Echo is a game/story that's very much About Things and has Themes and Ideas and Symbolism in a very literary sense, and that makes it pretty difficult to discuss succinctly. It follows Chase, a young gay otter/man, returning to his hometown Echo in the Arizona Desert for spring break and deciding to reunite with his group of friends for the first time in three years. The town has had periodic waves of violent mass hysteria and Chase, a journalism student, wants to produce a newsreel on the first one that happened about 150 years previously. In each route, with one important exception, the people of the town (including Chase and his friends) eventually fall into this trap and the story veers into psychological horror and tragedy from the more slice-of-life dating-sim setup established in the first half.
More than anything else, the element that really shines in the writing is the characters and their interactions. This is very much a character-driven drama, and all of the main six members of the cast get really fleshed out personalities, and the reader gets an absolute ton of material regarding their pasts, motivations, tensions, strengths and weaknesses, etc. Forgive the pun, but they're incredibly human; all of them feel like people who can actually exist, which is something I don't find enough in video game narratives. I can unironically say that the characters and the explorations of their psychologies are on a par with Neon Genesis Evangelion or Crime and Punishment and Demons by Dostoyevsky (who's my favorite author. I know it's pretentious as all hell to namedrop capital L Literature but these really are the only other stories that have had this kind of effect on me and have made me think about them so much after finishing them). It's a story that truly improves both on re-reading and the more you think about it (although do
not spoil yourself on the plot if you can). The plot is willing to go places and portray things that are frustratingly rare and to make each one of the characters truly, deeply morally ambiguous as opposed to 'flawed but still fundamentally good,' which seems irritatingly common in a lot of media today. For example, Leo (Chase's ex boyfriend and the self-appointed leader of the group) is shown to live an utterly abject and pathetic life, constantly trying to restore a past that can and will never come back, but it never comes across as judgmental or cruel. Stories like those in Omori or (to a lesser extent) Undertale have frustrated me because, although they cover some very dark and heavy topics, they generally fail to bring that sense of gravity to the rest of the story, which denies them the emotional weight they should have (Or perhaps, I'm frustrated that stories that are 90% inane twee bullshit which randomly shift to really dark topics for the remaining 10% are often treated as like the absolute pinnacle of storytelling). I can say that Echo never blueballs you like that. There are plenty of scenes that have a comedic or lighthearted tone, but never are the real repercussions of everyone's actions and problems ignored or written off. The integration of these parts of the story is very good, like in
LISA: The Painful; the comic parts at no point compromise the grounded realism of the setting or the characters. There are 8 main endings, 5 of which are unambiguously bad, and even the good ones are bittersweet at best. Just like real life, there are no simple solutions for the traumas and problems you have.
The other really great thing that elevates this story is how much the authors are aware of their audience and their audience's expectations. In particular, they kind of hate their audience and actively punish them for every kind of easy-fix or golden ending they may want. This game is very much not fanservice; I mean that both in the sense that even the more explicit scenes and CG's are definitely not made to be erotic (basically every explicit scene immediately follows, immediately precedes, or takes place during one of the horror sequences), but also in that it knows what its audience wants (what its gay furry audience wants, at least) and denies it to them on almost every level. This is a major spoiler, so please do not read it if you are at all interested in this game:
a good example of this is Leo's route. The game knows that a lot of gay furries will be completely smitten with Leo the moment he appears on the screen (I fell into this category) so his route is almost entirely about how deeply unhealthy his relationship with Chase was and would be if they started dating again, and if you choose to try to stay with him at the end you literally die. All throughout the game he can be incredibly possessive, manipulative, and violent, but it's not just sadness/abuse porn; he's also shown to have a powerful sense of duty towards his friends and does deeply care about them, just that he expresses that in quite unhealthy ways a lot of the time. We also get a ton of material from his past that informs why he is the way he is, giving a really great three-dimensional look into his personality. Another example of this is with TJ. A lot of the gay furry audience (and probably even a lot of normal gay people) would probably see the uwu cute soft-spoken sensitive twink and want to protect him from Flynn's antagonism, and his whole route is about how incredibly unhealthy, damaging, and even downright evil to Chase, TJ, and Flynn that thought process is, again leading to death. A final, funnier, example is that of the five potential love interests, Jenna is the only one Chase can end up in a long-term relationship with at the end of the game, which is significant given that the target audience is homosexual men (this is one of the reasons there's an in-joke among the fans that the moral of the story is that being gay is wrong). I can't think of another narrative that is quite this antagonistic towards its target audience's expectations and desires.
One thing that I actually appreciate about this story is that it's generally not very subtle. For example, there's a scene in the prologue where Leo basically just explains the symbolism of the anchor bracelets to Chase/the reader which could come across as too blunt but, to me at least, it serves as a good illustration of Leo's character (his lack of subtlety is definitely one of the contributing features to why his relationship with Chase dissolved). The main theme of the story is about how nostalgia, or generally being stuck in the past, can be extremely damaging on personal, romantic, political, economic, and cultural levels, and this is made clear in the literal opening lines, which introduce the 'running in circles' motif that comes up a lot. Leo wants to restart his relationship with Chase (and reclaim his past as a popular football start in high school in general), Flynn can't get over
Syd's death, TJ is also haunted by that (albeit more subtly), Chase and Carl don't really know how to move forward in life and are haunted by their pasts, and Jenna tries to prevent her past from having any influence on her, not letting her mental wounds heal properly. This is obviously something that applies to a lot of people, and is very independent from the gay furry backdrop. The second biggest theme is much more tied to homosexuality; it's an exploration of the effects of small town homophobia for young gay men in rural areas.
This is clearest with Brian, who is easily in my top 5 villains in any piece of narrative media. He shows basically every negative stereotype about gay men: he has an unnaturally high pitched voice, he's a hard drug user, he has weird and violent fetishes, he preys on much younger men at gay bars, he had no father figure as a child, etc. His conversations with Chase in Leo's route are incredibly on point thematically, some of the absolutely best scenes in the game.The gay furry backdrop and how important it is to the story definitely needs to be discussed. This is absolutely not a pornographic game; there are a handful of scenes that describe sexual activity, but most of them cut to black before anything particularly saucy happens, and like I said above they are really
not intended to be erotic (
the few times things seem like they might be erotic, like Wednesday in Leo's route, they suddenly shift to the horror, and it actually works very well and doesn't feel like some kind of awkward tonal shift). The most explicit the sprites or the CG's ever get is just having the characters in their underwear or kissing, the only NSFW stuff is in the text. The importance of being gay comes out much more in the themes of the story, like I said above. As for the furry-ness, that's much less important and could easily be removed without changing anything important about the plot, the characters, or the themes. Occasionally the characters' animal traits are mentioned (like Chase having stumpy little legs as an otter) but they really don't inform the plot a whole lot.
The most they matter to the plot is that Sydney was also an otter, so TJ's explanation that he just drowned is even more obviously untrue once you learn that, but that detail isn't revealed until midway through Flynn's route. The biggest significance is just that the writing is very specifically denying its gay furry audience's desires, so you may not pick up on that as much if you don't fall into that category. Some people really hate furries for whatever reason and can't stand looking at them, but if you don't have that block, then you should be able to read this just fine.
How well the horror in the game will affect you will also probably be very subjective. I don't really get scared by horror stories very easily, but
the mine sequence in Leo's route triggered my claustrophobia hard. There's one pesudo-jumpscare in Jenna's route that seems to have gotten a lot of people as well. Others may disagree, but I actually really appreciate a lot of the mechanics of the supernatural elements basically being either spoon-fed or directly explained to the reader; you're given in-universe reasons to contextualize why the point of view occasionally changes, why the player can make decisions for Chase, why certain routes have no meaningful choices, etc. I don't hate lore speculation quite as much as some other people, but in a story like this trying to figure out the mechanics of the supernatural elements would be completely missing the point; thank god MatPat will never touch this game. The closest to a true overall villain is just the town itself, particularly the mine. Now I am a huge sucker for genius loci type evil forces, non-anthropomorphic (ba dum pssh) primordial evil entities that are completely inexplicable and beyond human understanding, so naturally this one really appealed to me, and like the one in Night in the Woods it has obvious thematic parallels with how living in a dying rural town negatively affects young people. I really loved
that there is actually very little time spent in the mine; its evil influence emanates out from it in a really cool way. The horror (and narrative in general) of this game are also refreshingly non-meta. I'm purely talking out of my ass on this, but going meta seems to have been really popular in the past decade and for me at least it gets old really fucking quick. There are a few minor nods to the fourth wall (Flynn's takedown of Chase right before the route select is basically telling Chase he's a bland self-insert dating sim protagonist) but there's never any moments where it breaks completely.If I gave ratings to each route, they'd be Leo: 5+, TJ: 5+, Flynn: 5, Jenna: 3.5, Carl: 2.5, which would put my overall rating at about 4.2/5, but that would feel dishonest given how much I like this story in gestalt. For example, Leo's good ending epilogue is up there with Ivan Karamazov's arguments with Satan in my list of the best, most emotionally affecting scenes in any written narrative I've ever read (both are the most I've teared up over a piece of written fiction as an adult), but there are plenty of problems with Echo, both as a game and as a narrative. The first, most obvious, and most inconsequential is the production value, which is generally pretty low (to be fair, this game is entirely free). There's like 15 CG's total for a ~30 hour game, which is very low (both
Arches and
Adastra have way more despite being a fraction of the length), and there are quite a few typos, which certainly don't ruin the experience but break immersion a bit. A lot of the music is royalty-free stuff and it generally actually works very well, although a few of the tracks are a bit corny. The quality of the CG's and the sprites, however, is all really great (I particularly like the almost impressionistic look of some of the CG's). The second big problem, and one that actually matters, is the pacing. This game was written over a period of 6 years by two separate writers, and it shows. The introduction is pretty slow and saccharine (a lot of it sets up stuff that does get paid off, but it still could be whittled down to half its length easily) and Carl's route, the first one finished, has pretty bad pacing for a lot of it. As if 'gay furry VN that's actually a really intense character drama horror tragedy' wasn't a tough enough sell, it takes at least 3 hours for anything really interesting to happen. A lot of the slice of life type material is important for the character development, but it still can be pretty dull. There's probably an argument to be made that it falls under the 'denying your audience's expectations' thing by setting up a really corny
Morenatsu. [漏れなつ。]-esque dating sim for lonely horny furries that transitions into a horror tragedy, but it mostly reads as the writers taking a while to figure out the real identity of the game; it's worth noting that the only time when the story does feel like it's doing fanservice for its audience is the first half of Carl's route (even then, the most explicit it gets is a CG showing Carl's stomach). This is one of the bigger reasons why Carl is my least favorite character of the main six. There also some minor plot contrivances (
any time a characters goes offscreen to pee, something bad will happen), some ham-fisted metaphors (
Brian sewing Chase and Leo together, like c'mon man) but those are almost inevitable and really don't matter very much.
If you are interested in this game but are neither gay nor furry, I'd actually recommend playing
Arches first. It's 5 hours maximum, starts immediately with the action, has no real sexual or erotic content (the most you get is a gay kiss described in the text), and explores the same setting and some of the same characters and themes. If you want to check out this game but only want to do one route, then do TJ's. It's the shortest, has no sexual or erotic content, and is really tight thematically, especially the latter half; when you finish it you can see why people have had the reaction to this game that they have had. If you are gay or a furry or both then I don't imagine there needs to be a lot of incentive (between Leo, Carl, Flynn, and TJ, almost every male body type is represented).
TL;DRIncredibly in depth characters who feel very realistic and developed in basically every element of their designs; their pasts with each other, current motivations and desires, interactions with others, etc. The plot and themes are sort of like
Night in the Woods meets
OMORI as a gay VN; dealing with the repercussions of childhood tragedies, the effects of nostalgia in a dying mining town, and the experience of homophobia in rural America. It's definitely a tough sell to people outside its very niche target audience, but if you can look past the furry setting it's incredibly rewarding.
not really sure how the 3.9 is being calculated anyways, manually computing it in excel gives me 4.24 which makes its placement make much more sense. obviously some things are being deweighted and some aren't but it's hard to say which