Sony touted it's minimalist PlayStation Network puzzler echochrome at E3 2007 as a game inspired by the classic, simple-but-deep rule sets of traditional brain teasers like the Chinese board game Go and the Rubik's Cube. Pitched as the PlayStation 3 game with "the least graphics and the most gameplay," echochrome lets players guide an animated artist mannequin through a blocky construct, picking up "echoes" via Escher-esque perspective bending.
echochrome, with its simple black and white line-work aesthetic is certainly lacking in the expected visual fireworks common in most modern games, as promised. But does it feature the proportionate gameplay of its inspiration?
Loved
The Concept: echochrome does a great job of delivering on its promise of innovative gameplay, as mind-bending puzzles increase in complexity, requiring creative thinking, patience and, occasionally, some quick reflexes. The stock puzzles are clever and often continue to surprise the player with new solutions that require an ever changing perspective.
The Graphics: Yes, the game is light on polygon pushing power and some increased visual depth wouldn't hurt, but it's still pleasant to look at. It's a welcome change from the standard puzzle fare, free from overused primary colors and tired color matching gameplay.
The Music: There's little in the way of interesting sound effects, outside of footsteps and a vague reminder that time is passing while you sort out each solution. The game's soundtrack is appropriately bare, a string quartet and voice providing a calming backdrop.
The Level Editor: After you've completed echochrome's stock set of 56 levels, you can create your own. The interface is a bit clunky, a bit challenging to wrap one's brain around—designing in a 3D space won't come easy to some—but the Canvas mode (and the ability to share puzzles) helps extend the game's shelf life. We'd find it hard to justify picking up both the PS3 and PSP versions, under the assumption that someone out there will go to the trouble of recreating the platform exclusive puzzles in the built-in level editor.
Hated
Semi-sloppy Rules: While some of echochrome's puzzle world rules are rock solid—falling through a black hole sends you straight down, hiding edges lets your move from path to path, regardless of each paths 3D location—some feel fudged. It's difficult to determine where you'll land when stepping upon a level's white bounce pads, adding some unnecessary and unwelcome challenge—especially when the mannequin gets hitched on something invisible and flails wildly in mid-air. Similarly, landing the mannequin on platforms below when falling through holes can have unexpected results.
Finicky Controls And Edges: Lining up edges sometimes doesn't work as expected. The avatar will obey boundaries that often appear to have disappeared and the "snap" function, performed with the square button and intended to help the player line up possible edge joins, is rarely helpful. Floaty analog controls and precision perspective changes with the D-pad don't help matters.
Oh, There's A Time Limit?: echochrome's minimal design can go too far, with vague game mode titles, a time limit you won't know about until it's too late—the clock isn't visible by default—and interface choices that are puzzling in a bad way.
echochrome is a great example of a game that takes a simple concept and extrapolates a fascinating suite of puzzles built around that concept. It can be at times both relaxing and exciting as one attempts to best each level's time limit or, after solving a puzzle, one's personal best. echochrome's other strongest suit may be that it provides modern gamers with the type of game that simply wouldn't be able to succeed at traditional retail, helping to further justify the existence and promise of digital distribution. It may not be the next Rubik's Cube or Go or Tetris in terms of near eternal replayability, but it's still a fascinating little gem of a title that, at only $10, should be played and enjoyed by anyone who owns a PlayStation 3 or PSP.
echochrome was developed by Sony Japan Studio, published by Sony Computer Entertainment. Retails for $9.99. Available on PlayStation 3 and PSP. Played "Atelier" mode to completion, played "Freeform" mode for 2 hours. Tested level creation and distribution.








Comments
Nice Review. I think I may get this now. Thanx Kotaku! ^___^
Interesting. I played the demo a bit, but not nearly long enough to appreciate it. I may have to give it a second look.
Great review as always. This game is definitely worth a look.
Price alone = awesome
Neat.. This is the kind of thing that occasionally makes me want a PS3. I wouldn't, of course, buy a PS3 for Echochrome. But it does make me think, "Aw... I wanna play that."
The weird thing for me is that i have absolutely no interest in the gameplay of this one, but what i've heard about the music makes me want to pick it up nonetheless.
Another game like this is DEFCON; gameplay didn't hold up for long, but the music and sound keeps me coming back.
I want to boot up Bioshock or Splinter cell chaos theory for the same reasons.
Ahh game soundtracks. How you've kept me afloat.
I can't help but thing Portal everytime I see echochrome. Great review by the way!
The game's a lot of fun and trumendously innovative. Can't wait to beat the whole thing! Great review..i do agree sometimes it seems as though the edges are lined up, but the guy still falls through...this will just take time, but that's only minimally a problem. Definitely worth more than its $9.99 price.
I love the concept and the presentation, but the control (on the PSP at least) makes me want to throw up. I will probably play it just because PSP has so few worthwhile titles, but I think that says more about PSP than it says about echochrome.
OOPS! OOPS! OOPS! ><
I kinda want to pick this up, but it seems to be just an over glorified flash game that if should be easy to make.
I thought exactly the same thing - everything works well, except for the jump pads. Those are just a bit... odd, and not very well explained, either.
I think the game should have an option "lock" button, where if you move your edges close enough together form a straight path, you can press a button that just automatically moves the camera angle that extra millimetre to help you out - preventing losses that are more due to minor variations rather than your own skill.
The level editor is difficult at first but after some time it makes sense. I created a penis puzzle and it's pretty hard.
I'm glad it is digitally distributed. Sounds like one of those games that (if it was in retail stores) would be great but if you didn't find a copy of the game when it launched good luck finding one later.
@Barbara: hahahahahahaha
@Barbara: Can I nominate this post for some sort of award. Hahaha
@Barbara: LOL x10. now cleaning keyboard and monitor.
Put it in a box, Sony!
Why is the rest of the review after the negatives all red?
Sounds like a very interesting and unique game. I might have to pick it up. Also I am happy to see its only 10 bucks.
I would have liked to see some 'kula world' type navigation of paths. Having fully three dimensional control and needing to rotate a path while the player character was hidden would have made for interesting echo locations.
Would have filled out the Escher theme.
@JustJake: Formatting error. Should be fixed soon. Sorry about that. It's a good game, undeserving of an all red bottom half. :P
@Scorpi: hmmm see i found that the controls are usually spot on. So I found it alittle weird that everyone is having issues with minute movements. I use the analog sticks with R1 for fast movements and just the analog stick for slow and subtle movements. SQUARE allows you to "lock" two pieces together and it ALSO usually gives you an audible cue that you did it correctly as well (in addition to using the other perspectives).
ALSO, you guys know that you can make the guy stop walking while you figure out what to do next right? I usually do that from the beginning which is why I don't worry about little movements.
The music REALLY helps the experience relaxing and less stressful which is probably why it doesn't show the time limit; they don't want to stress you out.
If I had known this game was $10 in the US I would've waited instead of getting it from the JPN store.
I think it is better fpr PSP. The controls feel better.
agreed on the white jump circles. From playing the demo it's a bit difficult to guage the what the perspective should be.
@Barbara: I want to play with it.
The level, people. The level.
I find the game actually very calming and relaxing. The music is soothing to me. If this came as a discounted PS3/PSP bundle, I'd totally go for it. I'm not sure which platform I want it for?!
great review, mike
i bought this on day one. i enjoyed the demo and thought 56 puzzles was a steal (on top of that, you get to play other users' creations).
@Barbara: What you did there, I see.
I've been playing the PSP version. I make sure I don't "just" line up the edges, but move a little past, if that makes sense. The graphical departure is nice. Solid title at ten dollars - it's a hit. Even if it is missing some of the modes of the Japanese version. lol probably see expansion packs on the NA Store in the next few weeks.
I think it's a truly outstanding title, but I have to agree that clock running out on certain levels is a very, very bad thing.
spent my $9.99 on it for ps3. played through the tutorial and the first few levels.
got bored and quit, haven't played it since, think i'll see if i can 'get' it for psp.
@kneehighspy: Well if you didn't like it on PS3 why would you get it on PSP? Save those 10 bucks for another downloadable game or something. All you can expect is shitty graphics (hehe) and worse controls.
On time limit, I think you're supposed to look at the puzzle, think about it before you start. Unlimited timed trial and error wouldn't be much of a puzzle since it pretty much requires no thinking if that's the case.
I've not really understood the complaints about the "time limit". It doesn't prevent you from completing the level. In fact, I can't really tell WHAT it effects... Nothing, so far as I can see. So why worry about it? It seems more like a "target time". A "if you get this time, you're that much cooler... but your still cool anyway" type of thing.
it's a great game, just go buy it instead of reading about it.
@Laxcat: Um...when it times out your progress is lost and you start the level over.
BTW...inspiration from here?
[www.nhk.or.jp]
@berribrand: I had the same problem. The ability to upload/download user created levels is only on the PS3 version, so that sealed the deal for me. I've uploaded three so far so if anyone's played them, I hope they don't suck lol
@huffdaddy: Week in Komments: "Want to nominate comments? Send to tips any insightful or funny comments you read from other commenters. (Read: NOT YOURSELF). Be sure to include the post's URL, the commenter's page, the actual comment and your commenter page."
I just wish it had some type of shadow or something that let you know where you are going to land after going through a hole or walking over a jump pad.
@slomo788:
i figured i could get more involved in the game if i didn't have to fire up the ps3 every time i wanted to try to figure it out.
@UltraMagnus: ...really? ive actually been loving the PSP's lineup this year more than the DS'. odd.
@Barbara: i see whut you did there.
@Barbara:
Yeah, I bet the "penis" puzzle is "pretty hard" ;)
I wonder if it's fun to play..... waitaminute....
I played the demo as well and was fairly underwhelmed. This review makes me want to try it again thinking I didn't give it enough time. Well, at least the demo is free!!!
well i picked it up for my psp, it was 'on sale' on giganews in the a.b.sony.psp section.
so instead of firing up the ps3 to play it each time, i've been relaxing in my recliner and playing it.
it makes it much nicer to play and the games suits the psp's screen much better than on my hdtv / ps3. kinda like playing exit and exit2 on psp is alot more fun than playing the xbl arcade version.
Is there anyway to turn the time limit off?
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