Good: Smashing targets upon psychedelic rails Bad: Smashing light fixtures in succession psychedelic drugs Trippy: Your spiritual video-shadow tracing across the menus ROBERT: After throwing back a not many beers with my nongaming dad.

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Good: Smashing targets upon psychedelic rails

Bad: Smashing light fixtures in succession psychedelic drugs

Trippy: Your spiritual video-shadow tracing across the menus

ROBERT: After throwing back a not many beers with my nongaming dad, I nonchalantly switched onward AntiGrav. “What is this?” claps watched as I piloted my hoverboarder by the agency of a Day-Glo tunnel, hopping to pass by a leap crouching to duck, and smashing in-game targets with my out-of-game hands.

“Let me examine that!” He shoved his way in brow of the camera and promptly crashed my character into a wall. I recalibrated the camera to his corpse the software locking on to his face and hands. AntiGrav’s physical interface is undisturbed and intuitive, tighter and more nuanced than you’d expect—your upper carcass basically becomes an analog stick with affluence of give. Pops ran by the and of the tutorial and picked up the essentials nice quickly.

AntiGrav welds together rail-riding sections, SSX-like race ’n’ trick bits, and stints of independent flight. Somehow, everything meshes together into nicely flowing tracks. The package be impresseds a bit light (only six flushs and two very similar modes)—a bit more like an arcade game than a bracket game. Still, it’s an authentically fresh experience in a sea of holiday sequels



KEVIN: My arms! My arms! Unlike previous EyeToy games (Play, Groove) AntiGrav makes the mistake of asking players to stick their hands in the air (and, ye wave ’em like they just don’t care) for protracted periods of time—your arms will be sore in the morning. It’s the prettiest EyeToy game in this way far, with developer Harmonix’s mind of cutting-edge audiovisual design as spot-on as perpetually but actually playing AntiGrav—much les getting the EyeToy to read your hand mental actions accurately—is more work than Play.

GMR—CARRIE: AntiGrav is revolutionary, showing the potential to inflect the stereotype of the pasty, doughy, lie potato game player into a light yellow limber jock. When the game works right, you really do perceive like you’re in control of a hoverboard. Unfortunately, I had a fate of trouble getting the game to register my arm motions except when I played in a extent flooded with sunlight, and I ground the gameplay kinda repetitive. The technology is exciting, further as a game, AntiGrav is pleasing much a one-trick pony.

Publisher: Sony CEA

Developer: Harmonix

Players: 1

ESRB: Everyone

www.us.playstation.com

The verdicts (out of 10)

Robert 85

Kevin 60

Carrie 70

Copyright ?© 2004 Ziff Davis Media Inc. All Rights Reserv Originally appearing in Electronic Gaming Monthly

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