2 expert reviews - 0 user reviews
We have collected 2 reviews of the Echochrome II. Experts rate Echochrome II 7.5/10. Reviewsor.com helps you find reviews, best prices, user reviews of the Echochrome II and PSP games.
I've found that that I have a love-hate relationship with great puzzle games. The genre's best offerings usually have me pulling my hair out for hours on end, but there's a great sense of accomplishment when I finally discover the solution. echochrome ii has its flaws, but few games are so capable of making you question your mental prowess, only to leave you feeling like a genius when the problem is solved. The original echochrome featured a series of perspective-based puzzles that would seem right at home in an M.C. Escher sketch. Walking along twisting, seemingly impassable pathways, a tiny mannequin figurine was tasked with collecting a series of clones, called "echoes," in order to complete the stage. It didn't matter if there was a gap in the walkway; changing the perspective of the puzzle, a column might block your view of the hole, thus allowing the figurine to pass unscathed. This core concept is still present in echochrome ii, albeit with two additional game modes, but the presentation and controls have changed thanks to Move compatibility. The Move controller works brilliantly within the confines of the game, and echochrome ii is one the first franchises that's made wholly better by the inclusion of PlayStation's motion-sensing peripheral.
Before the release of the PlayStation Move, some of the most exciting things we'd seen it do weren't in launch titles but in tech demos. In these, the controller became a virtual lathe, virtual camera, or summoned Minority Report-style virtual windows. Move-based Echochrome II has some of that same impressive newness and ingenuity, which make it a puzzle game well worth sampling by those who've invested in Sony's motion-control device. The look and feel are close to those of the original game--aesthetically spare, elegantly presented--but this time, the platforms shifting around the game's ambling mannequin character aren't made of lines and tricks of perspective but of the shadows cast by blocks suspended in midair and illuminated by a virtual flashlight: the Move controller. The character automatically walks to and fro along the shadow platforms, following whatever route you make available by adjusting the angle of the light. By shifting the shadows with the Move controller, you line up platforms to create a path to the exit. It's a simple concept with a single, simple control input. Complexity grows out of increasingly elaborate block arrangements and with the distortion of shadows sometimes projected into a corner of the "room," for example, instead of onto a flat wall.
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