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Official LAIR thread

antiloop

Member
I want to get my hands on a demo.

At least in videos it looks pretty easy to control. Just like Motorstorm i expect it to be more comfortable after some training.
 

jetjevons

Bish loves my games!
Can someone confirm that your partners/friends name in the game is actually JEVONS or JEVON or something?

I'm wondering if that made it in.
 

Core407

Banned
antiloop said:
I want to get my hands on a demo.

At least in videos it looks pretty easy to control. Just like Motorstorm i expect it to be more comfortable after some training.

There will never be a demo. Maybe a trial period, but I think that is even too much.
 

Dante

Member
Alright, I've had it with this game. Deadman's Basin or whatever it's called is really irritating.

The control IS really bothering me for some reason on this level, maybe it's all the going back and forth.

Back to Warhawk.
 

Belfast

Member
jetjevons said:
Can someone confirm that your partners/friends name in the game is actually JEVONS or JEVON or something?

I'm wondering if that made it in.

I'm pretty sure there's someone called Jevon in the game if that makes you happy. :)
 

Belfast

Member
Vrolokus said:
So it's okay for a game to be less playable and less fun as long as it's realistic? As long as the game about dragons is realistic?

When I make a dragon game, I'm going to make up dragons that are fun to fly.

Semantics. Let's make a game about dragons that is believable, not realistic. I mean, that's the crux upon which we base any kind of fantasy, right? Why forego LAIR the same expectations?
 

FightyF

Banned
Jim said:
They should have just ripped off Panzer Dragoon Orta, retained the LAIR style and some motion controls, and gave a little more freedom of movement.

I think this game is a lesson learned for all developers trying to come to grips with motion control (whether the Wii or the PS3).

From what I gather simply from reading about the game and not playing it, is that the motion controls are responsive for the most part, but the way the missions and gameplay is set up, it is very hard to get the precision required to complete these objectives (I'm talking even minute objectives/actions).

Imagine two gameplay scenarios. One where you are "on rails" a la Star Fox and are flying through a canyon, and projectiles are coming at you from in front of you. Using motion controls to dodge the projectiles should be fairly easy and the controls would seem very responsive. In a second scenario, say you had full freedom of movement, and you had a mission where you were expected to navigate through an extremely narrow canyon with electrified walls. That's when the same controls will feel like a nuisance.

My hope is that this game's reception doesn't affect the outlook of Sixaxis motion controls among developers. I hope it is used ambitiously, and not timidly as in some games. Warhawk coming out at the same time may prevent developers passing on Sixaxis controls...but that's a maybe. ATM I'm not using Sixaxis controls in Warhawk, as I've had troubles getting used to them since the beta (and the fact that they apply to the 4X4s as well), though I understand that others have been using them with no issues and the experience has been fantastic for them. Anyways, I'm just rambling here. :p
 

KTallguy

Banned
I think the problem is mapping strong gestures of a certain direction to the Sixaxis. I also see this problem with the Wii, although it's not as pronounced.

For example, a lot of reviewers complain that they can't get the 180 move correctly, because they keep dashing.

Motion for Dashing: Shake controller down.
Motion for 180: Shake controller up.

Because when you shake the controller down, you're also shaking it up (wind up, follow through) which means these two gestures can get easily confused.

Sixaxis Tilt (as well as Wii tilt) work perfectly. I have no issues steering a Warhawk with motion, because all I'm doing is tilting the controller in the direction I want to go. There are no violent gestures to boost or break, it's all shoulder buttons and sometimes the right analog stick (to do more complex maneuvers).

Tilt isn't the issue here, it's the thrusting and shaking gestures that are in general, highly imprecise and easy for the software to mix up.

Lair could have used motion control in a better way by only utilizing the tilt function. Also they could have made it so when you hold X to accelerate and shake the controller down, you dash forward, but if you release X and shake the controller, you do a 180.

Furthermore, combining gesture based gameplay with tilt is a bit dangerous, because when you do the gesture, you'll also mess up your tilt and you'll lose track of the direction you're going. I think that's really the main issue with the controls.

My rental is in the mail. I can't wait :lol
 

Wollan

Member
Just had my first dose playing the retail version.
Impressions so far:

+ Flying is actually really good and so is ground combat (the last one being stick based), like Warhawk, I could see some flight maneouvers being easier and straight forward but I doubt that it would be nearly as fun without waggle (as proved by Warhawk)
+ Graphics are really great, even more so the technical accomplishment which is without an equal so far at least.
+ The music is an absolute pleasure
+ The game has a number of features which you can access outside of the main game, you can post on the official forums (a web browser will pop up), you can pop up your XMB friendslist to do messaging there, there's a lot, a ton actually of extra material but about two thirds of it is currently locked away. There's also leader boards..etc.
+ I really liked the world map, like flying around on a globe version of the Middle Earth map. Also, the menus in general are ultra smooth and very well laid out.

- The biggest flaw with the game is the that the color palette actually hides your targets, the easiest way to find them is to fly in such a angle that they aim up against the sky or just to track their fire. Auto aiming aids really well though and the camera totally tracks them 360 degrees if you manage to lock on which is good.
- Flying/ground is very good but the trouble starts when they decide to use waggle for every little thing. While shaking off some pillars is okay, ramming into other creatures and such isn't particularly fun and I think hauling the rains/doing a 180 is to close to each other in terms of how to use the controller. With that said, once you figure out the 'trick' with each one you actually perform them effortlessly so I guess there are some riding skills beneath it all but I wish they toned down the need for waggle outside of actual flight.
- The game is pretty basic, it's a shoot em up. No skill tree, items or anything of that substance. You gain some new attacks but I really don't care to be honest as you spend 90% of time firing your breath.
- Voice acting is cheesy though I like the story teller.

So far I've only reached the bridge level (fifth level I believe, also it's the TGS level) and there haven't been any bad missions as of yet I think. I've played straight to this point without dying so far.
 

LaneDS

Member
I wanted to like this game. Really.

My impressions were as follows:

-Graphics were underwhelming. Normally I could give a crap, but I guess the hype behind the game got to me and I was expecting to be floored, which really was never the case. Although the visual styles are completely different, playing Warhawk for the last week really spoiled me for Lair. Certainly isn't a bad looking game but as everyone knows by now it's not the showcase that PS3 fans hoped it'd be (Warhawk, on the other hand...).

-Gameplay. Really the only complaint that matters is the one that's been said a hundred times before: the controls are unwieldy as hell. I never once found myself enjoying fidgeting with the Sixaxis to get the dragon to do what I wanted. It may not be unplayable, but I sure as shit didn't find it to be any damn funny. The decent story and presentation was not worth constantly trying to will my dragon to do what I wanted.

All in all, pretty damn disappointed.
 

Lord Error

Insane For Sony
I finished it last night. The second to last mission, as well as second half of last mission redeem the game a bit finally, as they added much needed variety to your mission goals, as well as made the visuals really striking and interesting to look at. It's a damn shame more of the game hasn't been like these two levels, if anything but for visuals - the game really handles some lighting conditions well (sunrises/sunsets, cold weather), but looks bland in other conditions (deserts). Shame they didn't play more to the strength of their engine and/or artists.

As stated dozens of times already, it is a shame they didn't move at least some gesture based controls onto sticks and buttons. That would go a long way to make the game more enjoyable.

FightyF said:
Imagine two gameplay scenarios. One where you are "on rails" a la Star Fox and are flying through a canyon, and projectiles are coming at you from in front of you.
I'm kinda torn on this. What you are saying makes sense, and many times during the game I thought the same, but at the end, one of - if not the best mission (Second to last one) was largely unscripted and let you deal with things in order you wanted.
 
If you have issues spotting your objective, use D-pad down for fragon vision. It makes your primary stuff red and secondary orange. This is in the manual, which I'm sure 90% of the people playing don't read.
 
I'm lovin it.

After about 6 missions, I'd give it a solid 7/10. Some of the real time cut scenes are kind of cheesy but most are badass. Flying in 1st person is kind of cool, try it.

I also noticed that one of my SIXAXIS isn't as responsive as the other, wonder if I can get it replaced after almost a year?
 
Add me to the hmm-Lair's-not-that-bad camp. Granted, I've only played a couple of hours, and I did wrestle with the controls more than I needed to, but I was expecting a completely unplayable disaster.

The graphics didn't really wow me as I thought it would. Some parts looked good, while others looked really unimpressive. The music was better, but it was also derivative. The gameplay was a mixed bag--it felt somewhat exciting during some parts, but other parts were pretty dull. The framerate--Jesus, after playing Bioshock and then Metroid Prime 3, the framerate here is a joke. It's playable, but far from smooth.
 

VonGak!

Banned
Wollan said:
- The game is pretty basic, it's a shoot em up. No skill tree, items or anything of that substance. You gain some new attacks but I really don't care to be honest as you spend 90% of time firing your breath.

For God's sake, people screamed for the fireballing to be removed. :( Factor5, I thought you listened.

When riding a dragon I want to kill everything up close.
 

Wollan

Member
Okay, the last time I posted (above) I had reached level five and everything was going okay and was pretty cool. Level five is where shit hits the fan actually. The game starts throwing heaps of various methods for attacking where some of them like the fighting against other dragons can be a real pain. And from here on out they start to more and more cut you away from the action by showing you happenings. Also, the QTE events they sometime throw at you are pretty bad and I failed several of them the first time I came upon them.

Valve absolutely understood it when they created Episode 1, having characters bitch at you is not the way to go for a enjoyable 'buddy' experience (ergo Alyx is always patient, funny, doesn't die). I have never received so much blatant yelling at me in a game as I have in Lair, and in a few missions the camera keeps cutting away to events and I get more bad mouthing in that I need to get my act together, children are dying, dooooom. Jesus.

I'm already on Level 13 (of 15 if you include the training I believe?). It can be pretty enjoyable when you're dealing with huge armies and such and there's a lot of flaming and ground combat with no escort duties or things that needs to be pulled..etc. It can be very enjoyable in those cases but sometimes they keep trying to cram too much specific stuff in there, let me just fight these armies on a larger scale please. When it works on those larger scales it can be pretty inspiring (what if they had a multiplayer rts/dragon game hybrid..etc). The story of the game is so far very, very straight forward. I'm almost surprised about the lack of surprises so far.

Hmmm, the game is very beautiful in some instances and the music is good and yadayada. I just wish they greatly focused on larger skirmishes, dropped some things like the dragon fender bumping, toned down the yelling heavily and dropped general small and specific objectives that are a bit too annoying to perform while flying a dragon.
 

kaching

"GAF's biggest wanker"
FightyF said:
Imagine two gameplay scenarios. One where you are "on rails" a la Star Fox and are flying through a canyon, and projectiles are coming at you from in front of you. Using motion controls to dodge the projectiles should be fairly easy and the controls would seem very responsive. In a second scenario, say you had full freedom of movement, and you had a mission where you were expected to navigate through an extremely narrow canyon with electrified walls. That's when the same controls will feel like a nuisance.
If your second scenario included a lot of confusing camera work for the sake of cinematic effect and several cutscenes to punctuate the action that cause the player to lose their bearings, then you'd have it. I really think a lot of people are mis-diagnosing the problem here. It's not the controls, it's the disorienting camera that makes it difficult to get used to the controls.

KTallguy said:
Motion for Dashing: Shake controller down.
Motion for 180: Shake controller up.
The motion for dashing is thrust the controller forward and the motion for a 180 is lift the controller up. That's how the onscreen cues demonstrate them and if you follow those, there's little or no mistakes by the game interpreting them.
 
Wollan said:
I'm already on Level 13 (of 15 if you include the training I believe?). It can be pretty enjoyable when you're dealing with huge armies and such and there's a lot of flaming and ground combat with no escort duties or things that needs to be pulled..etc. It can be very enjoyable in those cases but sometimes they keep trying to cram too much specific stuff in there, let me just fight these armies on a larger scale please. When it works on those larger scales it can be pretty inspiring (what if they had a multiplayer rts/dragon game hybrid..etc). The story of the game is so far very, very straight forward. I'm almost surprised about the lack of surprises so far.


That pretty much sums up my biggest gripe with the game. The mission design was really hit and miss. The few levels where I am not timed, or have to protect things, are a lot of fun. Like attacking that fortress in the ice level. Its wide open enough to accomodate the controls, and I can attack the boats, dragons, and turrets however the hell I want too. Success is based solely on my ability to dodge fireballs and shit from my enemies and take them out.

It just makes me sad really. The game really just didn't quite live up to my expectations.
 

Vrolokus

Banned
Belfast said:
Semantics. Let's make a game about dragons that is believable, not realistic. I mean, that's the crux upon which we base any kind of fantasy, right? Why forego LAIR the same expectations?

Because what they didn't isn't "believeable", it's a lame excuse for muddy controls.

This isn't a dragonmaster sim, they don't have you shoveling poop in the stable and checking your dragon's scales for mites. This is a video game, that you play to have fun. So while I can understand the idea of "well our dragons are huge and weigh thousands of pounds, so they don't turn on a dime" to a point, as soon as it goes beyond adding a realistic texture to the fantasy and instead becomes a bit of a headache to play, boom, Factor 5 lost.

I think most of us would have preferred a game with flying dragons that was a little less "realistic" in that regard. And it's not an anti-motion control thing: we've all got Wiis we play. If the motion controls for Lair had been implemented well, nobody would even be talking about it - instead, they'd be saying "It controls awesome, too bad the missions and camera are poop."
 

Nightz

Member
I've been dying to rent this game because I've been on the fence about getting it or not. Sucks that every store I go to has it for sale, tempting me to get it, but Blockbuster won't be getting it until the 7th so I can rent it before deciding to purchase or not. Oh well, it kinda works out though because by the time I return Lair, Heavenly Sword will be out.
 

kaching

"GAF's biggest wanker"
Adding to the parade of final impressions, here's my review. Final score: 3/5
****************************************************************
Lair is a misleading name for a game in which there are hundreds of dragons but not a single one of their lairs in sight. In fact, the closest you get to a dragon's lair in this game is a stable, and that's obviously a steep fall from grace for such fantastical creatures. A more apt name for this game would be "A Man and his Dragon Who Must Save the World Post-Haste" where you might find yourself wishing at times that it was more simply, "A Man and his Dragon".

For Lair is a hectic game, not giving the player a chance early on to comfortably acclimate to the controls and never really gives the player a chance to simply tour the detailed, expansive environments or perform less urgent missions. The first five levels are particularly manic, giving the player little time to complete one objective before the next is barked out via the game's repetitive wingman chatter or displayed via one of many disruptive cutscenes. Level 6 signals a turning point where the missions lengthen and the pace becomes more measured - this kind of mission structure would have been better at the very beginning.

Still, under the pressure of saving a world on the brink of natural and social cataclysm there are several inspired gaming setpieces, aided by a soaring soundtrack. These moments in the game achieve an emotional resonance for the story that the pure FMV cutscenes can't seem to because the characters are woodenly portrayed (Rohn's voice acting is like listening to Kaz Hirai say "Riiiiiidge Racer!"). At these times, Factor 5 does manage to communicate the tooth and claw nature of the civilization they've created and the somewhat uneven visual engine shows its strength in numbers as you weather volleys of flame arrows in the hundreds, with belches of gas-flame breath criss-crossing your field of view and you are buffeted from side to side by any of a dozen or more dragons in the air around you. A morale system that does a decent job or portraying the ebb and flow of battle is perhaps underutilized and could have been more centrally incorporated into the game's design.

On the subject of Lair's controversially forced motion control for flight, I can only say it presented me no problems. I experienced no odd behavior or lag in the motion controls - the gamepad as a direct analogue for the outstretched wings of a dragon worked well for me. Gesture-based motion controls were perfectly learnable - once I understood the gesture the game was expecting, I could duplicate the action represented by the gesture almost infallibly and with ease. Looking at the worldwide leaderboards for the game, where my game finishing score is bettered by hundreds with scores 2-5 times as large as mine, it would appear I'm not alone. No, it's the camera work in Lair that fails to support the controls by attempting to be too cinematic ingame, not following clean lines of camera movement in the process and disorienting the player in relation to the immediate action in doing so.

Touring the healthy volume of extras provided with the game (assuming you unlock all of them) offers a glimpse of what could have been a much grander epic fantasy experience, if only there were more focus and consistency in the delivery. Pieces are there in the final game that are memorable enough to stand on their own even if the overall package fails to tie it all together satisfactorily.
 

Kittonwy

Banned
Wollan said:
Just had my first dose playing the retail version.
Impressions so far:

+ Flying is actually really good and so is ground combat (the last one being stick based), like Warhawk, I could see some flight maneouvers being easier and straight forward but I doubt that it would be nearly as fun without waggle (as proved by Warhawk)
+ Graphics are really great, even more so the technical accomplishment which is without an equal so far at least.
+ The music is an absolute pleasure
+ The game has a number of features which you can access outside of the main game, you can post on the official forums (a web browser will pop up), you can pop up your XMB friendslist to do messaging there, there's a lot, a ton actually of extra material but about two thirds of it is currently locked away. There's also leader boards..etc.
+ I really liked the world map, like flying around on a globe version of the Middle Earth map. Also, the menus in general are ultra smooth and very well laid out.

- The biggest flaw with the game is the that the color palette actually hides your targets, the easiest way to find them is to fly in such a angle that they aim up against the sky or just to track their fire. Auto aiming aids really well though and the camera totally tracks them 360 degrees if you manage to lock on which is good.
- Flying/ground is very good but the trouble starts when they decide to use waggle for every little thing. While shaking off some pillars is okay, ramming into other creatures and such isn't particularly fun and I think hauling the rains/doing a 180 is to close to each other in terms of how to use the controller. With that said, once you figure out the 'trick' with each one you actually perform them effortlessly so I guess there are some riding skills beneath it all but I wish they toned down the need for waggle outside of actual flight.
- The game is pretty basic, it's a shoot em up. No skill tree, items or anything of that substance. You gain some new attacks but I really don't care to be honest as you spend 90% of time firing your breath.
- Voice acting is cheesy though I like the story teller.

So far I've only reached the bridge level (fifth level I believe, also it's the TGS level) and there haven't been any bad missions as of yet I think. I've played straight to this point without dying so far.

The "shake the controller twenty times to rip a rhino's head off" is giving me cramps in my biceps, this and "shake the controller twenty times to tear the attack tower off" are two of my biggest pet peeves with the game, I don't mind doing it a couple of times but there are like twenty of those damn towers in one level, that's not to say I don't dislike having too many things going on and not having them sorted out and organized for me, to me the gameplay design is just a tad disorganized, they need to streamline things and make things more seamless. They need to look at a game like Soul Reaver, a PS1 game to see how seamless gameplay, exploration and power-ups are done.
Indifferent2.gif
 

KTallguy

Banned
ezekial45 said:

Great review. I think this is completely fair. It highlights the problems with the game very well. This is the kind of thoughtful analysis that's lacking from most reviews these days. Now I really feel 100% informed about the game.

Hats off to Gametrailers.

kaching said:
The motion for dashing is thrust the controller forward and the motion for a 180 is lift the controller up. That's how the onscreen cues demonstrate them and if you follow those, there's little or no mistakes by the game interpreting them.


Oops, I thought I was right :p
 

Vrolokus

Banned
MachoInfinity said:
The controls aren't 'muddy' dimwit.

A well thought out retort. Maybe I should reconsider my position.

.
.
.

No, the game is still terminally unfun, primarily due to the controls. But I appreciate the thoughtful debate, thanks.
 

msdstc

Incredibly Naive
Kittonwy said:
The "shake the controller twenty times to rip a rhino's head off" is giving me cramps in my biceps, this and "shake the controller twenty times to tear the attack tower off" are two of my biggest pet peeves with the game, I don't mind doing it a couple of times but there are like twenty of those damn towers in one level, that's not to say I don't dislike having too many things going on and not having them sorted out and organized for me, to me the gameplay design is just a tad disorganized, they need to streamline things and make things more seamless. They need to look at a game like Soul Reaver, a PS1 game to see how seamless gameplay, exploration and power-ups are done.
Indifferent2.gif


seriously I know what you mean.... something really bad was happening, kept sending shocks all the way up my arms from my wrist, was a nasty feeling. This is what truly ruined the game, considering every mission was just shake the shit out of the controller.

Vrolokus said:
A well thought out retort. Maybe I should reconsider my position.

.
.
.

No, the game is still terminally unfun, primarily due to the controls. But I appreciate the thoughtful debate, thanks.

no he's right... the controls aren't muddy, that really makes no sense.
 
KTallguy said:
I think the problem is mapping strong gestures of a certain direction to the Sixaxis. I also see this problem with the Wii, although it's not as pronounced.

For example, a lot of reviewers complain that they can't get the 180 move correctly, because they keep dashing.

Motion for Dashing: Shake controller down.
Motion for 180: Shake controller up.

Because when you shake the controller down, you're also shaking it up (wind up, follow through) which means these two gestures can get easily confused.

Sixaxis Tilt (as well as Wii tilt) work perfectly. I have no issues steering a Warhawk with motion, because all I'm doing is tilting the controller in the direction I want to go. There are no violent gestures to boost or break, it's all shoulder buttons and sometimes the right analog stick (to do more complex maneuvers).

Tilt isn't the issue here, it's the thrusting and shaking gestures that are in general, highly imprecise and easy for the software to mix up.

Lair could have used motion control in a better way by only utilizing the tilt function. Also they could have made it so when you hold X to accelerate and shake the controller down, you dash forward, but if you release X and shake the controller, you do a 180.

Furthermore, combining gesture based gameplay with tilt is a bit dangerous, because when you do the gesture, you'll also mess up your tilt and you'll lose track of the direction you're going. I think that's really the main issue with the controls.

My rental is in the mail. I can't wait :lol

Thing is the controls for diving and 180 turn are not "shake up/down" they are push forward for dive and pull up for the roll. Not trying to bite your head off since you haven't played the game, cause it seems a lot of people are getting the controls on it wrong. I think the frustration that many are having with lair is going to be part of the growing pains of motion controls. Developers are going to have a choice of making easy motion controls or controls that are as complicated as the inputs we've grown use to with d-pads and sticks.

All I know is that Capcom is lucky I wasn't a reviewer back when I started playing street fighter as a kid and couldn't get dragon punches and shadokens down! Yet now those inputs are second nature to anyone who plays fighting games and many who play other genera of games.
 
The GT review says it hard to tell your objective or enemies, then he glosses over dragon vision, which tells you your main objective and enemies.... ok.

If you can't tell dark dragons from ice dragon in chapter four, then hit dragon vision. dark dragons are red because they are your main objective, everything else that is attackable is orange. Do these guys read the manual?
 

KTallguy

Banned
Byakuya769 said:
Thing is the controls for diving and 180 turn are not "shake up/down" they are push forward for dive and pull up for the roll. Not trying to bite your head off since you haven't played the game, cause it seems a lot of people are getting the controls on it wrong. I think the frustration that many are having with lair is going to be part of the growing pains of motion controls. Developers are going to have a choice of making easy motion controls or controls that are as complicated as the inputs we've grown use to with d-pads and sticks.

All I know is that Capcom is lucky I wasn't a reviewer back when I started playing street fighter as a kid and couldn't get dragon punches and shadokens down! Yet now those inputs are second nature to anyone who plays fighting games and many who play other genera of games.

I'll reserve judgement until I play, but I really value precision in controls. I'm really skeptical that motion controls can really deliver on that same precision, from my time with the Wii.

Luckily Hadoken wasn't really necessary to play SF casually back in the day. :lol
 

Ashhong

Member
So I borrowed LAIR from my work at Gamestop today...and wow, I am extremely disappointed. This game is BAD. I completely agree with the reviews. I had high hopes for this, and Factor 5 in general (even bought Rebel Strike in the GC era), but this sucks.

In the very beginning, when you are about to mount the dragon, I rotated the camera around, and the FPS drops. I mean, come on. The whole game is just not good. I can't express my disappointment into the right words. So sad =/
 

kaching

"GAF's biggest wanker"
Ecchi-Time7 said:
Wasn't this game supposed to be another AAA PS3 game? What happened?
Same thing that always happens at GAF - lotta people talking like they've played the game, acting as if everyone else put the game on a pedestal just so they can tear it down. I think the number of people who truly tried to claim that Lair was guaranteed to be an AAA game around here can be counted on one hand.
 

Kodiak

Not an asshole.
I think its worth gameflying in order to get that "gee whizl" experience from the tech and the remote play functionality provided you have the psp.
 

DCharlie

Banned
the time has come gentlemens

Lair has arrived - i`ve eaten my supper - it`s time for XBOT FINAL JUDGEMENT HELL SLAG OFF REVIEW SLAUGHTER FEST FROM TOKYO !


mwahhahahahahhaahahaaaaaaaaaaaaaaaaaaa
 

kaching

"GAF's biggest wanker"
You're going to have to work to outdo yourself, DC. You're LTTP and many have already picked the bones clean as far angles to slag this game. Looking forward to a fresh take.
 
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