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TGS 2006: Interview with the Dragon
Factor 5 finally lifts the veil on its anticipated PS3 exclusive, Lair.
by Jeremy Dunham
September 21, 2006 - Since making its debut at the 2005 PlayStation Meeting, Factor 5's PlayStation 3 exclusive actioner, Lair, has been one of the most talked about (and mysterious) next-generation games around. All those involved -- be it Sony or F5 -- have kept eerily quiet regarding almost every aspect of its production. What it's about, where it takes place, and how it works have only been spoken of in generalities and concrete details have been scarcer than a retailer offering PS3 pre-orders.
In celebration of TGS, Lair's big coming out party, Factor 5 President Julian Eggebrecht agreed to speak with IGN to discuss all things dragon. Here's what he had to say:
IGN: This is the most quiet we've ever seen Factor 5 in regards to a project prior to release -- why all the secrecy?
Julian Eggebrecht: Because we have been so terribly busy. And of course we wanted to be a bit secretive about Lair and our next-gen projects in general, just as we were between N64 and GameCube. It has been an interesting time, not only getting a completely new, hand-tailored engine off the ground on a machine as complex as the PS3 but also at the same time creating new franchises.
IGN: For the past few generations, Factor 5 has been leaned towards exclusive games -- namely on Nintendo systems -- is the announcement of Lair an indication that you'll be a PS3-exclusive developer?
Eggebrecht: First of all, we never have been manufacturer-exclusive. We did games for the SNES, Genesis, PlayStation, N64, GameCube, and many others. It's just that we prefer to pick one platform for any given game. We don't like ports that compromise features.
From the technology perspective we are multi-platform as we always have been. We have updated the DivX toolset for the PS3, the Wii, and the Xbox 360 for example. And we do have extremely strong engines on the systems. I think Lair proves how much you can get out of the PS3 even with a first-gen title if you hand-tailor your engine to the platform and take full advantage of Cell, RSX and of course the motion-sensitive controller. It's amazing to work on the most powerful real-time hardware platform ever created without having to worry about porting to other systems.
As for the publishing side of our games, we try to find the best publisher and the best platform for every title we want to create. Sony is extremely cooperative and supportive when it comes to new franchises and that, combined with the technology requirements made Lair a perfect PS3 and Sony-exclusive title.
When we thought of hundreds of dragons in air, thousands of troops and creatures on the ground, a gritty, dark, and photo-realistic style, and taking controls to a new level there really was no other option than the PS3 -- it was a match made in heaven. Sony believed in us and the vision behind Lair and we couldn't be happier with the relationship.
IGN: Since we're talking exclusivity, what do you think of the Wii announcements and Nintendo's direction, the choice not to support high-definition, the controller, etc? How do you see development differing between that system and the PS3?
Eggebrecht: I think Nintendo is doing exactly the right thing. They would have been crushed between the two others if they tried to go the same route. The all-in-one HDTV media monster is something I love and want at home, but Nintendo is simply not the company to create that beast. Sony is.
Continued