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At last year's E3 trade show in Santa Monica, California, Sony were
more than a little pleased with the number of people whose gaze
was drawn to their new puzzle title Echochrome. The game not only
looked striking, but its visual style was fundamental to the way
it played, owing more than a little to the optical mind bending
of Dutch artist M. C. Escher. Now, with its release just around
the corner, Echochrome is shaping up to be one of the top PSP titles
of 2008.
On
appearance, each of the levels in the game looks very simple; a
white background acts as a blank canvas onto which the outlines
of a series of 3D platforms have been drawn. On one of the platforms
there's the small figure of a mannequin, whose body has been sketched
out in the same basic way as the structures. Your job is to help
the mannequin out of each level by first collecting the shadows
(or 'echoes' as they are called) of itself that are scattered across
the platforms and then lead it to the exit point.
The
first problem with achieving this is that you have no direct control
over the mannequin; it marches along in the direction it is facing
at an unchanging pace, turning only if it comes up against the edge
of a platform. The second problem, which makes the first seem kind
of trivial, is that, upon first inspection, there doesn't appear
to be any possible way for the mannequin to complete each stage.
Often this is because of huge gaps between the various structures,
but it's also sometimes down to a hole in a platform, which will
send the mannequin falling through it, or the jump spots, which
will send it hurtling up into the air and away from its target.
To
help you overcome these difficulties, Echochrome unveils the incredible
trick to its gameplay, which is to give you the most powerful sleight
of hand ever. Rather than controlling the main character you are
instead in charge of the camera position on the action, and by changing
this you also change reality - which is only ever as fixed as your
view of it. For example, if you want to get the mannequin from one
platform to another but the two are a distance apart, if you can
make the platforms look like they are touching by altering the view
of the level then they will be touching and your little friend
can step from one to the other. Similarly, if you can cover up a
space between two platforms by moving another structure in front
of the gap to hide it from view then the gap no longer exists and,
once again, the mannequin can walk from ledge A to ledge B unopposed.
Working with a similar principle, covering up jump pads or holes
in platforms means that they no longer have an effect, while switching
the perspective so that it seems that a platform is directly below
a hole, or above a jump, will allow you to reach it as the mannequin
drops or flies directly to the desired spot.
With
such delicate manipulation required to achieve success, a lot of
weight is going to fall on the ability of the developers to get
the sensitivity of the controls spot on. It will also be interesting
to see how far they push the ingenuity of the gameplay beyond the
original idea of the basic optical illusion. Some more difficult
skills that need to be mastered in later challenges, tight time
limits and an extensive level creator all suggest that Echochrome's
field of depth may be greater than it may appear at first sight,
and with such originality on its side, Echochrome is sure to be
like nothing you have seen before.
Echochrome
is scheduled for release on the PSP in the UK on 4th July 2008.
A version for the PS3, with its own exclusive levels, will also
be available for download via the Playstation Network.
Previewed by James Hamblin for AceGamez (All Rights Reserved).
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