Lair video interview

There was once this development company that thought: Okay, so we’ve done other flying shooters before and we’ve got to make a game for the PS3, what can we do? Well we have to take advantage of the High-def so it better animate well, and since we’ve done flyers before, we better work on what we’re good at. This time though let’s add something new. Great, so what flies, is cool, amazing to animate, looks bad-ass, and is effective on the ground?

Duh! Dragons.

So now that we’ve got some stuff for this game done and then the motion sensor prototypes of the console are in, what do we do with it? Easy! let’s change the control scheme up a bit.

This is basically how the Lair development went. Well, actually it’s a lot more complicated than this. Just think of the above paragraphs as a short entertaining version of it. Anyway, if you’re not satisfied with that, here’s a video interview by IGN of Factor 5‘s Julian Eggebrecht.

It’s a nice short clip filled with Lair goodies and gameplay details. It should also give you an inside look into how the team famous for Rogue Squadron got dragon fever. There’s an interesting bit in the end of the interview where he says that Lair couldn’t really be done on any other console. The Wii would have the motion-sensing, yes, but it wouldn’t have the graphics and the power to transition from ground to air combat seamlessly. And the controls for the Xbox 360 aren’t what they want it to be.

Well, since console related stuff is a flame-bait-ish topic, we’ll stop talking about that, and leave it all up to you guys. Well what do you think of Lair? Is it a must get?

Via IGN

There was once this development company that thought: Okay, so we’ve done other flying shooters before and we’ve got to make a game for the PS3, what can we do? Well we have to take advantage of the High-def so it better animate well, and since we’ve done flyers before, we better work on what we’re good at. This time though let’s add something new. Great, so what flies, is cool, amazing to animate, looks bad-ass, and is effective on the ground?

Duh! Dragons.

So now that we’ve got some stuff for this game done and then the motion sensor prototypes of the console are in, what do we do with it? Easy! let’s change the control scheme up a bit.

This is basically how the Lair development went. Well, actually it’s a lot more complicated than this. Just think of the above paragraphs as a short entertaining version of it. Anyway, if you’re not satisfied with that, here’s a video interview by IGN of Factor 5‘s Julian Eggebrecht.

It’s a nice short clip filled with Lair goodies and gameplay details. It should also give you an inside look into how the team famous for Rogue Squadron got dragon fever. There’s an interesting bit in the end of the interview where he says that Lair couldn’t really be done on any other console. The Wii would have the motion-sensing, yes, but it wouldn’t have the graphics and the power to transition from ground to air combat seamlessly. And the controls for the Xbox 360 aren’t what they want it to be.

Well, since console related stuff is a flame-bait-ish topic, we’ll stop talking about that, and leave it all up to you guys. Well what do you think of Lair? Is it a must get?

Via IGN

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