| 90 |
Official U.S. Playstation Magazine
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]
|
| 90 |
Gamezilla!
Something that finally takes the EyeToy to the next level, turning a toy into an honest to God controller.
|
| 85 |
Gaming Nexus
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.
|
| 84 |
BonusStage
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.
|
| 80 |
GameShark
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.
|
| 80 |
G4 TV
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.
|
| 80 |
Next Level Gaming
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.
|
| 80 |
The New York Times
And when it works, it is absolutely exhilarating.
|
| 80 |
Armchair Empire
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.
|
| 80 |
Times Online
The potential is vast, and if this game does not quite make the most of it, it points the way.
|
| 80 |
Pelit (Finland)
When it works it is lots of fun, but unfortunately sometimes it does not work. [Apr. 05]
|
| 78 |
Electronic Gaming Monthly
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.
|
| 78 |
GameZone
Even though Antigrav is a simple and quick play, the innovation and unlockables easily add replay value. It’s just plain fun.
|
| 75 |
PALGN
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.
|
| 75 |
Game Over Online
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.
|
| 75 |
Gamers' Temple
AntiGrav is the first game that actually makes you feel some of the energy it takes to do some extreme boarding.
|
| 74 |
IGN
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.
|
| 73 |
GameSpot
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.
|
| 72 |
Gaming Target
AntiGrav is more innovative and more involving than the two previous EyeToy titles and it doesn’t have my image starring back at me.
|
| 70 |
Edge Magazine
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]
|
| 70 |
GameCritics
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.
|
| 70 |
Sydney Morning Herald
It feels uncanny and exhilarating performing high-speed leaps.
|
| 70 |
Pelaaja (Finland)
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]
|
| 70 |
GMR Magazine
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]
|
| 70 |
PSM Magazine
The thrills stop abruptly after you beat five tracks. [Holiday 2004, p.86]
|
| 70 |
Game Informer
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]
|
| 70 |
GamerFeed
Incredibly fun to play, even though its trick system is somewhat shallow.
|
| 70 |
DarkStation
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.
|
| 70 |
Official Playstation 2 Magazine UK
Unique use-your-body-as-the-controller jet-board racing game. [Jan 2007, p.106]
|
| 67 |
Play Magazine
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]
|
| 60 |
Cheat Code Central
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.
|
| 60 |
3DAvenue
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.
|
| 50 |
Eurogamer
Inconsistent, wearisome gameplay.
|
| 50 |
games(TM)
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]
|
| 50 |
AltGaming
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”.
|
| 50 |
Detroit Free Press
This game is an intriguing look at the future, but it's not quite ready for today.
|
| 50 |
Gaming Age
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.
|
| 40 |
VideoGamesLife
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.
|