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echochrome Review

PlayStation 3 PSP Review by Tom Bramwell

8 May, 2008

Page 2 of 2. <- Page 1

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

Read our Scoring Policy

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Comments: 1-27 of 27 in total

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JohnnyWashnGo
08/05/08 @ 05:32
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Not a bad review for such a mind bender of a game - Can't wait to get my copy :)
disc
08/05/08 @ 05:45
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Not too expensive but would have preferred some story through the game. Seems like the perfect fit for an introspective escape.
BurningR
08/05/08 @ 05:52
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so it's not the new chess or tetris then? damn you, Ruth!
cawley1
08/05/08 @ 06:26
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It's not all that...
Eraysor
08/05/08 @ 06:41
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EG, have you been paid to plug that Redlynx Trials game?
andreadst
08/05/08 @ 06:45
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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 1 times, most recently on 08/05/08 @ 07:52
boyakoosha
08/05/08 @ 06:55
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pity. had higher hopes for this
ChrisS
08/05/08 @ 06:58
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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
08/05/08 @ 06:59
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So whens it out on the PS3? And how much?
drumbaby
08/05/08 @ 07:08
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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
08/05/08 @ 07:57
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Mmmm. *reminds self 7 is still a good score*

But...!
3william56
08/05/08 @ 08:17
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"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
08/05/08 @ 08:18
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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_
08/05/08 @ 08:37
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Fair enough. So it's good, but not great.

Still worth a punt when a few quid get knocked off the price.
asphaltcowboy
08/05/08 @ 08:38
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EG, have you been paid to plug that Redlynx Trials game?

It deserves plugging, paid or otherwise!
homerramone
08/05/08 @ 08:56
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We probably wont get it until christmas either.
jonsaan
08/05/08 @ 08:59
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Spot on. The demo left me feeling the same way.
TheDifficult3rdAlbum
08/05/08 @ 09:06
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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
08/05/08 @ 10:07
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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
08/05/08 @ 10:54
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Fair enough - good but not really brilliant.

Still interested, though.
Retroid [mod]
08/05/08 @ 10:56
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Good price for this.

/Buys
Hughes.
08/05/08 @ 10:59
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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.
farticusmaximus
08/05/08 @ 11:52
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"Really not sure of the pertinence of crowbarring Halo comparisons into the review, though."

Forget about what game it is (halo) and concentrate on what it does: Control like a dream. Echochrome was a good idea and smoothly executed, but the controls make it unplayable.

Combined with the repetitiveness I cant see how this got a 7...
JediMasterMalik
08/05/08 @ 13:05
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7 does not mean unplayable.
silke
08/05/08 @ 13:20
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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.
farticusmaximus
08/05/08 @ 13:42
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Not being able to accurately rotate the screen due to poor turn acceleration is not 'a hurdle to overcome' - it's bad programming.
silke
08/05/08 @ 16:59
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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.

Comments: 1-27 of 27 in total

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