This week on Replay we’re flying dragons with motion controls in Lair.
Released in 2007, Lair represented a new direction for developer Factor 5, who has mostly been working with Nintendo on the Rogue Squadron series up to that point. A veteran flight-sim developer making a dragon game for the brand-new PlayStation 3 sounded like a great idea, but its reliance on the PlayStation 3’s Sixaxis motion controls sunk it, and it’s easy to see why by watching the game be played.
Join Andrew Reiner, Jeff Cork, Leo Vader, and me as we try to figure out why this game released without any other control options other than the motion ones and why games need pesky little things like objectives.
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