spwolf said:
at least 3/10 right? :lol
it is amazing how many people like/dont mind the controls as supposed to 99% of reviewers who hated them... Apperantly controls are not the problem in the game, but few other things are...
It is pretty amazing, really. I'm not a huge motion control fan, but between a few recent Wii games (especially Prime 3 where even its gestures are actually fun) and now this, I'm starting to see the appeal.
I believe people are having a disconnect with Lair simply because it asks so much of the player at any single moment. First of all, the controls ARE rather layered. I really had no trouble jumping between the different systems, but I can see how someone might. When you mix this with the generally chaotic gameplay, it may seem impossible to play.
I also blame the little icons they use to represent required motions. The animation gives the impression that you are supposed to keep moving the controller in order to accomplish a goal, but this is not the case. That whole 180 thing really makes me laugh as I just can't believe none of these reviewers could figure it out. Hell, the fact that Julian can't pull it off 100% of the time is nearly as bad. The game is looking for an upward motion. That's it. If you pull up and pause for a second, the 180 comes out 100% of the time. I literally did not miss a single 180 after discovering this. A friend of mine was with me while I was playing and was aware of this issue. We were both laughing at how easily the 180 and dash come out if you perform them properly. They really should have taken the Nintendo approach in the tutorial and showed obvious motions with arms and everything rather than small moving icons.
From what I have played, I really do believe the game is better than any of the Rogue Squadron games. It clearly uses the same model, but there are enough additions to make it feel somewhat deeper (which could be tripping people up). Also, something about the visuals really makes it feel as if you are flying high above the ground. Rogue Squadron games never really did a good job with the sense of scale, if you ask me, as something always felt off. Also, the space battles in RS2 used terrestrial physics, which kind of ruined them.
The game also feels more polished than expected. The menus are great, the transitions aren't anywhere near as poor as people were suggesting, and the visuals have impressed the hell out of me. The level of detail is incredible and the animation (overall) actually IS pretty darn smooth. The framerate is really the only disappointing bit as it never really feels stable. Not unplayable (thanks to motion blur), but still lower than it should be. It's even more disappointing when you consider that RS2 and 3 were 60 fps (mostly). Though the original Rogue Squadron on N64 had a much MUCH lower framerate than Lair (what did you expect?).
Seems like a decent game to me, though, and I'd like to spend more time with it sometime in the future. Perhaps I just have a soft spot for flawed gems? It's not a great game, but what I played left me wanting more...not less. If you can handle everything the game throws at you, this is Rogue Squadron 4.
you're going to be over-shooting targets and dashing forward when you want to do a 180
No no no. You will not if you do it properly. For the 180, pull the controller upwards and wait until the animation is just about to trigger before bring it back down. Think of pulling on the reins when you do this. If done properly, you'll do a 180 100% of the time. I pulled it off every single time with this method. Same for the dash (push the controller somewhat forward and down). The dash motion can be quick to return (unlike the 180).