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A few years ago, Guinness ran a series of logic-defying, monochrome
TV ads that included a film of a fish riding a bicycle. The campaign's
tagline was 'not everything in black and white makes sense' and
it's one that could be attached just as appropriately to Sony's
echochrome, because the title combines an amazingly clever concept
and arresting visual style but somehow manages to fall just short
of doing so in a way that creates a perfect puzzle game.
There's
no denying that echochrome is slightly pretentious, but it's also
sophisticated enough to back up the air of pomposity it sets wafting
around your PSP. It's like an interactive exhibit from Tate Modern
that exists in a vacuum where it can patent its own ideas on the
laws. The way it does this is by bending the rules of Einstein's
Theory of Relativity to the point where E = M.C. Escher. Every level
is like an installation. A giant, three-dimensional space with a
brilliant white background. Hanging in the void are the perfectly
straight, millimetre thin, wire frame outlines of a series of platforms
- the whole thing looks like the work of the world's greatest Etch-A-Sketch
artist. On one of the platforms stands a mannequin. This character
is your ward and, in the game's easiest mode - Solo - it's your
task to guide him (or her, or neither) around each level 'encountering'
as the game puts it, 'walking into' as most people would say, the
echoes - static ghosts scattered across the platforms. The last
of these echoes, which only appears once the others have been touched,
also doubles as the exit.
Before
you can begin to think about turning off the lights on your way
out however, a couple of rather large problems face you. Not only
does your mannequin lack the natural ability to jump the huge horizontal
and vertical voids between some of the platforms, but apart from
using the triangle button to stop him dead in his tracks to allow
you time to think, you have absolutely no control over him whatsoever.
He just continues to walk forwards until he reaches a dead end,
at which point he performs a precise turn and heads off in the first
available new direction; all the time with the click, click of his
footsteps sounding out a death march as the time limit runs out
on you. This, though, is where the real wonder of echochrome begins
because, to borrow partly from an old adage, in this game it's possible
to change something simply by observing it from a different angle
- and it's the precise angle you choose at any time that's the key
to success.
By
giving you control over the camera rather than the mannequin, you
can make full use of the fact that, in this imaginary world, reality
is a malleable concept. Allow yourself to change your perspective
and you'll find that some rules can be bent, while others can be
broken altogether. Using the analog nub or the direction buttons
to move the camera around, if you can make it look from your view
like two platforms a distance apart are, in fact, next to each other,
then you can join these together and the mannequin can pass from
one to the other, covering a vast gap with a single step. It's a
similar story with the white jump pads and black holes that are
present on some platforms. Changing your angles so that it seems
that another platform is directly above a pad, or below a hole,
allows the mannequin to use the feature in question to reach it.
Alternatively, if a hole or a pad is in the way of your mannequin's
progress, if you can swing the camera around so that you cannot
see it, often by positioning another structure in your line of sight
to block it out, then, at that point in the game, it no longer exists,
and the mannequin will walk straight over it. It's a neat trick
and one that can also sometimes be used to obscure gaps between
platforms.
It's
not a completely new idea. Games such as Crush,
which has its home on the same machine as echochrome, and Portal
both do a very enjoyable job of medalling with the space-time continuum
- but never has a title used the idea with such freshness and simple
elegance. The duration of the levels has been perfectly set for
a handheld; each one provides a short burst of addictive cerebral
intensity and, on the best, you really have to just smile and raise
a glass of port, or cup of camomile tea, to the imagination shown
by the developers. At the same time though, there's always a serenity
through which the game seems to whisper to you that this is a place
where your mind can breathe deeply. It's a feeling enhanced by the
orchestral mood music and the hushed tones of the female voice who
commiserates with you from the ether when you fail - although you
might sometimes think that, for endeavours this highbrow, the most
appropriate commentator would be Jeremy Paxman, taunting you with
his repertoire of phrases such as 'Good Lord, no' and 'Come on',
each dripping with his usual disdain.
There
are ninety-six levels in total where you can try individually or
in groups of eight, with your fastest times saved to leaderboards.
If you're finding Sole mode to be a little beneath you then echochrome
also provides the tougher Pair option, where you have mannequins
to marry up, or the Other mode, where a number of black mannequins
roaming the level hinder your mannequin's progress. There's also
a freeform setting that just throws Solo, Pair and Other levels
at you in a random order, and even a fully fleshed out level creator
that some will spend around five seconds with while others will
happily lose five hours to with ease.
As
you work your way through all of this content, however, some issues
start to arise. Many of these seem to concern the fact that there's
a degree of precision inherent in a minimalist, physics-distorting
puzzler and, on occasion, echochrome just doesn't quite meet this
exacting standard. Falling, and especially jumping, is too haphazard,
and wayward ventures into the nothingness around the platforms often
lead to you missing your target. Rotating the view is also awkward
at first and while, by the time reach the later levels, it will
have become much more comfortable, the camera never lets you move
with total freedom, sometimes refusing to budge any further when
you're on the verge of making two platforms into one.
Then
there's the square button, which normally carries out the extremely
helpful task of snapping together two platforms that you've almost
lined up but sometimes just won't oblige, and the way the mannequin
seems to take a short, but often vital, distance to stop when you
tap the triangle button. It's enough to make you scream at it "What's
the rush, did you forget to turn the cooker off?" The greatest sins
though are that, on occasion, even though it looks like you've joined
two platforms together, your mannequin doesn't recognise this, and
that, when given a choice of directions, he always seems to choose
the one you don't want - but perhaps this last fault is more with
player paranoia than any intentional divisiveness on the part of
your little friend.
There's
no doubt that there's nothing quite like echochrome out there and,
for a second, it seems a little strange that the picture on the
front of the game's box is of a young woman's head with a series
of clouds above, each containing a shot of an echochrome level.
That is until you realise that Sony has obviously decided to pitch
echochrome at casual gamers, as an uber-cool improve-your-mind title,
one that you feel more intelligent just by playing because, rather
than some stuffy doctor telling you how stupid you are based on
a series of pen and pencil tests, you're triumphing over Brian
Training meets the Turner Prize. In this respect, echochrome
is a wonderful success. The thing that stops it short of the perfection
it's aiming for though is that it's like a magic trick. Initially
you'll stumble around, stunned and trying to take in how it all
works, but as soon as you get it, you cross that invisible line
from audience member to magician, and, while the pleasure of the
ingenuity remains, the magic is gone.
Reviewed by James Hamblin for AceGamez (All Rights Reserved).
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