Review: EyePet Move Edition

Review: EyePet Move Edition

The loveable virtual pet gets an added burst of life thanks to Sony’s magic wand

Format: PS3 Dev: SCE London Studio Pub: Sony Out: 17/09/10 Players: 1+

The fault of all virtual pets is that there’s always something about them that breaks the illusion they’re created for. One year ago, I tested out SCE London Studio’s EyePet and adopted my very own monkey-meerkat. Back then I said the PlayStation Eye camera and the pet’s AI just weren’t up to snuff. So has anything changed now that they’ve added support for PlayStation Move?

To begin with, you can import your pet and progress from the original EyePet. Apart from my EyePet, Ginger, looking like one of those poor neglected puppies in the RSPCA adverts, he was in good spirits for a pet that’s spent most of the year in a magic hollow in my carpet. The activities and mechanics have been adjusted now that the camera has a full feedback controller to track.

Interacting with your EyePet is better than it once was. Moving the motion controller to and fro means it is easier to get your pet’s attention. However, despite having this wonderful glowing plaything, your pet still responds vaguely to your coxing. During challenges in the pet programme, I was still unable to progress at a satisfying pace because Ginger frequently stopped to sniff the floor and prick his ears up. That might sound like ‘real’ pet behaviour, but it’s of no help when your pet should supposedly be helping you to complete timed challenges.

EyePet maybe intend for young players, but there’s no reason for the AI to be so uncooperative. Game features, such as the image tracing and augmented reality objects work better with Move, yet cajoling your docile pet remains a chore. The addition of a controller, even one as capable as Move, relaxes some of EyePet’s issues, but it doesn’t solve them entirely. I’m afraid it’s back to the kennels for Ginger – at least until he stops messing about and smiles for the camera.

Aaron Lee

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