Perhaps even more disappointing is the fact that kinect in any way helps the experience. Controller in hand, “Eden” plays like “Rez 2.0”, which surely isn’t bad in of itself, but renders the work largely redundant. But in kinect mode, where you’d expect a psychedelic trance, you get an uninspired control scheme lacking in rhythm, which never comes to form the hypnotic dance Mizuguchi was so keen on selling – all you do is wave your hand to move the target reticule and wave it vigorously to shoot. And still, despite such limitations, the system is never robust enough to handle your input accurately, constantly going haywire and inevitably breaking the game’s flow (we concede Microsoft’s hardware might be to blame, but that doesn’t make us any happier with the result). Furthermore, we ended up verifying that which we feared most on these new body-enabled control schemes: concentrated as players are in intense psychomotor play, our brain simply loses its capacity to deal with the overload of audio-visual stimuli, filtering all the aesthetic work into a manageable minimum that allows for an efficient performance. To truly appreciate the aural and visual landscape, one must watch the game being played, therefore killing in the bud the synesthesic idealization that Mizuguchi initially envisioned for “Rez” and aspired to take to new heights with this new title. But if kinect is so detracting of the experience, one wonders why “Child of Eden” was even conceived.
We sincerely hope next time we play the game, we’ll look back at this text and find it dead wrong, shamefully absurd and downright idiotic. But until then, we assure you, we will whimper in discontent.