Were there any difficulties blending the different gameplay strands together?
Nobody has ever attempted to go seamlessly from a vast-scale flight-game to the ground in intimate battles. Nor has anybody ever explored the physicality of dragons. All the other prior games featuring dragons have only used fire as the main element of gameplay, and there are reasons for that Lair is hard to make, but trying something fresh and new is never easy. The scale issues of the world are huge, straddling the power of the PS3 in a unique way is hard, and the game design issues around the flight, fight, and ground interactions are on a new level thanks to the absolutely seamless nature of all elements. Are there particular pieces of artwork, films or novels that inspired the story and design? The story was very much inspired by current political events. The world of Lair is facing global warming, there is a clash of two civilisations overwhelmed by religion, and there are fanatics on both sides who ignore science. These are all story elements that have come up again and again th