Gamasutra writes:
Tsubasa Inaba writes on the Playtation.Blog:
PSblog reports:
Kezins.com reports that the PSP-3000 will be launched in North America as part of two packs. One of the packs will be the Ratchet and Clank: Size Matters PSP Entertainment bundles which will be released on October 14th. The other pack will be a 4GB Entertainment Pack which is due out in November. Both packs will be retailed at US $199.99.
With digital distribution making it possible for a greater variety of unconventional titles to reach the market, imaginative new forms of puzzle gameplay are emerging. Echochrome for the Playstation 3 and PSP, whose art direction mirrors the logic-defying line drawings of M.C. Escher, is one such example. The physical laws of the in-game environment are determined by the way the player manipulates the perspective, making illusions of perception the literal truth. For the music accompanying the game, Hideki Sakamoto has created a collection of classical music tracks, recently released in a soundtrack album by Team Entertainment. For this discussion on the sound of Echochrome, the composer joins Siliconera for a deeper look at the design underlying the innovative puzzle game and its original soundtrack.
Elefunk, Echochrome and Pixel Junk Eden have all been given release dates for Europe. They will all be available for download on the Playstation Store.
Kumi Yuasa, associate producer of Echochrome, has confirmed that 20 new user-created levels will be released over the next few days.
Starting from today until May 21, the 20 levels will be made available to PS3 Echochrome players via the game's Freeform mode.
"The additional levels will appear at random in Freeform mode if you set your difficulty level to 2 or 3," explains Yuasa.
"The difficulty level is represented by the ...
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Sony's mind-melting puzzler, Echochrome, is out on the US PSN today for your brain-aching pleasure.
In case you've not been following it, Echochrome is an innovative little title which sees you rotating simple 3D environments to create paths for a little walking make to traverse.
It uses a clever optical illusion mechanic, where obstacles like holes or gaps in the path disappear when you can't see them. It hurts just trying to ...
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Either you've already played the Japanese demo or you're about to play the American one, doesn't matter, Echocrome's teaser levels make things look easy. Pedestrian. As though the dev team came up with a neat concept, but couldn't think of ways to really push it. Yeah, no, that's WRONG. Look at these new screens. These later, harder levels are built for one purpose: to take your mental ass, wine it, dine it, then kick it.