Even with this technical snafu, it's still amusing to watch the character move along with you like a marionette. Although the motions are relatively simple, the real trick is to ensure the camera doesn't lose track of your arms or set the hoverboard in an awkward position.
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The bottom part of the screen displays a series of trick icons that must be performed in order. Ramps are also an important part of the game, as they enable players to go airborne and perform tricks in the process. It's also possible to grab gear icons to cause a rail switch. Along the way, there are easy obstacles that require jumping and crouching in time as well as collectable rail targets for extra speed or points. Simply touching a rail locks the hoverboard in place, though it's impossible to derail until it ends.
Riding rails is the best way to steer clear of hazards like futuristic cars and forks in the road.
It can sometimes be more difficult for the EyeToy to pick up such precise movement, making it the game's one technical downfall depending on your lighting situation. The camera also picks up hand movement, important for performing tricks and grabbing targets along the track. They're translated to the futuristic-looking character, making you feel just as futuristic upon seeing how much control you have without a controller.
Still, it floats above enough limitations of the first two camera-controlled offerings to produce a brighter picture for EyeToy's future.ĪntiGrav's basic hoverboard movements are executed by leaning right, leaning left, jumping, and crouching. At the same time it fails include more than five tracks. The game's more intricate control demonstrates an evolution of EyeToy development. AntiGrav, on the other hand, finally focuses on a whole-body experience in which players take to a hoverboard and perform airborne acrobatics via camera. The EyeToy is as innovative as accessories come, yet its short but satisfying rhythm and mini-game titles involve little more than simple hand movement.