• Publisher: SCEA
  • Release Date: Nov 9, 2004
Metascore
71

Mixed or average reviews - based on 38 Critics

Critic score distribution:
  1. Positive: 16 out of 38
  2. Negative: 1 out of 38
  1. It’s wildly exhilarating, and it’s wildly exhilarating because it works, but that’s not to say it works perfectly... Persevere to perfect the right lighting conditions and learn the game’s slightly idiosyncratic perception of your movements, and it is an unparalleled experience, if a slightly shallow sports game. [Jan 2005, p.86]
  2. The EyeToy camera tracks the position of your head and hands and translates your movements into character action. And it works amazingly well. [Dec 2004, p.118]
  3. Although the technology may not all be there in this package, it does provide us with a solid experience that many will have quite a bit of fun with.
  4. Something that finally takes the EyeToy to the next level, turning a toy into an honest to God controller.
  5. An amazing piece of technology that shows off what the Eye Toy is capable of. It’s the first Eye Toy specific game with mainstream appeal and one that is accessible to gamers of all types.
  6. And when it works, it is absolutely exhilarating.
  7. 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.
  8. The game does need more levels. Only having five levels leaves it kind of short... But in the end EyeToy: Antigrav is a very fun game.
  9. The package feels a bit light (only six levels and two very similar modes)—a bit more like an arcade game than a console game. Still, it's an authentically new experience in a sea of holiday sequels.
  10. 74
    A fantastic first true game for the EyeToy, but as a whole it still comes in below the other "regular" boarding games out there that provide more control and track selection for people to play with.
  11. This game is an intriguing look at the future, but it's not quite ready for today.
  12. 80
    Melding crisp, "Blade Runner"-style visuals with an inspired use of the EyeToy camera, AntiGrav will forever change the way you look at extreme sports games.
  13. The potential is vast, and if this game does not quite make the most of it, it points the way.
  14. If you’re looking for the next big thing that uses Sony’s diminutive webcam as its principle control means, this definitely isn’t it.
  15. A sublime experience that incorporates the feel of flying, acrobatics, and racing all in one. Unfortunately, the finicky EyeToy provides less than optimal control, resulting in intermittent bursts of frustration. [Jan 2005, p.122]
  16. Unique use-your-body-as-the-controller jet-board racing game. [Jan 2007, p.106]
  17. Inconsistent, wearisome gameplay.
  18. While this is unlikely to attract a new EyeToy audience, the post-pub contingent that plays games for the enjoyment rather than a desire to excel will lap it up - provided, that is, their fitness levels are up to the challenge. [May 2005, p.110]
  19. Unfortunately the fact that the game is largely unplayable 50% of the time due to the tracking issues is a problem too large to ignore, and takes AntiGrav from a “must buy” to a “might rent”.
  20. Once you deal with the precise setup requirements, there’s a great game here, and although it’s not an incredibly deep gameplay experience, the overall fun factor is off the charts.
  21. 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.
  22. When it works it is lots of fun, but unfortunately sometimes it does not work. [Apr. 05]
  23. Even though Antigrav is a simple and quick play, the innovation and unlockables easily add replay value. It’s just plain fun.
  24. Were the tracking of physical movement a bit sharper, the length of the game a bit longer or the number of tricks a bit deeper, this would be a phenomenal title.
  25. AntiGrav is the first game that actually makes you feel some of the energy it takes to do some extreme boarding.
  26. 75
    A really great game that feels a leap ahead of its other Eyetoy counterparts. We still can't help but get the feeling that it is a little light on features though.
  27. EyeToy: AntiGrav is definitely outside Harmonix's comfort zone of mostly music-driven gaming, though it's an honest effort at something interesting and accessible. However, the daring design outstrips the technology that drives it.
  28. AntiGrav is more innovative and more involving than the two previous EyeToy titles and it doesn’t have my image starring back at me.
  29. The thrills stop abruptly after you beat five tracks. [Holiday 2004, p.86]
  30. The sense of speed is rarely heart-pounding, and you'll frequently anger yourself by getting snagged on some piece of the environment. [Dec 2004, p.177]
  31. AntiGrav is a superb idea and a very innovative use of a new technology, but the jumping and grinding action of the game wouldn't really be that interesting apart from the interface, and it doesn't do anything that you couldn't do better with a controller.
  32. The gameplay would be woefully inadequate to compete against any game released in the last four years were it not for the interactivity of the Eye Toy. In other words, if you just used a regular controller for this game it would suck.
  33. There's no doubt that AntiGrav is better than Monkey Mania, and as an indicator of future game ideas, it's quite good - but the number of gamers with the necessary physical skills and patience for AntiGrav itself will probably be very small indeed.
  34. Incredibly fun to play, even though its trick system is somewhat shallow.
  35. It feels uncanny and exhilarating performing high-speed leaps.
  36. Antigrav is an really ambitious EyeToy-title that plays well. Hopefully it will also inspire other developers to try something new with their own EyeToy-games. [May 2005, p.78]
  37. Personally, steering with my head, jumping and flailing my arms to do tricks didn't do it for me, but if you think you'd get a kick out of learning to race in a whole new way, definitely check it out. [Dec 2004, p.81]
  38. Once the novelty wears off, you're left with a mediocre game memorable only for its unique control scheme. Don't get me wrong, it's still worth playing - just not at full price.
User Score
7.8

Generally favorable reviews- based on 5 Ratings

User score distribution:
  1. Positive: 2 out of 3
  2. Mixed: 0 out of 3
  3. Negative: 1 out of 3
  1. FarooqAhmad
    Mar 30, 2006
    10
    The question isn't what is it, the question is how is it ? how can a game be so complex when its fully dependant on real time playerThe question isn't what is it, the question is how is it ? how can a game be so complex when its fully dependant on real time player motion sensing technology. The best game for eyetoy yet, sets you in lush, fully interactive environments, from 'Fifth Element' style futuristic cities to high rooftops, to icy mountain slides, on a hover-board for some surfing on some of the most complex and graphically immersive environment designs ever in the history of gaming. TWO THUMBS UP !!! Full Review »
  2. LollieDotCom
    Jan 21, 2005
    10
    Addictive aerobic video gaming will makel all current workout equipment, gym's and videos obsolete. Sell yours now or save em for the Addictive aerobic video gaming will makel all current workout equipment, gym's and videos obsolete. Sell yours now or save em for the museums. This is the beginning of the end of boring workouts. The side effects of 'addictive' aerobic video games? It's as plain as the numbers on your bathroom scales and your blood pressure monitors. Full Review »
  3. PatrickR.
    Jan 16, 2005
    0
    Definitely the worst eye toy game yet.