First Impressions:
Intriguing! That was my impression of this game and it lasted through
the final cut scene. ECHO installed easily and quickly. And then—oh
fun—time to play!
ECHO features beautiful scenery and an interesting and compelling
storyline. It also tenders inventive and fanciful puzzles seamlessly
woven into its plot. I love the prehistoric setting of the game, perhaps
because it is so unusual. The in-game data base is an enjoyable bonus and
the interface is easy to use. It played flawlessly with no patches.
My definition of a good game is one in which time is suspended while I
am playing; one that I think about and anticipate playing even when I am
busy with other things—you know, like real life. I may be busy dealing
with the messy minutiae of life, but my mind dwells serenely in the game.
This game provided that for me. ECHO drew me into its spell from the
opening snow-filled mountain scene and kept me entranced there ‘til the
last Spirit danced. I cared about the main character and was enticed to
follow the unfolding events of his life.
The Story:
ECHO is the tale of Arok, a young man on an accidental journey of
self-discovery, wrapped around the facts of the Lascaux cave paintings and
set during the era of their creation. It tells the story of Arok’s search
for and voyage toward his own destiny. While out hunting one day he finds
a cave which awakens long forgotten memories of his childhood. He enters
the cave unaware that, with this single step, his life will forever
change.
The Interface:
ECHO is a first person, point and click game and, to my delight, it is
Alt+Tab friendly. You must have Disk Two in the CD drive to play the
game. The box lists keyboard and mouse, but I only used the keyboard to
access the main menu (Esc) and to skip through opening scenes (Space).
All other functions are mouse controlled. There is a subtitle option.
Moving in the game is easy and intuitive. The cursor changes to an
arrow to indicate when/where you can go. In one or two places I had to
pass the area or item I needed and then look back to find what I was
seeking. The camera pans very quickly (which I know can be a problem for
some folks), but this can be slowed down from the options menu.
Both left and right mouse buttons are used—left clicking moves, picks
up, etc.—right click to bring up inventory, the data base, and the
journal. The data base gives bits of information which are sometimes
helpful in the game. The journal records Arok’s objectives, which in turn
sometimes provide hints.
ECHO allows multiple people to play the game using separate avatars to
sign in, though each will be Arok in the game. This allows each person
to play the game at her own pace without overwriting someone else’s game.
Though I would like to have been able to adjust the volume of the sound
effects and voice independently from the music, this was not an option.
Graphics and Sound:
This is one beautiful game, especially the outdoors settings. The
graphics are immersive and well done—the slope of the path rises and falls
naturally, cave walls cry out to be touched, and the cave paintings are
beautiful. It is a game full of movement--horses toss their heads,
butterflies flutter, birds soar, the rushes wave, water flows and burbles,
and snow flakes drift downward. Sometimes lip movement and sound were
not exactly in sync, but not to the point of being a distraction. In
fact, I had to look twice to be sure it was there. The people, animals,
and scenery all combine to form a world that is intrinsically pleasing.
The music is pleasing and unintrusive. Ambient sounds always play an
important role in immersing me in any game and ECHO does this well. I
particularly noticed this in one scene as Arok drew near a fire and the
sound of the fire moved with him—changing from my right to left ear,
fading as he left the fire and increasing as he approached it. I thought
the voice acting was very good, giving emotion to each character.
Game Play and Puzzles:
ECHO is a linear story which details Arok’s odyssey as he searches for
Klem (his mentor) and ultimately, his own destiny. Puzzles are integrated
into the story in a sensible way and involve accomplishing tasks in a
manner similar to the way prehistoric man might have done them. There are
no dead ends and no red herrings, no mini-games, and though Arok can ‘die’
in one situation—he is instantly restored. Because there are no timing
restraints, I often took a break in the puzzle solving and just enjoyed
the surroundings--relishing the soaring birds, the falling snow, and the
rushing water.
Many of the puzzles are logical—finding what Arok needs before he can
enter a dark cave, learning how to make paint from items on hand, and
discovering how to get food and cook it, for example. Others are more
fanciful in nature. Some of the more charming aspects of ECHO are the
wall fresco puzzles which oft times provide the answers to Arok’s
problems. Watching the frescoes come to life fascinated me.
Many puzzles are inventory based or inventory/combination based, with
the items needed found close by. There is some ‘to and fro,’ but not a
lot.
There is one maze, and one unique slider that I needed a walkthrough
for in order to solve.
Some puzzles require color discrimination. I found that the black and
brown could be difficult to differentiate on my monitor.
Happily there are no sound based puzzles. Several puzzles use “music
stones.” My heart sank when the first of these appeared, but never
fear--they actually require logic and observation, not musical knowledge
nor recognition of notes or tones to complete. However, the striker on
the “musical stone puzzles” can be finicky about placement and so was
often frustrating. In some puzzles, the sequence of tones had to be
repeated several times and sometimes in specific rhythms to move things
along. This seemed unnecessarily difficult to me. I was never quite sure
if what I was doing was the correct thing or not—at least until the magic
happened and the fresco came to life.
Refreshingly, there is a puzzle requiring to you organize and tell a
story—a unique approach and one I enjoyed.
One puzzle does require some dexterity, but I was able to get through
it by just “slinging” away. Depending on your previous choices, you might
skip that one. There are no arcade sequences.
A few puzzles allow only a limited number of chances to complete them.
This type of puzzle resets itself when the allotted numbers of attempts
are tried. Arok (the gamer) can pause as long as he likes to think
between each action. Each effort results in learning more about the
correct sequence of actions, and then you are on to the rest of the story.
Several puzzles required multiple steps to solve—change the color of
this element and then turn that piece, for example. I was completely
baffled at times, until I figured out the process; then I knew to look for
that element in subsequent puzzles. I never did any pixel hunting or note
taking.
ECHO has unlimited saves (Esc key), but you cannot name them. You must
use the date and time supplied by the game as the save name.
The game is on the short side of the spectrum, but it still manages to
feel complete and it ended beautifully.
Summary:
ECHO reminds me of Syberia in overall tone. The outdoor scenery is
breathtaking. Sometimes, I stopped playing and simply feasted on the
environment—looking up at the soaring birds, watching the butterflies, or
the ponies tossing their heads. It is a very 'visual' game with striking
scenery. The interface is easy to use. The puzzles are, more often than
not, logical and interesting and they are solvable with only the knowledge
found in the game. I love the originality of the wall frescoes puzzles,
and the story puzzle. You can save as often and whenever you like. There
is a lot to like in this game!
Arok’s tale immersed me and absorbed me because I cared about him and
was eager each day to see what he would do and how he would do it. ECHO
is definitely a keeper—a game that I know I will some day replay.
Quick List:
Pros: