
It would have been nice to have some more tracks. The droning violin comes off as a nice touch at first, but it's hard to be a fan of it for long as it continually loops through every facet of the game. The game's black-and-white etchings do an excellent job of replicating Escher-inspired environments. Whatever levels you create can only be shared with friends via ad hoc file transfer.Įchochrome's restrained aesthetic extends to the visuals and audio.

You are limited in the number of special tiles (like jumps and pits) that you can use.
Echochrome 2 ps3 gameplay psp#
The PSP version suffers from a memory limitation. Using this tool you can construct your own levels, save them, and add them to a special user-created section of the atelier mode. The game ships with a handy level editor dubbed canvas. It is made up of seven letter-labeled rows (from A to G in order of increasing difficulty). Instead of shuffling levels around, you can go through the game's individual puzzles by accessing a portfolio. One of the game's 56 levels is picked at random, and by sliding a bar to the left or right, the game will select an easier or harder puzzle, respectively. Two modes split up the main game: freeform and atelier. If things get too tricky, you can opt to jump past the current puzzle and try out a new one. Also, the game features a skip option that can be used during any puzzle. The game will respawn you at the last touched echo, and you're on your way again. The echoes (provided you touched at least one) act as checkpoints. If your character falls into the white void (essentially death), you don't have to restart at the beginning of the puzzle.

The player must paint a certain percentage of the level in order to succeed.For a puzzle game, Echochrome is graciously forgiving.

Here, there is no exit that must be reached instead, the player must help the "echo" traverse the level in order to collect other echoes scattered around.

Depending on the level layout, the player can create multiple exits. However, the exit must be created by the player by superimposing a circular shadow above a tall, rectangular shadow. Here, players are simply tasked with escorting the autonomous mannequin from the starting point of the level to the exit. GameplayFor each level in the game, there are three distinct game types that players can choose from: This game continues Sony's Play, Create, Share mantra with the inclusion of a level editor and an online repository that stores them. Just like in the first echochrome, the player will have to arrange the blocks in a certain perspective to create optical illusions so that the silhouette can reach all of the checkpoints. This game utilizes the PlayStation Move as the light source for the level to guide the autonomous mannequin, now a shadowy silhouette, through the puzzle. Players have control over the environment, but not over the "echo" who traverses the level, always propelling itself forward. The games are similar in that they both rely on optical illusions as a main gameplay element. Echochrome ii is a sequel to 2008's PS3/PSP downloadable title echochrome.
