at TGS. Why, you ask? (Amuse us, if you will.) There are two reasons: the Triangle and X buttons. Granted, they may have been in the Tokyo demonstration, lost to us in our inability to firmly grasp the Japanese language. Regardless, these two new buttons change the overall flow and feel of the game.
A press of Triangle allows you to pause the game action, giving the player time to think, adjust the perspective and find the best route through the level. However, each puzzle is a race against the clock. Time is still ticking, and levels will end if players can't figure out a way to reach the echoes quickly enough. Players will be able to regain some lost time by pressing X, which forces your echo to run faster.
Each puzzle can be approached in a number of different ways. For example, in the level we played, we moved the camera to move our character from one adjacent platform to another. It took us quite some time, as we traversed through the stage in seemingly the longest way possible. The SCEA representative played the same level and cleverly manipulated the middle block, allowing it to connect to any other point in the stage. He was able to cross the echoes in a time that simply shamed our pathetic attempt. We only saw five levels, but we're hopeful that later levels in the game will all feature multiple solutions.