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GDC: echochrome First Impressions

PSP PlayStation 3 First Impressions by Tom Bramwell

20 February, 2008

With echochrome due out in Japan this time next month for PSP and PS3's PlayStation Network, Sony brought along a tutorial and three-level demo for Game Developers Conference attendees to wrap their confused eyes and hands around. We played it. Now we're writing about it. Having a good time? Can I get you anything?

Like the Tokyo Game Show demo we told you about in September, this one begins with a tutorial that outlines the concept. No need to waste too much time repeating ourselves; you rotate the camera around a series of disconnected walkways peppered with holes and jump-pads, as a little man walks around, and the angle the camera has on proceedings determines whether things like gaps and holes and jump-pads are active. If there's an illusion of solidity, or of one thing being above another, then for the purposes of the puzzle, it is so.

The three actual game levels are quick to test your understanding. As you drag the camera around with the right analogue stick, using R1 to speed up its movement, X to increase the little man's walking speed, and triangle so he can pause to "think", you realise there's more than one solution. The object is to help him make his way to several ghostly black outlines, but you can do them in whichever order comes to mind. Moving the camera so that a high beam appears beneath a hole in the starting walkway allows you to drop down (or, rather, up), but you can also align a pair of beams at different levels so that the edges come together, at which point the black outlines dividing them disappear, creating a single platform to walk along.

'GDC: echochrome' Screenshot 1

We didn't get to play this one, but we have some ideas about how to beat it. The hole on the left is a distraction; bring the beam that it sits on around a bit more and the little man can walk directly onto it.

Calling these things to mind isn't as simple as seeing them once and then doing it. We and a few others in the Sony lounge (good biscuits) stared for ages at the third level, which consists of a high beam with stairs dipping down in the middle, and an E shape lying on its side at the same height with a similar further down, and couldn't work out how to get off it. In the end it was simple: align one of the Es, as above, with the high starting beam, and the little man wanders off into E-land.

Then you quickly have to rotate the camera to avoid falling through a hole or using a jump-pad. Simply dropping the camera below a beam with a hole isn't enough, because you can still see the exit hole, and that's enough for the little man to tumble through. It has to be completely obscured. The next move was to jump our little friend onto a beam directly below the starting platform, book-ended by vertical beams that attached it to the one above it. Jumping did the trick. But then how to escape from walking back and forward along the small walkway forever? Another bit of E-edge alignment.

Before long, we were all done, and left to ponder. For all its high concept and delightful logic, echochrome is actually a bit simple. There aren't many rules to grasp, and there's some inconsistency too; the camera physically refuses to align with platforms in certain ways, snapping above or below them when you try to create a flat plane, and the ability to pause for "thinking" is a bit of a cheat, because it allows you to land on the lip of a hole, which you would otherwise fall through, pause movement, and then rotate the camera until it's properly obscured, at which point you can resume.

'GDC: echochrome' Screenshot 2

Who is this thing? Why doesn't it feel pain? Can we draw on it?

The difficulty curve, and avoiding too many conveniences like the thinking button, will probably be key to whether echochrome actually works long haul. Unless Japan Studio 'does a Portal' on us, it will have to be extremely smart about how it puts these concepts to use over the course of several hours, or risk accusations of spiking difficulty (the demo levels are a bit out of touch with one another) or not providing enough distinctive content.

Still, it's a bit early to be moaning, so we won't. echochrome is still a fascinating exercise in intuitively breaking the laws of physics and logic to challenge and entertain, and it's lovely simply to watch, and sit around pointing at and making suggestions. Delivered in lovely 1080p on a big screen with dinner music stringing along in the background, you can happily imagine picking away at it quietly or leaving it on when your friends come round. Look out for a European release in Q2, and look out for our review of the Japanese version just as soon as it comes out next month.

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dadrester
20/02/08 @ 14:09
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X to increase the little man's walking speed, and Y

Tom's been playing too much 360 lately... or is jetlagged.
Trigga_Tybalt
20/02/08 @ 14:19
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i was just thinking where's the 'y' button?
ulov3
20/02/08 @ 14:46
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BORING. Let's move on.
mingster
20/02/08 @ 14:50
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yup im thinking that too
after the initial hi-concept...
that it ultimately has not too much to it just rotate camera left or right.
is not gonna be worth full price.
£3-5 download is Ok. more and it may be too shallow for your money.
captainrentboy
20/02/08 @ 15:24
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Looks alright I suppose, but not nearly enough shooting, maiming and killing for my ADD riddled mind, that's why I love my 360 so :)
Naaa, like the general view so far, it looks original and a lil mind boggling (in a good way), but I couldn't see myself wanting to play it for hours on end.
SeesThroughAll
20/02/08 @ 15:49
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But it IS a cheap PSN game, isn't it? At least on the PS3...This may not sound like you'd want to play it hours on end, but for short sessions, it looks very interesting.
Might want to get the PSP version then.
Les
20/02/08 @ 16:22
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Apparently there will be a level editor as well and created levels can be shared online (PS3 version if I'm not mistaken). Could definitely be fun in many but not too long play sessions, like any other puzzle game.
mechamonkey
20/02/08 @ 16:28
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I cannot wait for this, god bless original developers, more of this sort of thing!
matrim83
20/02/08 @ 17:01
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Sounds wonderfull. Might not work on a PS3 (same way XBLA doesnt work on Xbox) for me as consoles are for full blown games, but this sounds perfect for the PSP.
Edited 1 times, most recently on 20/02/08 @ 17:01
Gaol
20/02/08 @ 17:47
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"this sounds perfect for the PSP"

+1
mikeck
20/02/08 @ 18:11
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It's a cool concept and fun to play, and I understand the concerns regarding how long this could hld the attention for. The thing is, this game is probably aimed at short gaming bursts, rather than the sessions we would normally put into a more 'generic' game. Ten minutes on the tube to kill, whip it out and play (the game I mean), etc etc, how it will hold up on the PS3 for game plays I'm not sure, but it seems perfect for the PSP for me.
Edited 1 times, most recently on 20/02/08 @ 18:12
mcwildcard
20/02/08 @ 18:18
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Hmmm.... next gen Kula World?
Triggerhappytel
20/02/08 @ 18:24
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mechamonkey - "I cannot wait for this, god bless original developers, more of this sort of thing!"

I totally agree, if Sony has more gems like this in the bag I will bloody well have to go and buy a PS3 soon. Looks lovely, and mcwildcard - I see what you mean, but I hope this proves more popular than the classic Kula World (which is also on PSN now, isn't it?).
MrsPacMan
20/02/08 @ 21:06
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£2.50 mobile phone game
3william56
21/02/08 @ 03:04
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I've got faith that the twisted mind who came up with this in the first place (Escher's Lemming!) will be able to give us sufficiently varied and challenging levels. Sure, it's going to have to be a cheapie PSN game, but I can't wait.

Personally, I'm in favour of the pause/think button. This can be a pure logic puzzle, without the frustration of timing and speed. Particularly as I can imagine the controls might be a bit pernickety.

When's the euro release?

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