Ah Lair. You and I, we have quite the tempestuous relationship. When we first met your looks blew me away, but the more I got to know you the less I seemed to like you. You were confusing, needy, shallow, everything I hate in a relationship, but I couldn't stay away. Now I'm happy I didn't.
I think that perhaps people read too much into my last impression of Lair, taken from my hands-on time with the game at Sony's Gamers Day. I didn't say I hated it, I've never hated the game, what I said was that I'm still on the line with the game and that the game's confusing objectives made me fear that I would end up not liking it.
People turned that into "Brian hates Lair". I've always thought Lair is a beautiful game, but of course,beauty can be only skin deep. In the case of Lair, the hands-on time I'd been given with the game made it feel that way.
I had a little downtime before meeting with Miyamoto and decided to hop on over to Sony's "arcade" a room set up in a bottom floor of a hotel, packed with playable copies of most of their PS3 and PSP offerings. After wandering around for a second or two Sarah Stocker, Lair's producer, walked over to me. Stocker and I had discussed Lair at length during Sony's Gamers Day last year. We chatted for a minute about what I did and didn't like about the game and then she lead me over to the most current build to show it off.
She said the development team had done a number of things to try and tweak the visual cues, making it easier to understand what you were supposed to do in a given mission. One of the things they did was increase the bloom around your target, giving the item or creature a bit more of a glow to it so it is easier to recognize. They also increased the volume for the vocal cues a bit and have them repeat if you seem to be aimlessly flying around.
The only other major tweak I noticed was that when you take to the ground you no longer use the SIXAXIS motion to move around, instead you use the sticks, which feels a lot better. Motion control on the ground just doesn't feel right to me.
I ended up playing through the entire demo this time around, starting with the training session and wrapping up with the mini boss battle. The game retains its beauty, and does feel a bit more understandable if you progress through it slowly. I think there will still be gamers who get frustrated playing the game, but it doesn't kill the experience.
The bottom line is that this is one of those games that's got a fairly steep learning curve and not a ton of time to learn what you have to do, but it's also meant to be played and replayed (so you can unlock a bunch of bonus content like behind the scenes and art assets), so I'm sure most gamers will put up with it until they figure it out.