving into a new level with a billion things going on, it's very easy to lose your bearings. The moment you are about to figure out where you are in relation to the action, the game interrupts with a cutscene, introducing a new threat and throwing you off. Once you recover from that, you'll get hit with another cutscene. Then they'll do it again. Even in the earlier missions they cutscene the crap out of you. I LIKE cutscenes, but even I think Lair pushes it to the point of silliness. Of course once you actually played through a mission once or twice, you know where the triggers are and where the threats are and that's the point the game becomes enjoyable.. if you can get past the controls.

I give Lair three out of five stars. It is not without issues and I believe they could have made the game much more accessible than they did, it is not a complete disaster. It's a game. Think about the functionality I've described and see if you can picture it fitting your play style. If your primary game is action-simulation, flying or driving, with a strong desire to burninate, you'll likely find something to enjoy here. If you're all about the first person shooter with lightning quick reflexes, steer clear.



2 out of 5 stars Fire the people who made this mess!!! Even with the patch!!!   April 19, 2008
 2 out of 4 found this review helpful

Ok I read all of the reviews about how bad this game was and chose to not buy it until last week when I found out the patch was coming out to fix the infamously bad controls for the game. I downloaded the game and began playing. Cool graphics, nice soundtrack, basic story...........then the gameplay.........drum roll............what the !$%#@%!$!!??? How could a game this pretty suck so bad even after the stupid patch???? I switched over to the old controls and what do you know? It still sucks? Your dragon turns like the Exxon Valdeez (super slow), the controls are terrible, and you spend most of the game trying to get the targeting system to pick the right enemy.
Soooooo, if you want a pretty game to watch and don't mind that you can't aim or progress in the game without much repeating then go ahead and give it a try. Otherwise wait for something better. This game goes down in flames!!!



2 out of 5 stars Lovely Artwork; the Gameplay Doesn't Hold Up   February 16, 2008
 5 out of 8 found this review helpful

A dragon-based flying game, similar to Drakengard or Panzer Dragoon, "Lair" was touted as the cutting-edge hit for the PS3. Does it measure up?

The story begins in ancient times - a peaceful civilization is wracked by a disaster (a giant eruption of volcanoes). The survivors split into two groups: the peaceful and knowledgable Asylians in the bountiful mountains, and the technological Mokai on the desolate plains. The Mokai attack the Asylians, hoping to take some of their food so their people don't starve to death. After a few battles, it is the hope of both sides that they can come to an agreement, but the Diviner, the spiritual leader of the Asylians, wishes to continue the conflict. Almost from the get-go, Lair has a hamhanded approach to the story - even before the religious leader is shown to be aggressive and bloodthirsty (which occurs pretty early on) the characters make blatant, out-of-character anti-religious statements. The story has some convoluted twists - the assassination of the peace-wanting leaders of each nation in the same meeting by an open agent of the zealotous religious leader leads each side to believe that the other was responsible, despite the fact that a member of each side witnessed the meeting and survived (but, for whatever reason, didn't tell anyone). The story is basically there to justify "red army fights blue army".

The gameplay is probably the worst part of the game. The dragon you ride can breathe fire (either as a stream or as individual blasts) and is "steered" using the motion sensor. However, the controls do not handle particularly well and tend to be overly sensitive - or not enough. The flight is awkward, and the lock-on system only works if the enemy is a short distance directly in front of you (thus making it annoying and useless in a dogfight). Specialized combat sequences include mid-air melees (involving proper button input at close range and a side-swipe subgame when you get close to enemy dragons) and ground attacks (either strafing from the air or landing on the ground and wading into the battle). The controls on almost all of these are clunky and ineffectual, making combat and flight frustrating beyond the limits of fun.

The graphics are a mixed bag: on the one hand, the designs and style are fantastic (viewable through unlockable concept art, most of which is only barely noticaeble in the game such as soldiers' armor), but on the other hand the overuse of lighting and bloom makes the backgrounds almost impossible to see most of the time. Sure, it's great when you have fantastic vistas, architecture, and costumes (all with a vague hint of a "Shadow of the Colossus" style), but the combination of the over-exposure to light and the awkward, jerky controls means that nobody will be able to enjoy them. As mentioned, there is a concept art gallery, and the game might be worth playing through just to unlock all of it. In-game, however, it doesn't really seem to matter.

The sound is good, but has such a feeling of being overdone in almost every single way; the music and voice acting both seem so awkwardly familiar, with the same tones and the same musical style as seen in so many other games. It's not bad, but it's just incredibly familiar sounding - in a bad way.

As a whole, this game has one thing going for it: the art. That might be enough in some areas, but since this is supposed to be a game, not a gallery, it doesn't seem particularly forgivable.

This game gets a 4/10.


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