echochrome Review

It's Escherly not that amazing.

Version tested: PlayStation 3

In echochrome, the solution to every puzzle is that seeing is believing. If you can align a pair of platforms so that they appear to be one, they are. If you can position a hole so that it appears to be above a beam, it is. Although the beams, staircases and pillars that make up each stage are positioned normally in 3D space, gravity bends and distance becomes nothing in accordance with the player's perspective.

As a little man walks along these paths suspended in the air, all you have to do is guide him between the holograms scattered across each stage and then return him to the starting point, but like Portal last year, the game's capacity to reduce vast distances to nothing means that doing so requires a mixture of lateral thinking and, as the game progresses, dexterity. Overall, it's an arresting concept.

Initially the game sets out its five "laws". All you manipulate in echochrome is the camera, which can be rotated, raised and lowered around each of the 56 levels unique to either PS3 or PSP that are hung in white space, and the first law, perspective travelling, is the one where you connect pathways by aligning the edges. The second law, perspective landing, is about aligning a black hole in one beam so that it appears to be above the area you want to reach; if your man passes then over it, he will fall through and land where you want him.

Law three, perspective existence, allows you to bridge gaps between pathways by obscuring them with pillars, while the fourth, perspective absence, allows you to avoid the effects of black holes and white spots, the second of which propel you into the air, by obscuring them in the same way. The last law, perspective jump, lets you use those white spots to jump to other ledges, even though they may be very far away and high above, by angling the camera so that the second ledge appears to be close by.

'echochrome' Screenshot 1

The game is basically the same on PSP and PS3 but with a different set of levels.

Having emerged from a brief tutorial that demonstrates each concept, you have the option of playing through the game's 56 levels at random by selecting the "freeform" menu option (with retry and skip-level options when you pause), visiting the "atelier" menu to select them directly, or using the same menu to play through them in groups of eight. The game records your best eight-level course and individual stage times for leaderboards.

Early progress is satisfying as you start to anticipate solutions and become fluent in the game's language. Anyone walking past the screen will think what you're doing is magical, unable to grasp the concepts at a glance. Within an hour of starting, the initial concepts become more complicated as bumps, additional holes and jump-spots slow your progress, and the canny level designers deploy platforms that won't easily align.

At this stage the other controls become useful, like the ability to stop and "think" by pressing triangle, or to snap beams together with the square button in order to reduce the fiddly process of aligning them perfectly. You can also rotate the camera faster by holding R1, or have your avatar walk faster by holding X. When you fall through a hole or throw yourself into the air, you can allow your little man to fall away and rotate the camera so that he descends around corners and into gaps. Success, when you utilise this expanded range of abilities and logic, should be sweeter.

Except it's not, and it's because echochrome may appear magical from a distance, but once you understand how it's done, and have played through a few dozen levels, the novelty wears off, and all that remains is the rather cold process of grinding away until some combination of the game's five laws guides your little man successfully between his objectives. Even the most imaginative levels - and some of them are ingeniously constructed - are rendered charmless.

As the weariness starts to set in, minor quirks in the controls become seriously irritating. The "thinking" button is a bit unresponsive, and since you often want to use it to check your movement just before your man reaches the tip of a ledge and turns back on himself, that delay is frustrating. The "snap" button doesn't always work the way you expect, either, and certain edges refuse to align except in particular positions.

Worse for the game's long term prospects, the ability to toss yourself round corners and into awkward spaces is too difficult to master, because even with the ability to change camera rotation speed, precision is difficult to attain; the analogue acceleration and inertia needs to be closer to something like Halo's aiming, but is rather rudimentary instead. And despite the inclusion of rankings, you can't upload replays. A system similar to RedLynx Trials 2: Second Edition, with near-instant replay downloads and closely integrated leaderboards, could have encouraged more competition over times, in spite of the other problems.

'echochrome' Screenshot 3

Some of the levels spell out words. This one doesn't, we just thought we'd mention it.

All of which is a shame, because as a magic trick to show other people, echochrome is tremendous. The white levels use nothing but black lines to describe each platform, pillar and gameplay object, and gentle string music plays over the top. Elsewhere, using the "canvas" level editor, it takes five minutes to put something together (figuring out the relationship between the d-pad-controlled cursor and the camera is the only stumbling block), with Sony to release bundles of the best uploaded examples as free downloadable content.

There are also times, albeit few, when the artwork by Dutch artist MC Escher that inspired echochrome in the first place shines through. As the perspective shifts across a particular axis, up becomes down, and your brain spasms slightly as it struggles to process the seemingly contradictory information. I'll remember playing echochrome most for when it did that. Otherwise, at USD 9.99 in the States, it does enough to warrant the score below, but don't be surprised if it doesn't mesmerise you as much as the videos did when you first saw them.

7 / 10

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Comments (24) Latest comment 4 years ago

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  • JohnnyWashnGo #1 4 years ago

    Not a bad review for such a mind bender of a game - Can't wait to get my copy :)
  • BurningR #2 4 years ago

    so it's not the new chess or tetris then? damn you, Ruth!
  • cawley1 #3 4 years ago

    It's not all that...
  • Eraysor #4 4 years ago

    EG, have you been paid to plug that Redlynx Trials game?
  • andreadst #5 4 years ago

    It's really not that great...having more than one little man walking around transforms what should have been high precision thinking levels in...a big mess. And precision is way off: sometimes the little men still fall even if the platforms seem aligned.
    It almost seems as if each solution is scripted and not tied to a general system.

    In short, disappointing.
    Edited by 1 at 08/05/08 @ 07:52
  • boyakoosha #6 4 years ago

    pity. had higher hopes for this
  • ChrisS #7 4 years ago

    Spot on review. I loved it at first, but soon tired of it. It's an ingenious concept, which doesn't quite work as well as you'd think from watching it.
  • stampax #8 4 years ago

    So whens it out on the PS3? And how much?
  • drumbaby #9 4 years ago

    It's the jump pads I can't figure out. Everything else works as it should, according to the 'laws' -- but those pads.....wtf?
  • Vandrius #10 4 years ago

    Mmmm. *reminds self 7 is still a good score*

    But...!
  • 3william56 #11 4 years ago

    "until some combination of the game's five laws guides your little man successfully between his objectives"

    But isn't that the same as every other puzzle game ever? How is that a criticism?

    It does however sound like Tom is reviewing it as a game to sit down and chug through level after level for hours like GTA, which would no doubt eventually become tedious (like any puzzle game would). But as an occasional pick up and play mind stretcher - especially on a PSP on the bus - surely that would eliminate this problem?

    For $10 - sold.
  • GamesConnoisseur #12 4 years ago

    Demo did worry me a bit but still getting it as I m crazy for puzzle games and for getting my blood boiling! This is more suitable for bitesize gaming in between GTA4 and forthcoming Ninja Gaiden II or on the move with PSP.
  • _Price_ #13 4 years ago

    Fair enough. So it's good, but not great.

    Still worth a punt when a few quid get knocked off the price.
  • asphaltcowboy #14 4 years ago

    EG, have you been paid to plug that Redlynx Trials game?

    It deserves plugging, paid or otherwise!
  • homerramone #15 4 years ago

    We probably wont get it until christmas either.
  • jonsaan #16 4 years ago

    Spot on. The demo left me feeling the same way.
  • TheDifficult3rdAlbum #17 4 years ago

    LOLZ @ Trials 2 reference.

    I expect all games to be compared to Trials 2 in EG reviews from now on.

    "The character control system in Fable 2, whilst impressive, does not feel as intuitive or as responsive as RedLynx Trials 2: Second Edition."
  • indotoonster #18 4 years ago

    It almost seems as if each solution is scripted and not tied to a general system.

    This was my main worry as well, having played the PSN demo. Especially the jumping pads. I think there's some smoke-and-mirrors going on in the background, and the coherence of the "five laws" doesn't hold enough for me. Having said that, trying to devise a truly coherent geometric model with all manner of mind-bending shenanigans is probably impossible. Discuss.
  • SeesThroughAll #19 4 years ago

    Fair enough - good but not really brilliant.

    Still interested, though.
  • Retroid #20 4 years ago

    Good price for this.

    /Buys
  • Hughes. #21 4 years ago

    I did get a feeling the longevity might not be there from the demo. Should only cost a fiver here, and the steady flow of user generated levels should make it worth a pop.

    Really not sure of the pertinence of crowbarring Halo comparisons into the review, though.
  • JediMasterMalik #22 4 years ago

    7 does not mean unplayable.
  • silke #23 4 years ago

    Well, to eaches own. I find echochrome to be a definite 8, and the "problems" pointed out here to be nothing more than logical hurdles to overcome. Which you will, if you commit.
  • silke #24 4 years ago

    Well, it seems quite apparent that we have different opinions on this. I haven't found it particulary hard though, even it is by no means perfect. It has more to do with a fundamental discovery and then understanding of exactly how you need to rotate it in a particulary situation to succeed. But when you do achieve that understanding of the game's more, well, difficult elements, it suddenly becomes quite clear.