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Eye Toy: Anti-Grav
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12 out of 15
AntiGrav’s control system makes it a unique and engaging experience that many hardcore and casual gamers will be able to appreciate.
Developer
Harmonix Music Systems
Publisher
Sony CEA
ERSB Rating
E
Rel. Date
03 November 2004
Genre
Alternative Sports
Players
1-4
Date: Tuesday, December 07, 2004
Author: Will Hill

The maker of Frequency and Amplitude, Harmonix, has given us the first true game for the EyeToy controller: EyeToy: AntiGrav. And while this hoverboard racing game may be a bit short and the trick system a little simplistic compared to the similar snowboarding games out there, the immersion factor offered by using the EyeToy as its controller makes up for many small deficiencies.

Hoverboarding is a sport of tomorrow where racers run extreme courses through futuristic landscapes while pulling off radical tricks. Odd thing is, in many ways the courses resemble snowboarding runs in SSX … but that is not important right now. You’ve got a racer and you need to get him through the run in one piece.

In AntiGrav the EyeToy controller really is used as a true controller. There is no picture of yourself staring back at you as you play the game. Even during the controller calibration at the beginning of the game there is only a shadowy image of yourself that lets you properly position your head, which is the all important aspect of controlling AntiGrav. The EyeToy keys off the player’s head to control the hoverboarder as he makes his run. It works about like you’d expect: lean left and turn left or lean right and turn right. Remember those really intense games where you found yourself moving all around in your chair to try to avoid an enemy or make a sharp turn? AntiGrav is like that, but the moving around actually does some good.

In addition to basic control of the board, there are other moves used in special circumstances. Moving the head down causes your boarder to crouch. This will allow the boarder to activate the turbo boost on the regular track or duck under obstacles while grinding on a rail. Jumping up causes the boarder to execute a jump over an obstacle on a rail. While on a rail the player can smash targets with his outstretched arms to build boost power and score points. Putting both arms straight out applies the brakes to your board. After launching into the air off a ramp, moving the arms in set patterns will perform stunts. The stunts in AntiGrav are not as complex or over the top as the average snowboarding title, but it is rather satisfying to pull them off with body movements.

The runs through the futuristic landscapes will present the player with unique challenges. On the standard track the obstacles tend to be environmental in nature (vehicles, street cones, etc.) and some fast left or right steering will be needed. Getting on a rail locks the player on that path until the rail ends. Along the rail will be duck-under and jump-over obstacles as well as targets to smash. Hitting a launching pad flings the boarder high in the air where he will actually fly and maneuver through rings. (Please, don’t let the flying-through-rings thing make you have a bad flashback to Superman on the Nintendo 64. If you feel one coming on, breath deeply and try to remember you are now actually having fun.)

Graphically the game is beautifully executed with bright colors and smooth animation. The characters may be just a little blocky, but the stylized look is still good. The soundtrack is appropriately futuristic-techno styling. The babble the characters put out is totally expendable to the game.

The game only has four characters to play as and a very limited number of tracks, which makes for a fairly short playing experience if you are intending to play the entire game in a single session. But there are alternate routes to discover and things to collect, so there is some replay value here.

As has been noticed with all EyeToy games, there are limitations to the technology. AntiGrav keys to the player’s head at the beginning of each event. If the player moves too far and the camera loses that head lock, the results can be a bit frustrating as the game can reacquire the lock somewhere else you don’t want it to. There is also the matter of having adequate light on the subject to let the camera accurately read movement. It can be troublesome, but it all generally works pretty well.

Overall, EyeToy: AntiGrav is a lot of fun. No, it won’t replace SSX in the trick department, but AntiGrav’s control system makes it a unique and engaging experience that many hardcore and casual gamers will be able to appreciate. The ability to have four people take turns to establish a fast run will undoubtedly make the game a hit novelty at a few parties this holiday season. Anyone wanting to see what more there is to the functionality of the EyeToy besides mini-games will definitely want to give it a look.



© 2004 GameShark.com

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