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Published : February 22, 2008 | Author : James Wallis
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GET ANY SONY PS2 PS3 PSP VIDEO GAME WALKTHROUGH GUIDE

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James Wallis
WDS Article Author, Frontiers Nerd, Star Trek Geek, Console Inventer Wannabee...

GAMEGUIDEDOG.COM IS PROUD to be able to provide the most complete and best online walkthrough strategy game guide for ECHOCROME.  This precise WALKTHROUGH GAME STRATEGY GUIDE is available for you right in your members area and compatable for the SONY PLAYSTATION PORTABLE PSP, PS3 Platforms.

If you've seen video of this title in action, you likely have a good idea of the concept. However, what you may not understand are the five "rules" in place. When the game starts, you're run through a quick tutorial to explain them to you. They are:

Perspective Traveling: By manipulating the camera and lining up two physically unconnected pieces of geometry, you can create a new pathway. Even if one platform is above another, by spinning the camera to make it look like they're connected, your character will be able to walk between the two.

Perspective Landing: If it looks like one platform is below another, even if it physically isn't, you will land on it from a fall. You can use this to get between unconnected segments by dropping through one of the black holes and dropping down to whatever is below you in your perspective.

Perspective Existence: If you can't see a gap, it doesn't exist. By rotating the camera so that geometry blocks your view of a gap, your character will be able to walk right over it.

Perspective Absence: Essentially the opposite of Perspective Existence, if your perspective has a piece of geometry blocking your view of a hazard, like a jump or a hole, your character will pass right over it.

Perspective Jump: Similar to Perspective Landing, if a piece of the environment simply looks like it's above you, you can use one of the jumps and your character will land on the platform.

Combining these five rules is the key to victory. From what we've seen, these are the only techniques you'll need to master to solve each of the game's puzzles, but figuring out how and when to use them is the tricky part. You're only in control of the camera, though you can tell your character to think by pressing Triangle, which pauses him so that you can set up your next move.

Each of the levels doesn't have an exit of sorts, but rather a series of black "ghosts" that you must reach to finish it, which means that you'll have to be able to get to pretty much every section of the level. Image a non-linear checkpoint system and you'll have the idea.

Buckaroo Banzai has nothing on this guy.What we've played seems promising, though it isn't without a few issues right now. For one thing, the perspective stuff doesn't always work exactly as you might think, though this may be remedied through practice. For instance, while two offset platforms might be able to connect in one instance, they might not in another. As well, it seemed a little touchy with regards to whether or not your character would land on a platform after falling if he was close to, but not quite behind, another piece of geometry. The second level required that we fell through one hole and onto a platform on top of the level, but it was short enough that lining up the fall was a little tricky.

If these issues can be worked out, or are simply overcome with more practice, then echochrome should wind up being a sweet puzzle title. There's no doubt that it's unique, so hopefully it comes out polished in the end.

 



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