Lair Was Cursed
Lair could have been great. It had action. It had style. It had great graphics. Heck, it even had dragons. Yet it failed, largely due to a control scheme that drove you out of control most of the time. So the question is, two years after the game was announced, why was the end product so bad?
Well, because it was cursed.
Lair’s director, Julian Eggebrecht, believed the game was jinxed, and that it started two years ago.
“Our trailer was very dark, and we delivered the trailer with a different black level for the frames than Sony was expecting, making them even darker,” Eggebrecht said. “They showed the material at the last minute to Kutaragi-san, who didn’t see a thing and bounced us off the [PS3's demo] reel. That’s why the first tech-trailer was shown at the PlayStation meeting a few months later. That was the start of one catastrophe after the other — deaths in the family at the worst time [and] sudden surgeries for key members, which bounced the technology off-track. And just in general, every single time there was a crucial delivery, something bizarre went wrong — all the way to power outages when writing the master disks.”
I don’t know, folks. Can superstition be used as an excuse for bad development?
Source: MTV
Short URL: http://virtualreality.ca/rf3