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echochrome Review

PlayStation 3 PSP Review by Tom Bramwell

8 May, 2008

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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.

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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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