

The speed of movement required to play Dragon’s Lair with Kinect is the real test here. On the middle level though – which is where most will cut their teeth – you can miss two or three and still scrape through. On the most extreme of the three difficulty levels, missing a move causes Dirk to lose a life. However, that’s about the long and the short of it.
#DRAGONS LAIR SEASON 1 EPISODE 3 SERIES#
If Dirk needs to grab a series of ropes to swing across a fiery pit, simply raising your arm at the right time will help him. When Dirk ends up controlling an utterly bonkers flying horse, jumping left or right to avoid pillars will get the job done. Essentially, the game is a series of pseudo-interactive cartoon vignettes, where you’re tasked with performing the right action at the right time to move the story along.

You play as Dirk the Daring, who is on a quest to save the busty Princess Daphne from the evil dragon, Singe. In pretty much all aspects barring control, the Dragon’s Lair you’re getting here is the same as the Dragon’s Lair that was wearing out laserdisc players back in the early 80’s. But, with the addition of Kinect support to this Xbox Live Arcade version of Don Bluth’s groundbreaking Dragon’s Lair, we have a starting point. The Kinect inclusion is the only USP of the XBLA version, but even this is not implemented well enough to warrant 800 MSPs.If this were a website focusing on any other part of gaming, it would be hard to know what to write about a game that’s been released for 66 other formats since its inaugural unveiling to the public in arcade form back in 1983. This is a 30 year old game that has not changed one bit – no additions have been added to create a fresh co-op experience, the Kinect option feels crow barred in for a bullet point on the box. The flaws are with the fact Dragon’s Lair has been so faithfully adapted. You could easily play the game in ‘single’ player and choose to play it co-op by alternating lives, this is essentially the same thing as the ‘co-op’ experience. The flaws with the game are not down to any sense of single player antics or co-op, both are near identical. The game looks like it was transferred directly from laserdisc to XBLA without any touch ups. Once crisp visuals are now jagged when compared with the HD animation of today. The rooms themselves still look good, but in a Bluth 80s way.


An odd option as the random mode just feels strange, but at least you get to see more of the rooms. The final option to diversify the gameplay is the playmode either a linear game, or a random set of levels. Why this co-op experience is Kinect only is a mystery, although the co-op may be limited in entertainment, controller based players should have been given the option to tackle the challenges in turn as well. A side by side mode or a couple of Dirks would have made it more inclusive, instead the game is essentially the 1980s experience exact. A holding screen is used in the game as you and your partner shuffle into position, this is a nice addition, but it does slow the game down as you have to use the Kinect option to start the next scene, clunky. Some of the rooms are also very short you have just sat down, only to be told to stand back up again. This does add a little to the enjoyment of the game, but seeing as you are never working at the same time it does not feel like true co-op. With the Kinect the co-op finally comes into play after one player finishes a room/dies the other jumps into their spot and tackles the next puzzle. However, the implementation of the Kinect sensor is so loose that it often triggers the animation for you anyway – thanks Kinect you make even Hard easier! Before plugging in your Kinect you may have been asking yourself where is the co-op? That’s because the option only becomes available with Kinect and a new option pops up once you are plugged in, slightly confusing. you move in that direction or grab for the rope. The game remains essentially the same, but rather than prompting to go left, right etc.
