Wow... that’s saying a lot, isn’t it?
Because it depended on launch titles that were little more than mini-games, Sony’s innovative gaming gadget has pretty much been more toy than EyeToy. Harmonix, the developer of AntiGrav, combined hoverboarding with EyeToy’s ability to translate up, down, left, and right movements of the player’s head into inputs that control the player’s character. Does that translate into something that’s fun?
That is the question... And more about that later.
The game’s graphics are colorful, and considering the amount of terrain you can see at any given time, the detail is quite acceptable. Anyone who thinks it’s easy to make a hoverboard game with airborne skyrails, without mitigating the processor speed with LODs (Levels of Detail) on assets, mid-mapping textures (to reduce texture size as objects recede into the distance), and sectoring (to limit the amount of world that’s displayed at any given moment), should think again. Harmonix shows it knows its stuff.
Portions of each level take advantage of the PS2’s particle systems, glows, and other lighting effects. The game makes good use of the console’s tech side while managing not to take a frame-rate hit. Harmonix also deserves full kudos for attempting to blend concrete and steel cityscapes with more natural mountainsides and forests.
AntiGrav could do with more music and less talk. The agro shouts by competitors are old after about two shouts. Make a stand! Eliminate enemy character taunts! Sound effects are above the norm to quite acceptable. The game’s music combines just the right amounts of fun, funk, and attitude to fit right in.