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October 9th, 2008, 23:04 Posted By: wraggster
Hello, echochrome fans! This is Tatsuya Suzuki, Producer at JAPAN STUDIOS for this project. I hope you have been enjoying your experience so far.
Five months after our release in May, we are happy to bring you a whole bunch of additional stages for echochrome PSP/PSN. In an era when crisp, photo-realistic graphics are a pre-requisite for games, one may look at echochrome and perhaps question its artistic design choices, namely the modernistic approach of its monotone color palette and line art style.
However, you may be surprised to learn, this look was only made possible with modern
day technology.
First and foremost, there is the high quality wide screen LCD that is standard to the PSP. All of the artwork in echochrome is based on straight lines, thus clarity and resolution is a very important aspect to our game. The mannequin figure is also drawn just with lines, so it’s important that its outline is smooth. Another important aspect of the screen is its responsiveness. Since the core of the game’s design relies on rotating the stage, clarity and visibility plays a key role as you try to find the best perspective for your next move.
And then there is the all-important CPU that feeds the images to the LCD screen. Again, at first, echochrome may not appear to be such a CPU-intensive game. However, in the background, the title is pushing the processing power of the PSP to its limits. It’s like a swan swimming on a lake. It looks graceful to our eyes, but beneath the surface of the water that swan is actually kicking its feet pretty hard to just to move around.
http://blog.us.playstation.com/2008/...ming-tomorrow/
For more information and downloads, click here!
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