social
and have access to a PlayStation 2 when necessary. This
is where the characters select their song, difficulty, and then have at it. Like
in team play, the screen has six buttons, placed around the edge of the screen,
and a dance icon that goes towards each. Similar to the original, the player gets
more points the closer the icon gets to the center of the buttons. Adding some
spice to the formula are wave icons that expand and take up multiple buttons;
motion quota buttons that require the player to keep motion on a button until
all of the icon goes inside; directional icons that require the player to sweep
their hand in the direction the icons are pointing to; pose icons that have the
player, well, pose; and freestyle sections that take away the HUD and let the
player get creative. There are judges
that watch the player's performance and rank them on how well they do, but players
are also judged by how much motion they make during a song and if they had good
timing with the dance icons. Players can also perform combos by doing flawlessly,
and they will also be treated to a video whenever they fill their groove bar up
completely. Doing well in single player is important because if you suck, the
game ends. Yeah, it's a little anticlimactic, working up a sweat and being booted
out to the song selection screen, but it's an effective method in keeping players
focused. Players will also want to do
well because they will be photographed during their routines; during freestyle
events, they will even be recorded. For those who get something that's too funny
or impressive to throw away, they can add them to their photo album. This is definitely
a cool feature. The ability to create routines is also a pretty interesting addition,
especially for those who want to create something tailored to their style and
speed; although, I have to say that I was surprised at how much more involved
my routines were after finishing them and trying them out. Another feature taking
advantage of the camera is the ability to send recorded messages; they eat up
quite a bit of memory, but are sure to come in handy in a variety of situations.
Dual Shock support was also added, saving newcomers and veterans alike from aching
wrists - previously, gamers had no alternative to shaking their wrist to select
an icon. None of these are necessary, nor do they add any substantial amount of
replay value, but they are nice additions nonetheless. Those
with an EyeToy will no doubt want something new to play with. For them,
and for those who have multiple parties and found this to be an interesting way
to spend an evening, Groove will hold some appeal. However, I found the song selection
pretty limited for an expansion, not to mention not very good, and the play modes
way too few. Many of the interesting modes were reserved for team play, but that
was a pretty significant downfall - especially for me since I don't have that
many friends all that willing to continue jumping around with me in front of a
television, but am always willing to work in gaming and burning off some extra
calories. When comparing Groove to a sequel/expansion in the DDR
series - which may not be completely sound, but they have strong similarities,
especially with Groove being based on music - this release just doesn't
stack up.
Overall:
6.5/10 EyeToy: Groove is a good
idea, but the idea wasn't carried out to completion. The only real technical problem
I had was that it didn't load my settings from the original, despite loading on
start up. The song list, even with the unlockable songs, isn't all that long,
and the modes are few - for those with friends willing to play, the will get to
benefit from the disparity. I like the technology, and there is definitely fun
to be had here, but there just needs to more of everything to warrant a $30 purchase.
[ top
] |