<cite>Lair</cite> Developer Possibly Pondering Control Fix

Lair‘s motion controls were not particularly well-received by most people who played the game, a fact that has not gone unnoticed by Factor 5’s Julian Eggebrecht, who may be working on way to fix them. Though Eggebrecht believes that "everybody who got the controls actually enjoyed the game," he nevertheless admits that "almost every single […]

Lair_6_2
Lair
's motion controls were not particularly well-received by most people who played the game, a fact that has not gone unnoticed by Factor 5's Julian Eggebrecht, who may be working on way to fix them.

Though Eggebrecht believes that "everybody who got the controls actually enjoyed the game," he nevertheless admits that "almost every single person in and outside of the industry who is little bit more of a hardcore gamer had a huge problem with it." Like Chris, for example.

Factor 5 may be considering a control scheme retrofit in an attempt to get people to play the game. "If we find a chance in the future that would bring Lair to the audience which didn't get any access, that would be fantastic. I can't say anything quite yet, but there might be something in the works there," Eggebrecht told IGN.

Of course, the control scheme wasn't the only problem people had with the game. Muddy visuals and unclear mission objectives made Lair confusing and frustrating, instead of the exercise in glorious burnination that a dragon game should have been.

Even if Lair doesn't get the second chance that Eggebrecht feels it deserves, the entire experience provided a valuable lesson. "If you're on a platform where this whole motion control is something new and not being pitched as the main feature of the platform, you should probably give the choice between having different control schemes," he said.

Lair 2.0 on the Way? [IGN]