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Electronic Theatre Preview: Lair

One of the things necessary for SONY to succeed in the ever competitive console wars is to provide PLAYSTATION3 gamers, and prospective buyers, with unique, exclusive games. One of the best examples of this we’ve seen so far is Lair. Developed by Factor5, creators of the Star Wars: Electronic Theatre ImageRogue Squadron series for Nintendo consoles, Lair places players in control of a Burners Knight, a human warrior in control of a dragon. As you might expect, a large of gameplay takes place astride a large flying fire-breathing lizard as you fight against enemy armies and other mythological creatures. Featuring a combination of aerial and ground based combat; Lair’s most unique feature is that all control is done via the SIXAXIS’ motion-sensing capabilities, effectively meaning that the entire game could be played with just one hand.

The level on display at the 3Rooms centred around a bridge in which an epic battle was taking place between two armies, of which one you were allied. Broken-up into several smaller missions, similar to the Star Wars: Rogue Squadron series, the player’s ultimate goal was to help the allied army achieve victory, primarily by destroying the attacking mythological beasts that were proving a little too much for the puny humans. The first of these were enemy dragons, which could be battled via dog fighting them in the air. The game utilises an Auto Lock-On to acquire enemies, using fireballs activated via the Square Button to dispatch them. The system worked more-or-less without any problems, with the L and R Buttons used to switch between targets. Flying is handled via motion-sensing with simple gestures initiating changes in the flight path. Although this control isn’t as precise as that found in say, a Plane Flight Simulation using traditional Analogue control, the slightly-delayed movement suits the unorthodox nature of your steed much better and since it in no way disadvantages the player, the experience is better for it. The aerial combat is immediately accessible and thoroughly enjoyable throughout, although the appearance of a view invisible walls does distract somewhat, hopefully they are just a side-effect of an unfinished product.

The next adversaries were Taurus, really big bulls for those not in the know, which were charging along the bridge, quickly destroying resistance. Although these could be dispatched from the air, this did seem an opportune moment to check out the ground based features. Landing and take-off were easy to execute via a Context Sensitive Button and a similar Auto Electronic Theatre ImageLock-On system was used, although ground combat was significantly less refined than the previous aerial movement. The bulls were also unexpectedly easy to kill, despite their size, as were enemy troops, although not many people can resist a ten metre flame! This did highlight a surprisingly forgiving learning curve, although this is likely just a feature of the demonstration. After these enemies it was back into the air for some more dragon slaying to finish the Mission.

Unlike some of Factor5’s previous titles, Lair didn’t seem particularly pretty, although easily on par with most of the Xbox360’s first year offerings, and it will likely be polished before release. Despite this, Factor5 promise extensive use of the Cell Processor, with many Real-Time lighting and physics effects.

At the moment Lair is visibly unfinished. However, even at this stage, there is a lot of apparent potential, a word fans of the PLAYSTATION3 will likely be becoming increasingly familiar with, and alongside MotorStorm, represents some of the best ammunition SONY have against the Redmond giant’s big white box.

G-Man

01/03/07

 

Return to the Articles Archive 2007 here.

 

 Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

If you wish to inquire about pricing of any titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.ukTop

 
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© Electronic Theatre 2003-2007 - email: kjoyce@electronictheatre.co.uk