|
were times
that
I reached down and outward from a low crouch and had the on-screen
character reach upward for a high power-up.
It, at times, got a bit frustrating, though, to be fair, the
power-ups aren't really that important and getting all of them is more
of a personal goal than a game requirement.
Perhaps
a bigger problem is the length of the game.
All of the levels are good looking and well-designed, but there
are only five of them. This has seemingly forced the developers to try to add the
illusion of depth by making it impossible to move on to the next level
without first place finishes in the heats.
While this does make the game more difficult, it feels cheap and
frustrating, especially when you finish second my a matter of inches in
a final round.

Even
with the low number of courses, as compared to other games in the genre
especially, Antigrav has a good deal of replay value.
There are alternate paths in each level.
Getting higher scores is always there as a challenge, and the
final level, once opened is simply a blast to skate around.
In
the end, Antigrav is both a triumph for Eyetoy gaming and a great tease
for the future. Just getting past using the EyeToy to put the player
on-screen is a marvelous innovation.
As an input device, the EyeToy can deliver some awesome,
arcade-like gaming experiences and Antigrav is the first game to really
attempt this.
-
Tolen Dante
(February
21, 2005)
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