Adding it up the scores ave. is 6.7. Far more reasonable than 4.9.
Agreed.
Adding it up the scores ave. is 6.7. Far more reasonable than 4.9.
Details details... this is the first I heard of this. If only some stores are selling it then they must be breaking street date, like what happend with Bioschock.Well, Sony did a stealth release of Lair today. It's available in some stores right now.
So Evan, after this review and the 7.0 they gave Heavenly Sword (which just like LAIR, even their Overall Score was well below the average of the scores they gave it in each category, and is not only the lowest score for Heavenly Sword on GameRankings, but by more than a full point. Despite this, the average score even with the suspicious IGN score was 8.6!)... so considering this and other times where IGN has given noticeably lower scores to PS3 games, do you still think they are "usually generous with their scores" for PS3 games?
I agree that they appear to be unusually generous with their scores for 360 games, but not so much with PS3 games.
BTW: I see they used the same technique of scoring with their LAIR review as they did with their Heavenly Sword review, both giving abnormally low numbers on the Gameplay and Lasting Appeal categories... perhaps to make up for having to give high scores to Presentation, Graphics, and Sound in order to try and lend some credibility to their reviews?
But that is a reflection of your personal taste. For instance, just because a site gave Bioshock a perfect score of 9 and someone played it who thought it was more like a 6 doesn't necessarily mean the reviewer or the person playing it was wrong... that said, when a site regularly lowballs or over-scores reviews for specific platforms or developers when compared to the average score from most other reviews, then that's when it smells of bias and not of a unbiased review.And really, we don't know how good or bad these games are, so I'm not going to scream "IGN IS BIASED IT DESERVES A 7" when I could play it, feel like it'd deserve a 4.9 score, and subsequently feel like an ass.
I guess that's something...Also as an FYI, with the Heavenly Sword scores, Edge Magazine rated it a 6, OPM UK rated it a 7, and EuroGamer rated it a 7. IGN isn't lowballing everyone.
That's the point though. Because they aren't obligated to average their own scores, it even allows them to "adjust" the overall score to their liking... and in many PS3 games they go doooown... but I seriously think IGN reviews have lost a good deal of credibility over the years, and depending on who does the review you never really know what you're going to get out of it. More often then not, they are just trying to "scoop" most other reviewers by posting them early, and perhaps they purposefully post controversial ratings just to attract attention to their site.... come to think of it, if so it looks like its working.Their final scores aren't averages.
Agreed, which is why I never even mentioned the perfect score Heavenly Sword got from Play magazine until you decided it was relevant to post the low score from IGN. From a personal standpoint, all reviews are pretty much meaningless as at the end of the day, only each person will know what they will find entertaining and fulfilling.... hopefully not based on a poor demo though.And really, we haven't played either Lair or Heavenly Sword, so it's premature say they're BSing us on the lasting appeal and gameplay rating (for Heavenly Sword at least).
Now that is cool news. Personally, I've gotten quite used to the SIXAXIS now, so I doubt I'm going to have any problems, but as a back-up, this will be nice to know. 👍And I found out something interesting –*if you plug in a regular USB controller that doesn't support motion sensing (like your average Logitech USB controller), you control it with the analog stick. Obviously some moments of the game require shaking the controller so you're stuck when you get to those points, but for flying around like normal, the analog stick on regular controllers work.
Now that is cool news. Personally, I've gotten quite used to the SIXAXIS now, so I doubt I'm going to have any problems, but as a back-up, this will be nice to know. 👍
Gameplay: 7.0
The game moves along a linear course but you may feel you are playing for medals and scores at the end of the levels and not trying to uncover the plot that brought the Mokai to wage war. You know there is more to the story and there seem to be few surprises when the game’s plot points are revealed. The controls are sometimes hit or miss when it comes to the SIXAXIS controller.
Graphics: 8.0
Review code (not final code) that contains some clipping problems. Perhaps they will be gone in the retail code. The animations, from the flight of the dragons to the aerial grappling combat (which can be very cool) and ground attacks, is great fun. The effects are also very well done.
Sound: 8.0
Great orchestral musical score, and repetitious dialogue.
Difficulty: Medium
Sometimes you may do the right thing through luck, but generally the game provides substantial direction.
Concept: 7.0
Take a decent story and compelling characters (the dragons and their whole flight mechanics) but a vital part of a success game ingredient – the excitement – just seems to be toned down a bit too much.
Overall: 7.5
There are some frustrations and the game lacks a general sense of excitement that propels you forward at a frantic pace. You may experience that feeling that you are playing for a medal with no personal connection to the characters or storyline. This could have been a stronger title.
Besides, much like what Evan even said, we haven't played Lair so it's premature to say those bad reviews are telling us the truth.
No. Why not read what I said again:Wait, why are they "biased" just because Lair apparently sucks?
This review seems to take an unbiased and much less "dramatic" approach to its review of LAIR than some of those bad reviews Evan posted... which seem to scream for attention with what appear to be some obvious exaggerations, and even some lack of understanding.
Or if one person wanted to watch TV and another wanted to play a PS3 game. Nice to have that option, but as you say I don't think most would ever use that option.If its over LAN you might aswell just go and play it on your PS3!! Although if you had the net and no TV around you could use the PSP as the TV..
That's all fine and good, but I still think they should have made the SIXAXIS control an option.Even after keeping an eye on the changes Sony's PS3 Firmware 1.92 brought about, we may have missed something. Rumor has it that recently launched game Lair by Factor 5 received tweaks in the control department that fixed most problems gamers had.
One of the biggest complaints about Lair is how making tight turns is close to impossible. Not only were gamers forced to use SIXAXIS, but they were also deprived of precision that a lot of gamers argue should be in a dragon-flight simulator. However, a video posted on YouTube shows Lair with tighter controls supposedly after the firmware update.
As you would see, the person playing is able to do small movements without the dragon making wide turns like it usually does. The controller used to play the game is on screen, making it clear that there's only a small delay between SIXAXIS movements and the dragon's.
See for yourself by watching the embed below:
Seems so to me.Ok but PSU gave Lair an 8.5...biased? I think so.
There was a time during the development of this week's new PlayStation 3 dragon-fighting game "Lair" when its director, Julian Eggebrecht, thought it was cursed. That time began two years ago and hopefully for him ended this summer.
"I am not a believer in ghosts, but this one was haunted," Eggebrecht told GameFile over the course of an e-mail interview conducted from his native Germany, where the developer was on vacation. The first sign of supernatural interference emerged on the eve of Sony's PS3 unveiling in May 2005. Eggebrecht's team at development studio Factor 5 was delivering the first trailer of "Lair" to Sony's then-head of global PlayStation business, Ken Kutaragi, just in the nick of time. Then came trouble.
"Our trailer was very dark, and we delivered the trailer with a different black level for the frames than Sony was expecting, making them even darker," Eggebrecht said. "They showed the material at the last minute to Kutaragi-san, who didn't see a thing and bounced us off the [PS3's demo] reel. That's why the first tech-trailer was shown at the PlayStation meeting a few months later. That was the start of one catastrophe after the other deaths in the family at the worst time [and] sudden surgeries for key members, which bounced the technology off-track. And just in general, every single time there was a crucial delivery, something bizarre went wrong all the way to power outages when writing the master disks."
In the commentary for the game yes, this is one of the few games that includes a level-by-level DVD-style commentary, unlockable upon completion Eggebrecht and the game's producer, Brian Krueger, joke from the very start about a "dragon-game curse." Had the commentary not been recorded on the game's Blu-ray disc before the reviews of "Lair" hit, they might have seemed like a defense from the scorching it has received.
Instead, the curse complaint sounds like an honest reaction to an arduous project, an uncommonly frank statement in a game that presents itself not as the end to something, but the beginning of a conversation. It is the rare game with explanatory audio tracks by its creators and a menu-screen link to forums where people can discuss which parts of this first-year PS3 game work or fail.
"Lair" puts the player on the back of a dragon in the midst of an epic war. The gamer makes their beast spit fireballs with a tap of the square button and steers with the tilt of the motion-sensitive PS3 Sixaxis controller. The dragon turns a 180 when the player yanks back that Sixaxis, a motion misinterpreted often enough by the game as an attempt to zoom straight forward that one reviewer at Electronic Gaming Monthly said, "Don't buy it if you want a dragon that does what it's damn well told." This is a game that has received high fours out of 10 from GameSpot and IGN. This is, in fact, one of the most harshly reviewed games from a developer used to strong scores (Factor 5's four previous titles, all in the "Rogue Squadron" Star Wars series, cumulatively averaged an 83 percent review score, according to Metacritic).
What haven't received many complaints are the game's Hollywood-level production values, standard-setting detailed visuals and epic score. Nor has it been accused of holding back, of skimping on scale or variety. One level late in the game includes a detailed fortress, several thousand individual troops, two warring fleets of ships and dozens of dragons in the sky. All of this is available for the player to engage, spitting fireballs, ramming enemy dragons, fighting the larger beasts in one-on-one midair "Punch-Out"-style tussles, landing on the battlefield to burn and chew soldiers, ripping apart turrets with hind claws and more. The complaint is that this stuff doesn't come together and that the elements don't congeal into something fun enough to cost $60.
Would less have been more? " 'Lair' was the wrong game for holding back," Eggebrecht said. He wanted something epic and involved, something that wouldn't be accused of being, in his words, a "predictable 'Rogue Squadron' clone."
Of Factor 5's last three games, "Lair" is its second title released in a console's first year, the other being its GameCube-launch "Rogue Leader" title. A console's first year sometimes produces classics such as "Super Mario 64" and "Halo" but generally is filled with games overshadowed by those made when the inner workings of the hardware is better understood. Creating an early title can be like creating a rough draft.
"That is exactly the kick of creating a first-year game: exploring the not-yet-finished hardware and growing the technology while the hardware is coming together," Eggebrecht said. "I think both 'Rogue Leader' and 'Lair' gave a good stab at poking into the depths of the systems for such early titles, and from that you have a second-generation growth opportunity that surpasses most developers that jump onto the bandwagon later."
What Eggebrecht is weathering now are the limitations that poking into the PS3's depths may have revealed about his game's concept, its platform, its controller, Factor 5 or perhaps some combination. The matter circles back to that question of motion-controlling the dragon's flight. When asked by GameFile how often that yank-back-to-do-a-180 move works for him, Eggebrecht replied: "About eight out of 10, which is the same ratio that I get in 'Wii Sports' tennis when I try to do a backspin."
Yes, indeed, that poke into the PS3 has made a developer admit that his game's controls don't work every time. Eggebrecht said that is the nature of motion-control systems, which won't always be able to recognize the player's ever-varied gestures.
What's more, Eggebrecht said that's OK: "The Sixaxis motion control itself feels a lot more organic and free-form than the rigid controls of other flight games and does much better for casual players, as we saw in focus tests. It does seem to alienate some reviewers who are at the top of the hard-core crowd and seem to have a passionate hate for all things motion, be it 'Wii Sports' with sometimes absurdly low scores for what might become the defining game of this generation, or 'Lair' as their newest poster child of evil. It's an unfortunate development that, if the players themselves listen too much to the motion-hatred message, will divide the gaming community. Our potential for growth as an art form for the mainstream is in the easier-to-access control schemes that might be less precise but a lot of fun."
Perhaps the game's jagged edge needn't be smoothed? Or perhaps it is a rough draft worthy of revision? As early first-stab games go, this is the rare one that doesn't hide from its flaws and even suggests that reaching far maybe too far is an experience gamers and cursed developers may agree is worth paying for.
More from the world of video games:
Julian Eggebrecht and "Lair" have been in recent game headlines and the last two GameFiles but not just because of reviews. The game designer commented last month at the Leipzig Games Convention about the effects of ratings boards on censoring/ cleaning up the content of his team's PS3 game. Asked by GameFile about speculation that the Entertainment Software Rating Board required his Factor 5 team to alter the game's camerawork in order to achieve a T rating instead of an M, Eggebrecht replied, "No, we had to tone down reactions of enemies, amounts of blood, and angles and style of carnage. There also was a lot of debate about the tone of red of the blood. Contrary to what you might think, the harshest cuts were in the dragon-to-dragon melee fighting, something that hurt the impact of the combos somewhat." ...
At Leipzig, Eggebrecht revealed that he wanted to include a cheat called "Hot Coffee" in the game, a joke reference to the hidden sex scene that got "Grand Theft Auto: San Andreas" pulled from store shelves two years ago. The code would have revealed a video of a coffee maker. Eggebrecht clarified to GameFile that the cheat code was pulled "jointly between Sony and us. Of course I don't want to put my publisher into a political mess. I am very concerned about an atmosphere of fear having the potential for self-censorship by game makers, and I truly hope we will move past the ratings." And to help have some fun with that, he revealed to GameFile the replacement cheat code that leads to the coffee maker. "Lair" owners, input this: 686F7420636F66666565. ...
Picked this game up tonight and I'll hopefully get to play it soon (hopefully this weekend), so you should see a review of it not too far in the future.