
Of course, imagining the effect is one thing. Playing it is quite another. Unlike
EyeToy’s other games, there is no feedback image of the player displayed in the video frame. This is good! Most people do not look like a high-steppin,’ hoverboard-totin,’ spandex-wearin’ action/sports star, and most folks really don’t like seeing themselves playing an
EyeToy game. It’s a distraction, albeit a necessary one for some of
EyeToy’s previous mini-games. The game’s concession to head position is a double check graphic that shows the current head and hand positions. What’s impressive is when the player actually begins to get the hang of making the on-screen character react correctly with his or her body movements.
AntiGrav succeeds best when you can suspend your disbelief and just go with the flow. It’s very helpful that you’re doing so in the privacy of your own home and not in an arcade or mall location (self conscious gamers?? Nooooooooo, of course not!). Feeling this connection while playing as an action/sports star makes the other EyeToy games seem pretty pathetic at best.
Control movements have been kept minimal so that more people (of all ages and stages) can get the hang of AntiGrav and enjoy playing it. There are seven different movements: an arm shooting left or right, the head moving up or down, an arm moving from bottom to top on either the left or right side, and both arms moving upward at the same time. Take the time to learn these moves by themselves, because it’s possible to link moves together if you can catch enough air. If you learn them well enough, you can mimic the movement icons that appear at the bottom of the screen after each big jump. Mimic all the moves and you initiate a special combo move. Each player character has one combo.
The most important skill a player can develop to have fun with AntiGrav is precision waving of the arms. By waving effectively, the player can make his/her character snag groups of passing icons. Single icons are good. Snagging a whole group rewards the player with a turbo or some similar benny. The best icon is the one shaped like gears; snag this one and the grinding rails reconfigure to send the player off in a different direction. Talk about hot. This is white hot, in game speak, that is.
For players who have more than the normal amount of hand/eye coordination, EyeToy: AntiGrav’s seven hand and head movements may grow tiresome and repetitive. It’s even possible that those people who aren’t gifted in this area may grow tired, too. Is this the price that you pay for inclusiveness? Probably. Could Harmonix have worked in some movements for players to unlock during later courses or stages or for unbelievable performance? It’s not for me to say, but it would have been cool.
Sequels nearly always manage to pull off more stuff for the same price than the originals. If that’s the case, let this be the first place you hear of the call for EyeToy: AntiGrav 2.