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Video game reviews: Echochrome

by Cat Sentz

Created on: August 26, 2008

Feeling overwhelmed by so-called graphics powerhouses and tired visual effects? Why not try a game that's pure gameplay. With remarkably pared down presentation, Echochrome makes it clear from the get-go that this perception-altering game is anything but ordinary. What it lacks in chroma, the game makes up for with depth as players are asked to change reality and forge new paths by alternately eliminating and using obstacles. Didn't pay attention to the laws of perspective in high school art class? Good, hard and fast rules involving the third dimension will only hold you back.

Echochrome uses the OLE (Object Locative Environment) Coordinate System with the goal of creating the illusion of three dimensions while an object travels on a two-dimensional plane. Against a white backdrop are a series of shapes that serve as platforms for a simple, mannequin-like figure to traverse (let's call him Mr. Spindly). The aim is to move Mr. Spindly across the platforms to each of the echoes, and then back to his original location for the final echo. The path to puzzle solving is remarkably open-ended, as there's no requisite order for retrieval.

In a brief tutorial the narrator introduces players to the five primary laws of Perspective Travelling, Landing, Existence, Absence and Jump. The Perspective Laws allow you to do things like connect two seemingly disparate platforms, or eliminate a pitfall simply by concealing it from view. Perhaps a bit more mind-bending are the falls and jumps, which constantly challenge perception. Ultimately, it is best not to get too caught up in wrapping your head around around things early on; the levels increase in difficulty and force you to use each law so you can catch on quickly.

The size, shape and space between platforms vary from level to level, and in combination with the pitfalls the stages become progressively more difficult. The obstacles alone force perceptual change as they often transform from pitfall to tool in quick changes between levels, whether by falling through or launching upward. The only penalty for making Mr. Spindly take a tumble is time; however it is possible to save him with quick adjustment of the platforms.

You have the option to play in Freeform, Canvas or Atelier mode. Freeform, an un-timed mode, offers a random selection, though the player is able to adjust the directional pad to indicate a difficulty setting for the puzzles chosen. Canvas mode allows you to create, try and share your own levels. With six elements

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