Like I said above,
echochrome ii breaks away from the odd M.C. Escher style of the previous game in that you won't be walking around endless staircases simply because the ends appear to meet up. Instead, the 3D perspective tricks are thrown out to have you move along the 2D projected shadow of the blocks along the back wall of the playing area.
How you control the world and your character this time also changes. While before, you used the Analog Sticks to rotate the world so certain details of the blocks are hidden or made apparent, this time, you will use the PlayStation Move as a light source in order to change the way the shadows connect. Much like the old game though, you will have to be wary of how your shadows fit together because your walking model will react to different projections in different ways.
If a shadow is too tall for the model to get on top of, he will simply turn around and walk the other way. If you have sphere's shadow coming from the top of the model's path, he will use it as a trampoline to go flying in the direction he is walking (which is great for getting over tall shadows). If he walks over a shadow will a hole in it, he will fall to a lower level, and with the use of archways connected by shadows, your model can travel across hard to reach areas like it's nothing. But, like the last game, its all about perspective. If you can't see the hole, or the other end of the archway isn't connected, your model won't react to it.
echochrome ii also changes things up a bit when it comes to your goal in each level. While the previous game's goal of guiding your character to all of the echos is still an option, there are two other game styles here as well.
Escort Mode simply has you making a path for the model in order to get him to the exit. In most levels, the exit itself won't appear unless you shine the light in a certain way to make the exit's shape, so the trick is not only getting your character to that spot, but doing it in such a way that the exit is actually there when you get there.
The other mode is Paint. Here, several colored models start walking around your shadow. As they walk, they paint the blocks the color that they are. The goal here is to paint a certain percentage of the level.
echochrome ii also offers a Create option that lets you build and share your own levels with the world. While I did try this option out for a while, I found that it simply wasn't for me. I know who this mode is for, and I can't wait to see the kinds of levels they come up with. Basically, this mode is for those people who build awesome new levels in LittleBigPlanet or spend more time tweaking the specs of their engines than actually driving in racing games. Personally, I am not that kind of gamer.
The final menu option echochrome ii offers is World. Here, you go online and browse the levels that other people (mostly the people mentioned in the previous paragraph) have built. These levels get ranked by the gamers and they are categorized by trickiness and how well they look. While the game comes with tons of levels on its own, it's this feature that has the potential to keep the game going.