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Author's note: We'll be using the Under Review blog for a variety of purposes. One of them will be to revisit games once downloadable content is released, whether that content is a patch, an update, an additional feature, or other sundries. We recognize that games can change once these updates are released, sometimes in substantial ways, and we are looking for ways to communicate those changes to our readers.
Our policy regarding reviews remains the same; that is, we will not change review scores based on updates made to games after their release. Reviews provide a snapshot of a game as it existed when the review was written, and we cannot consistently revisit every game based on patches, tweaks, and added content. Nor will we be giving add-on content a score in the traditional sense. Consider the information we cover here to be an adjunct to the original review.
Revisited will be an ongoing column in Under Review, and we are seeking to improve how the content we cover here will be more accessible to readers who may be interested in those changes but may not stumble upon the column. In the meanwhile, if you know of a game that has been drastically altered by downloadable content, send an email to me at kevinv@gamespot.com, and make sure the word "revisited" is somewhere in your topic title. While we won't be able to make a second visit to every game you suggest, we'll use your suggestions to help determine which updates get featured here. I look forward to hearing from you! And now, onto our first Revisited.
Eight months and 256 MB of data add minor control improvements, but can't rescue Lair from the fiery abyss.
Lair was released last August to quite the critical drubbing. Towards the top of our long list of problems with the game were the horribly implemented Sixaxis controls, which made flying the game's impressive-looking dragons a nightmare of epic proportions--a sad circumstance indeed in a game that should have been epic for different reasons. This week, Sony released an update for the game, which added in analog flight options and a couple of extra dragons. We spent a good amount of time with Lair after downloading the hefty 256 MB update, and while we're happy to announce that analog controls have somewhat improved the experience, they haven't dramatically altered the game's awkwardness.
There's no question that flying your dragon is generally easier using the left analog stick, rather than steering with the controller. You can also now use the d-pad to perform a 180-degree turn, as well as to perform a dash, actions previously performed exclusively with motion controls. There's also the added option of a targeting reticle, which helps you target enemies should you want to spew flames at your winged foes in free flight. The reticle isn't always a welcome addition though, since it makes it difficult to see when the red lock-on circle has appeared on your opponents. If for some reason you are a glutton for punishment, the old control system is mostly intact, so you can access the new rides without sacrificing motion controls. However, the option to dash using motion controls has been completely removed. The end result is that jerking upwards to do a full about-face is easier to pull off. And that's good news.
As you would suppose, the new controls make general flight less cumbersome. However, ramming foes in mid flight is still performed exclusively with a jerk of the controller, though this move was arguably one of the more clumsy ones. Yet even if you delegate flight controls to the analog stick, Lair's other glaring problems are as noticeable as ever. The camera's fancy cinematic moves still get in the way; collision detection is crazy; locking onto enemies is still a messy endeavor; the waypoint system is still wildly inconsistent; and mission objectives are as confusing as before. And if you can imagine, there are new problems. For example, several tutorial pop-ups flashed for a split second and disappeared before we could ever read them, and the about-face hint teaches you to use the motion controls without mentioning that there is an analog equivalent (unless that was mentioned in one of the disappearing hints). And the option to tilt the camera by tilting the controller while engaged in ground combat, while proudly announced by a tutorial pop-up, is still non-existent.
The new winged lizards are interesting, particularly the speedy wind dragon, which sports a flexible neck that's intriguing to watch flail about when you engage troops on the ground. There's also a secret ride to unlock, though we'd rather not reveal the specifics of that peculiar surprise; Some Rogue Squadron fans may have an idea of what it is.
Lair is, at its core, the same game it always was. It's still pretty, it's still gawky and uncomfortable to play, and it's still shallow. If you were hoping the update would revolutionize the game, you'll be sorely disappointed. In actuality, the tweaked controls make it easier to notice a variety of other fundamental flaws. It's easier to fly around once you apply the update, but simpler maneuverability doesn't make Lair a good game.
Oh, I didn't realize that they changed the whole control scheme...I thought they just ADDED a new analog setting that you could choose. That seems like an odd move that would alienate fans of the old control scheme and not really gain any new fans.
Also, toss in the fact that this meager update is way late of the game releasing...I'm not impressed. I was waiting for some control patch, but this isn't it.
Lair had way more serious issues than the tilty-controls. Like the horrible lock-on system, disappearing compass or constant cutscenes in the middle of a fight leaving you completely disoriented. This update comes too late and does too little to make the game a compelling and fun experience.
Oilers, take another look! It is just a new option, not a forced change to the game. "If for some reason you are a glutton for punishment, the old control system is mostly intact, so you can access the new rides without sacrificing motion controls." The one change is the dash move, which can no longer be performed by jerking the controller forward, no matter which scheme you use.
Interesting. I thought the analog controls would've made a marked difference b/c that seemed the most glarring complaint when Lair was released. But I guess the control complaints had drowned out the complaints of the game being shallow. So I understand now. The control scheme didn't originally ruin the game, as I had previously thought. Good post!
Am I the only one who never had a problem with the sixaxis controls?
Personally I think at times that most of these critics have no idea how to play a game... they gave too much hate for a implementation which does indeed work... I played Lair the other day and there was not a single maneuver which i could not do during battles. The only problem I had with the game was its really ugly graphics... uninteresting story and the characters. It's not a great game, rest assured, but some of the hate it receives is unfounded imho.
Lair was indeed disappointing. Tried it and found it to be crazy shallow. Never had problems with the controls though
. Just the lock-on thing and the shallow gameplay.
I'm glad there's going to finally be a blog/feature thingy where they take a closer look at updates and such. Great idea ![]()
I think I was one of the few people that actually enjoyed Lair. I thought the controls were a bit awkward at first but I thought that the game was still an enjoyable experience, granted it was not the epic system seller I had hoped for but I still had a really really good time with it . I picked it up used for 30 bucks so that might also have had something to do with it but either way for a mindless yet gorgeously rendered weekend, Lair fits the bill pretty good.
well i liked lair and the people who keep bashing lair most likely havnt played the game and is gettin thier crap from reviews
They should do one with STALKER






That's too bad.
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