http://www.gaming-age.com/cgi-bin/previews/preview.pl?sys=ps2&game=antigrav
EyeToy: AntiGrav, the latest EyeToy title from Sony and Harmonix, isn't exactly your average EyeToy title. It isn't a collection of various mini-games, nor is it a rhythm game. You don't watch yourself play the game either, which seems to break some sort of unwritten rule regarding EyeToy use. Rather, EyeToy: AntiGrav is what Sony calls, the "first and only EyeToy technology-controlled 3D character-based game."
Instead of fighting off the hordes of miniscule ninjas attacking your upper half, you move your body to control the on-screen character. In other words, it's a lot like your average video game - just with EyeToy support.
More at the link.During my playtime, I came across a few instances where I would have to go back and recalibrate the game. These usually followed sessions of extreme motion that would cause the EyeToy to lose track of my head and, as a result, send my character spiraling out of control. As I spent more time with the demo, these occurrences became increasingly rare, to the point where I can now do a few runs without any issues. It's just a matter of learning the limits of the EyeToy and, at the same time, becoming more skilled at the game.
The more I played AntiGrav and the better I got, the more fun I had with it. There's just something gratifying about jumping and waving your arms madly, only to see the on-screen character reflect your actions. And unlike other EyeToy games, this one seems to perform reasonably well in the poor lighting of my bedroom. The core concept of the game is a lot of fun, and that's the most important part. It certainly has a lot of potential, and assuming they can offer a substantial single-player campaign with performance-based goals (similar to Frequency or Amplitude, forcing you to meet a goal before you can progress to the next level), Harmonix and Sony look to have another cult favorite on their hands.