You know, I never used to read manuals. Then I found there were often little snippets that I never found in games without reading them. Now I do, and I say to friends 'did you know you could do this with such and such game' when they didn't read the manual, and they normally reply something like 'wow, that's cool and useful'.
If you're introducing a complex system, you'll need explain its intricacies. In this case motion control presumably needs an explanation as to which gestures create which motions. It's no different in principal to something like Black and White's gestures. Without a list of which gestures do what, you could be drawing random symbols all day and not come up with anything. It's no different to a keyboard reference sheet that tells you which key out of 104 on your keyboard does which action in a PC game. You wouldn't be expected to guess them all. It's also no different to something like Wii Boxing which doesn't work the natural way but needs an explanation of how to raise or low your arms to execute punches high or low. These are all interactive entertainments that need some explanation.
It's nice when games, often smaller ones, are that intuitive, but I don't see why Lair should be expected to be such a title. From what I can gather all those who said the dragon was slow turning around missed the training bit where the player is told to flick the controller up to do a 180. I've seen it in gameplay vids, where the player is performing a long turn and on screen the tip appears, but they don't take any notice. I do wonder if the first reviews saying motion control sucked had some influence on later reviews? One person says the turning circle is dire and that sets expectations in other reviewers, who then find the same thing and stop there rather than exploring further. I also wonder if reviewers, like many gamers, think themselves so experienced that rather than waste time with manuals, they just jump in and do their reviewers with a whole lot of preconceptions?
It'd be interesting to see what the guide says and how it relates to review comments. Sony should make it public at this point, now the damage of reviews has been done but they've still got people's attention (if it's info not in the game's manual, and if it's not, why not?). Are there really important things the reviewers just missed that make a huge difference? Either way is a boo-boo by Sony. If this guide just covers stuff the reviewers already know, it's just a waste of time, yet if it provides essential info, it was a major oversight to send the game out to review without suitable instruction!
There's also a worrying precedent here for creative industries to not be original. Again, it depends on what the problems really are. But if the motion controls aren't that bad and just need people to get the hang of them, and yet the universal reaction is criticism of them, it's strong encouragement for developers not to innovate. If Factor5 had shunned motion control and cloned their SW controls, they'd be far better off, even if the game was even more SW in a dragon skin.
I'd also say that now is the age of invitation betas or even alphas! Playtesters, for whatever reason, seem to let dross out the door. Either they're being ignored or they're not picking up faults that gamers will. Titles should have real gamers experience during development. Perhaps something like a selection, maybe 10,000 gamers, who are official testers, who get private access to early builds to playtest them at home? This would provide substantial feedback on what works and what doesn't from the market's POV, and they're the people you're trying to please. If you think a weighty, unresponsive dragon is a cool idea, but games hate it and what immediate response, you drop your idea and go with what the masses want, always. This isn't art but business! If Factor5 had had all this reviewer feedback in the middle of the game, they could have made changes that fixed glowing issues. It'd perhaps be hard to balance user input with designer ideas. Design by committee its ghastly and you don't want 10,000 people all trying to make the game their own! But you can't afford to spend tens of millions on a product only to have it crash out. Feedback from the people you're going to sell this game to seems a smart move.