N'Gai Croal
|
Apr 3, 2008 09:40 AM

Echochrome, developed by Japan Studio and published by Sony Computer Entertainment
We're longstanding fans of the Metal
Gear Solid franchise. We've gone hands-on with Grand Theft Auto
IV--both single-player and multiplayer--and we desperately want to
bring it home. And we can't wait to see how Cliffyb will put Unreal
Engine 3's meat material simulator to use in Gears of War 2. But as of
last E3,
the 2008 game we've been looking forward to the most is
Echochrome. Is it the austere art direction: black line art against a
white backdrop that trails off into infinity? (Blame our clumsy
resizing for the jaggies in the screenshot above; the game's image
quality is pristine.) Is it the
string-and-vocals melancholia of the game's classical music score? The
hollow clip-clop sound of our marionette protagonist's footsteps? The
deceptively simple puzzle-meets-platforming gameplay? Whatever it is,
we were hooked instantly, and its appeal only
increased after a limited hands-on session last fall.
We've
had a
near-final build in our possession since Friday and it's prompted some
interesting observations, primarily around the following point: where
will Echochrome fit into our videogame menu? Consider the following:
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