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2.96 average rating based on 48 ratings
Stealth is a niche genre in video games because it is hard to get right. There are numerous variables to be balanced to make the experience exciting. Being aware of enemies is important, but it must be limited or else it makes avoiding them too easy. Getting caught should be punishing but not too punishing where it feels impossible to escape. Lastly, having the ability to “go loud” in a stealth game should be possible, however it shouldn’t make the player so powerful that it becomes an action game. Echo is one of the few stealth games that nails these elements and adds its own twist where the difficulty is determined by the player’s actions. It is unfortunate to report that the game is clearly restrained by a modest budget. The lack of character and map variety does not justify the game’s duration. The story is confusing and locks important story bits behind hidden collectibles. And the characters come off as unlikable due to their constant bickering. Echo is a fantastic prototype but does not do enough to be entertaining to the very end.
Echo takes place in the far future. You play as En (voiced by Rose Lesie of …
Stealth is a niche genre in video games because it is hard to get right. There are numerous variables to be balanced to make the experience exciting. Being aware of enemies is important, but it must be limited or else it makes avoiding them too easy. Getting caught should be punishing but not too punishing where it feels impossible to escape. Lastly, having the ability to “go loud” in a stealth game should be possible, however it shouldn’t make the player so powerful that it becomes an action game. Echo is one of the few stealth games that nails these elements and adds its own twist where the difficulty is determined by the player’s actions. It is unfortunate to report that the game is clearly restrained by a modest budget. The lack of character and map variety does not justify the game’s duration. The story is confusing and locks important story bits behind hidden collectibles. And the characters come off as unlikable due to their constant bickering. Echo is a fantastic prototype but does not do enough to be entertaining to the very end.
Echo takes place in the far future. You play as En (voiced by Rose Lesie of Downton Abbey and Game of Thrones fame) a Resourceful who has rebelled against her masters. She escapes with a cube that contains the transcribed remnants of Foster. Foster has provided En coordinates to a location known as The Palace. According to Foster, The Palace can revive a transcribed human. With the help of an AI companion named London, En makes a 100 year cryosleep journey to The Palace. When she arrives at The Palace, The Palace reacts to the cube and suddenly goes through a power on and off cycle. As En makes her way deeper, she notices that with each cycle, blobs of matter evolve to become more human-like. Eventually these blobs grow to look and behave exactly like En. She calls them Echoes and for unknown reasons they want to stop her.
For a stealth game, En is incredibly powerful. She can run, vault railings, knock out enemies by flanking them and fire an energy pistol. The whole conceit is that by doing so, En inadvertently teaches the Echoes to do the same. So firing the energy gun example will teach the Echoes how to fire their guns on the next power cycle. Likewise, if En does nothing but walk, the Echoes will only walk on the next cycle. The game would be horrendously boring if all you did was walk around, so fortunately when The Palace powers down, the Echoes won’t learn from En’s actions. After every power cycle, all the Echoes respawn, preventing you from methodically eliminating every Echo in the level. The gameplay most resembles the children’s game Red Light/Green Light because it forces you to think of what actions to use and when.
The game’s take on stealth creates interesting scenarios. One of the earlier levels involves Echoes who don’t know how to walk over water. You can teach them to cross water by doing it yourself, but it would make the level exponentially more difficult. The trick to that level is to cross the water only when the power is off. There are other levels that feature interactions to “dumb down” the Echoes, such as having them mimick you eat grapes or play instruments. There are other times where you want to intentionally teach the Echoes so that you can manipulate them into opening doors and activating catwalks for you. The ability to train and trick the AI never gets old and remains engaging throughout the game.
Unfortunately Echo does nothing else very well. The banter between En and London is not enjoyable to listen to. They bicker for the entire game and constantly repeat their arguments due to no third party present to mediate. En argues that The Palace can bring Foster back while London tries to convince her that this is all a waste of time. We don’t know which character is telling the truth since they contradict each other. The longer the game goes on the more heated their arguments get, to a point where they resort to childish name calling. The pair resolves things in the end but it feels hammed in and unrewarding.

Another aspect that really bothered me were the level designs. The map designer in Echo must love the mirror and the copy and paste tools because all the maps are symmetrical and padded out. There are too many hallways and rooms that are repeated ad nauseum that it is boring and confusing to navigate. The same recycled assets are used everywhere. It evokes the feeling of traveling through an infinite staircase. There are times where En is forced to slow walk making the experience that much more monotonous. It doesn’t help that the first 30 minutes in the game is all about walking through these bland identical looking maps. Even if these designs were due to a plot related reason, it is not enjoyable to play through a game that consists of different permutations of the same map assets for hours.
There are collectibles in the form of Tuning forks and Energy orbs, where collecting all of the former in a level reveals a hidden story message at the end of the level and the latter improves En’s Energy Capacity. I don’t necessarily have a problem with collecting things, but I do have a problem when it involves actively avoiding foes at the same time. There were several occasions where I collected an Energy orb, got caught and had to repeat the entire sequence over again. To make things worse, imagine collecting things in non-distinct maps where following a walkthrough may not help much due to how similar every room is.
Somewhat related to the repeated map assets are the lack of any character variety. En, is the only modeled animated character in the entire game. The story of having the Echoes look exactly like En is a clever plot device to explain why her model is so heavily recycled. I just wish the game did a tad more to differentiate one level full of Echoes from another level full of Echoes. Granted, the game does introduce a new character type in the final act, but it’s the same En model only with a different color palette and size.
I am thoroughly disappointed by Echo. The game’s stealth mechanics and the ability to train the AI is novel and engaging, but everything else about the game failed to pique my interest. The unlikable characters, confusing story and overall lack of variety of content made for an awful experience even accounting for the game’s short length. There is only so much a developer can do with one character model and one set of environmental assets. While getting Rose Leslie to voice En is a great get, it doesn’t suddenly turn this into a must buy game. It’s a shame really because Echo is Ultra Ultra’s first and last game. The foundation of a great game is present, but they failed to build anything of interest on top of it.
This review contains unmarked spoilers for the first ninety minutes of gameplay.
Gameplay: Echo takes place in an underground bunker, styled to look like a lavish mansion. Clones of you patrol the rooms, trying to stop you from reaching the bottom. The game features a fantastic mechanic I've never seen implemented this deeply or richly before; whenever your character performs an action (e.g. opening doors, sprinting, crouching behind cover, climbing ladders, vaulting over railings, etc.), the bunker's AI will "record" that action. When it has stored five or so actions, the bunker will turn the lights off and spend 30 seconds rebooting. While in the dark, you can perform any action and the bunker will not record it. Once the lights turn back on, the clones will now be reprogrammed and can perform those actions. The next time a reboot occurs, their action set will be wiped clean, and they'll be reprogrammed with whatever five actions you did in the previous cycle.
This gives you a lot of strategy. Let's say you get past a clone by using your gun to shoot it. Now you know that on the next cycle, the clones will be able to shoot at you. …
This review contains unmarked spoilers for the first ninety minutes of gameplay.
Gameplay: Echo takes place in an underground bunker, styled to look like a lavish mansion. Clones of you patrol the rooms, trying to stop you from reaching the bottom. The game features a fantastic mechanic I've never seen implemented this deeply or richly before; whenever your character performs an action (e.g. opening doors, sprinting, crouching behind cover, climbing ladders, vaulting over railings, etc.), the bunker's AI will "record" that action. When it has stored five or so actions, the bunker will turn the lights off and spend 30 seconds rebooting. While in the dark, you can perform any action and the bunker will not record it. Once the lights turn back on, the clones will now be reprogrammed and can perform those actions. The next time a reboot occurs, their action set will be wiped clean, and they'll be reprogrammed with whatever five actions you did in the previous cycle.
This gives you a lot of strategy. Let's say you get past a clone by using your gun to shoot it. Now you know that on the next cycle, the clones will be able to shoot at you. So you can choose to take a path through the room with lots of obstacles that break line of sight, rendering their gun useless. Or you could perform as many actions as you can except firing the gun, to trigger the next reboot as fast as possible, so then the clones are reset and won't have the "fire a gun" action anymore. Or better yet, instead of shooting the clone in the first place, you can decide to wait until the reboot is happening, and then shoot the clone while the lights are out and the bunker is not recording your actions at all. Or maybe instead of firing the gun or waiting for the blackout, you decide to sprint past the clone without caring if it sees you, because you know you never gave it the "sprint" action on the previous cycle so it can't catch up to you. Of course, that strategy won't work again on the next cycle now that you've taught the clones to sprint, so now you'll need a new strategy to get around that.
There's a lot of depth in this simple system, and I found it great fun to think of interesting, new tactics to exploit the clones who are trying to use my own moves against me.
Story: The story is okay, but nothing fantastic. Enough to make you curious about getting through each floor, to find out exactly what is at the bottom. But not enough to stay in my mind and continue thinking about months later.
Soundtrack: There's one point I wanted to make about the soundtrack, that I believe is important but I don't think many other people share. I believe the best videogame soundtracks are those that perfectly complements the gameplay. The game's audio should be in perfect harmony with the game's visuals, to the point where one can't exist without the other. They elevate one another because they're in perfect synergy.
So many videogame soundtracks are simply just good songs. That sounds like a weird complaint, but what I mean is that you can listen to the soundtrack separately, while not playing the game, and still think "damn this song's awesome". So when you are playing the game, the gameplay doesn't make the song better. It's just an already-awesome song playing in the background. You could replace the track with a randomly-chosen-but-still-awesome Two Steps from Hell song or Liquid Tension Experiment song and the gameplay experience would be largely unchanged.
Echo's soundtrack is different. If you listen to the soundtrack separately, it's not great. Songs have pauses that are way too long, the rhythm is odd. But it is absolutely the perfect soundtrack for this game. When the music is combined with the visuals of this lavish mansion interior, and paired with the slow, calculated, sneaking gameplay, it elevates the game to perfection.
It reminds me a lot of the Breath of the Wild soundtrack. "Field (day)" is the song that plays while exploring around Hyrule and it's a bad song on its own, if you were listening to it on the bus or something. But while exploring Hyrule, it is absolutely perfect and synergizes fantastically with what's happening on screen.
Cons: Movement is somewhat stiff and clunky. It's passable, but definitely not one of the marketable features, like it is in a game like Assassin's Creed or Breath of the Wild.
Overall: I'm really disappointed that this game wasn't a bigger success (as evidenced by this way-too-long review) and that the developers, Ultra Ultra, shut down. Innovation isn't always rewarded like it should be and this game definitely picked a fascinating idea and executed it really well. It took me around 8 hours to finish, so I highly recommend to anyone with the time to spare that's looking for a novel stealth/action game to give Echo a try.
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Breaks my heart! Echo was gorgeous, utterly unique and obviously so stealthy a stealth title that it accidentally went under the radar of most everyone! Having to exercise caution in your every move lest it is copied by an antagonistic army of clones was ingenious.
I don't like to think games that go all in with never before seen mechanics like this can't find a place in the market, whilst slight refining of done to death formulas get slobbered over. Not to say I don't slobber too, though.
At least it's getting a feature film from John Wick's creator somehow!
What a disappointing game. I was (and still am) very interested in the gimmick of the enemies learning from your moves, but the execution is lacking. There's hardly any strategy in small environments fill to the brim with enemies that can kill you in 2 hits and can respawn within seconds of you killing them.