

Add in the complete freedom to illuminate these constructions from every conceivable angle, and the scope of the puzzles falls into focus. The level exits must also be aligned from an oblong block and a circle, creating the 'Goal' archway through which you must escape. You can close them up by altering the angle of the light.ĭoorways allow the man to pass through solid shadows, provided you can place both entrance and exit safely. Blocks with holes in will allow the man to fall through, but only if the hole is visible. Circular shadows can be "embedded" in flat surfaces to create little semi-circle trampolines. Key to this deeper exploration are a handful of special blocks which are mixed and matched along the way. The mannequin's ambling pace can make some levels feel a bit sluggish. It's similar to the graceful but superficial Wii platformer Lost in Shadow, but by trimming away the whimsical fantasy setting and delving deeper into the myriad possibilities of playing with light, it's by far the superior title. Using the Move wand as a surrogate torch, you can manipulate, move and stretch these shadows to create new pathways for the little fella to travel along.

He's now a shadow, and can only traverse the shadows of the 3D blocks that hang suspended in front of you. In essence, the concept is the same: get the little man to the exit. Now rebooted to use light and shadow as its major gameplay components, echochrome ii offers a generous and varied buffet of appetising ideas where before there was only a giant bowl of pasta that became stodgier and harder to digest over time. He'll turn back whenever he reaches a ledge. "Once you understand how it's done, and have played through a few dozen levels, the novelty wears off, and all that remains is the rather cold process of grinding away until some combination of the game's five laws guides your little man successfully between his objectives." That was Tom, dissecting the original in 2008 and finding a good-but-not-great 7/10 in its squishy guts. Instead of churning out another couple of hundred levels of monochromatic physics-warping puzzles, Sony's Japan Studio has taken the series off in a whole new direction, seamlessly incorporated Move motion control and addressed the major criticisms of the first game along the way.

The stubbornly lower case echochrome ii is one of those rare gems, a game that bears only a surface similarity to its ancestor. Very rarely do those follow-ups bother to advance or evolve what came before, apart from the expected visual tweaks and a couple of vaguely different features. "If sales = good then sequel," rattles the industry machine. It's easy to grow weary and cynical about the proliferation of sequels in a games industry where numbers are slapped on the end of any reasonably successful product, apparently without a thought.
