Thatâs exactly why I donât casually recommend Echo to others, because some people really donât get it, and think that FVN is just about pleasure or thrill-seeking.
I honestly suggest that before some people play it, they should at least Google what âpsychological horrorâ actually means. No, its purpose is not to make you feel scared psychologically…
Spoiler warning:
Believe it or not, âthe mystery isnât everything.â Youâll have to, like Flynn, reflect on what the cost of obsession with the truth really is. How much more mental energy are you going to pour into something that will never lead anywhere, just like Leo? Honestly, even saying this kind of ruins the experience, you have to explore and discover whatâs wrong by yourself, otherwise itâs meaningless.
Carlâs route is very formulaic, itâs the weakest and most off-theme route in the whole game. Thatâs a common consensus among fans, and Iâm not here to argue with it.
What I canât understand is why some people keep misunderstanding and thinking that those who appreciate Echo must like its characters. Thatâs exactly what I admire about Echo, even though it makes it nearly impossible to commercialize, and even though its subversive nature might offend some people, it doesnât shy away from portraying the contradictions of human nature (including queers). You can hate them if you want. You donât have to love a single one of them to finish the game. But can hatred really solve the mystery or the problem? You probably wouldnât enjoy seeing them suffer, right? (If your answer is âyes,â then I canât help you.)
Imagine youâre a psychologist, a personâs flaws, dreams, and supernatural experiences are all defense mechanisms shaped by their environment and past trauma. Chaseâs amnesia and multiple personalities come from his escape from reality. Leo falls in love with someone who no longer exists, so he creates Embrace. Flynnâs pursuit of truth turns him into the cause itself (the socket man).
Itâs also worth mentioning that the game contains meta elements. Flynnâs route and the formatting and structure of choices already hint this (or rather, explicitly show). The playerâs involvement usually only makes Chase mess things up even more. If you save Jennaâs route for last (itâs more functional than impressive), you can interpret the entire journey as a process of reconciliation, between you and Chase. Youâve done everything you could, and couldnât, and yet you still canât fix everything. So please, forgive others, and forgive yourself. I donât have the right or ability to demand that from anyone, but doing so might make your heart hurt a little less.