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The Five Laws of Echochrome

by Patrick Steen on December 29, 2007 at 3:21 pm

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Echochrome, the elegant black and white puzzle game coming to the Playstation 3 next year, has five simple rules to advance through each stage. We can reveal them for the first time here at Ripten.com

In Echochrome you don’t control the mannequin figure, you control the canvas itself. By changing the perspective, tilting and turning the level you can guide the mannequin safely through the levels, aided by shadow guides which act as progress points on your path.

Before we reveal the five perspective laws, it must be said that there is no set route for the levels in Echochrome. Players can find different and limitless ways to advance through each stage, reducing the strict constraints found in some puzzle games.

THE 5 PERSPECTIVE LAWS OF ECHOCHROME

1. Perspective traveling - When two separate pathways appear to be touching, they are touching.
2. Perspective landing - If one pathway appears to be above another, it is above another.
3. Perspective existence - When the gap between two pathways is blocked from view and the pathways appear to be connected, they are connected.
4. Perspective absence - When a hole is blocked from view, it does not exist.
5. Perspective jump - When the mannequin jumps, it will land on what ever appears beneath it.

Sounds simple, but also intriguing. Moreover, simple but effective rules are always the makings of an addictive and challenging puzzle game. A game which I can’t wait to get my hands on.

To get an idea of the level design, mannequin, and the bare bones graphical style, take a look at these new screenshots.

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