And when I say "they", you of course know I mean Sony. As the game can track where the sword is at all times, this allowsfor more complex gameplay. The first thing to note is that EyeToy Play:Hero is played from a first-person perspective, so the player’s imageis not displayed onscreen like most other EyeToy games. What is seenonscreen is a glowing green representation of the sword that the playerholds, and as the game is camera-based it follows the player’smovements to an exact 1:1 ratio.
The game is split into four zones which are made up of story-relatedmini-game style sections that each features a different take onmotion-based swordplay. Each zone culminates in a boss battle, whichonce beaten, will see your sword gain additional powers.
One interesting example of these powers was your sword becoming afiery beacon of sorts that needs to be used to guide the player throughdark passageways. The sword needs to be hidden behind the players backto cover the light when monsters are passing. This is a great exampleof Sony playing to the strengths of their hardware, and producinggameplay that could not be done with a Wiimote.
Other gameplay sections we witnessed included the outset of the gamewhere the Hero is bombarded with fruit by local ruffians and must usethe sword to block. To add some extra difficulties to the mix there arealso chickens that must be avoided, or at the risk of losing pointsthey can be whacked for much amusement.
We also saw the first boss battle against the ‘Black Knight’. Thecolour-tracking means that the sword doesn’t have to be in motion forit to be sensed by the game, this allows the player to block attacks byholding the sword in the correct position. Attacks can also be parriedby slashing at the opponent’s sword, and the Knight’s most powerfulattack can be ducked.
The final level on show was one from the last section of the game,which saw the player-character riding on the back of a dragon andfighting off attacking griffons. By this stage the sword had beenbestowed with some form of wind power, and tornados that pass by can beabsorbed by your weapon and flung back at your enemies. The microphoneis also put to use here as you can order your dragon to breathe flameby simply shouting “FIRE!”
From what we’ve seen so far, the ideas present in this title seemfar better designed than previous EyeToy games and the prospect of aproperly accurate sword-fighting game certainly appeals.