Wertungen vom Gameinformer:
Weder man mag es oder nicht. Das scheint hier das Moto zu sein. Denn die Wertungen schwanken doch sehr.
Playstation 3
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: 8
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
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: 8
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