
A year ago, Factor 5's Lair was one of the best-looking games for the PS3. When we first saw it the visuals seemed impressive, and the action appeared promising. Now, looking at the finished product, we've got to wonder to what degree our appreciation was based on a simple desire for new games for Sony's new console. Because Lair is a total mess. It devotes so much energy to looking good that there's nothing left for gameplay, and PS3 owners are left in the lurch with the most frustrating experience of the console's young life.
You're cast as Rohn, the most capable dragon rider in the Asylian Army, which is fighting the Mokai. The Asylians and Mokai used to be one nation, but they were rent asunder and have lapsed into years of war and treachery. The movements of Lair's story aren't exactly surprising, but they are satisfying in that the plot doesn't shirk fun political intrigue in favor of military action.
But at the core Lair is a dragon game -- you'll fight foes in the air and on the ground, with wing, talon and fire. In theory, this should be an absolute festival of dragon delights. You can ram other flying lizards, tear up massive groups of ground forces, decimate war machines and much more. In theory, at least.
There's one thing very right about Lair, and two things very horribly wrong with the game. Not that it's actually as simple as that, but why make this misfire any more complicated than it has to be?
The reason to play Lair is the phenomenal graphics engine, which is able to display Lord of the Rings-size battles at 1080p resolution with a draw distance that goes on for ever. This is a stunningly lovely game to look at, especially when in the air. Factor 5 has applied their wide experience with the Rogue Squadron franchise to this world excellently, and you'll see 'wow' moments multiple times in each level. We probably enjoyed the plot more than usual due to the Hollywood-caliber CGI powering the cutscenes.
That's not to say that the visuals are perfect, and some areas will chug down to a relatively slow frame rate, hampering the presentation. There are also issues like the invisible wall that bounds certain flight areas. Lair wants to present a massive world, and while it can do so visually, you won't be able to go just anywhere you like.
That invisible wall would be vaguely less irritating if it wasn't for Lair's awful control scheme, which is Major Drawback Number One. There's no analog stick control here; while Rohn works the reins of his dragon when you pull back on the sticks, to turn, dive and perform other movements you'll have to tilt the SixAxis. The feeling is more like lumbering around on a semi with flat tires than riding a lithe, agile beast.
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Posted: 4 Sep 2007