Echo Visual Novel

Echo Visual Novel




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Echo Visual Novel

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The Echo crew. Starting at the top left and going clockwise: Carl, TJ, Flynn, Chase, Leo, and Jenna.
— Excerpt from the novel's opening lines .
Abandoned Mine : A centrepiece of the story, being the origin point of the initial incident of mass hysteria within the town that Chase is investigating for his project. Ancient Conspiracy : A small-scale version with Flynn's family being the ones who seem to know the most regarding the regular hysteria incidents, which appears to stretch back as far as the hysteria incident back in 1915. Anyone Can Die : No character is safe from the possibility of death once the hysteria hits in a route. Art Shift : Flashbacks set during the characters' childhoods are represented using "cuter" sprites with a more saturated colour palette, which given the kinds of things that often happen during these scenes usually tends to result in Art-Style Dissonance . Barefoot Cartoon Animal : The characters wear clothes but not shoes. Bittersweet Ending : The best you can hope for in nearly all routes (and explicitly stated to be the intention by the author), provided you don't get the outright bad endings. In Carl's route everyone trapped in the mansion makes it out alive and all four become good friends... but Leo, TJ & Flynn's lives are implied to be ruined by their experiences with the hysteria and Carl breaks off your romantic relationship . In Leo's route Chase makes peace with his ex, finds new love and escapes the town with the rest of his friends... but is still plagued by nightmares while Leo's life remains stagnant in Echo and he chooses to cut off contact with Chase for the time being, although he is at least recovering from his obsession with their relationship. He does say that he would be willing to see Chase again if he ever returns to Payton, once he's in a better place mentally. He also moves back in with his family, finally leaving Echo after spending two years there alone . In TJ's route Chase kills Flynn in a tragic repeat of the past , it's ambiguous how TJ feels about him (and whatever it is, it's probably not romantic in any way) and the epilogue doesn't involve Chase or his friends at all, making his and the rest of the main gang's eventual fate ambiguous... aside from Flynn, who's implied to have become yet another one of the town's vengeful spirits , making the whole thing a full-on Downer Ending . In Flynn's route it's implied that most of the main cast survived the hysteria, but Flynn (who was possessed halfway through the route) has a supernatural experience that ends with him permanently turning into a monster some of his friends had seen in the past. note Said creature is mentioned in some of the other routes, being described as having a face that resembles a wall outlet and showing up when someone in the group was going through a very dark time in their life. Flynn/The Creature then goes back in time and encounters Daxton, TJ and Jenna, where the latter twos previously mentioned scenes of witnessing the monster play out the exact same way. Also, the optional epilogue reveals that Chase has been living alone for five years in the now abandoned Echo, with the rest of his friends presumably cutting ties with him after discovering he killed Sydney and his journalism career completely failing soon after, making the route also finish mostly at a Downer Ending . In Jenna's route The trope is actually completely avoided for a change , with the gang not only escaping the hysteria in one piece but their friendship becoming stronger than ever as a result of the experience (even gaining a member to their friendship group in the form of Micha), as well as implying that Chase can finally come to terms with what he did to Sydney and will no longer have his life controlled by Sam . Pretty much the only low points to the ending at all are Carl being heavily traumatised by his experiences with Brian's Torture Cellar and hints that Flynn's aunt was killed offscreen during the events of the hysteria, but even these are tempered somewhat by them having eachother (not to mention the rest of the gang) to rely on. Boom Town : Echo began life as one of these when first founded by Carl's ancestor James Hendricks. Cell Phones Are Useless : One of the first signs of the mass hysteria coming over the town is everyone simultaneously reporting a sudden loss of reception, although in this case it also involves landline phones and internet access going down as well. Cassandra Truth : Much of the conflict between Flynn and TJ regarding Sydney's death revolves around Flynn's refusal to take TJ at his word regarding the matter. Subverted when it turns out midway through Flynn's route he was right and TJ was leaving out key details of his account (although ironically it was to prevent further occurrence of this trope); and even when TJ tells the group the whole truth of what he saw, it soon becomes clear to the others that his interpretation of events missed over a key detail. Childhood Friend Romance : The object of the game in general, with Leo being a failed example for Chase previously. It never takes. Color Motif : Red is traditionally associated with anger and passion, which are two important aspects to Leo’s character. Additionally, Jenna on her route describes seeing a red faceless monster that would appear in doorways or in closets whenever her Abusive Parents were having one of their "moments" . Country Music : Mentioned as being one of the only things that can be found on the local radio; Jenna in particular can't stand it, and during Route 65 Chase and Carl beg their bus driver to turn it off or to turn the station to something else. Closed Circle : After the hysteria hits, the entire town becomes one of these. Daylight Horror : While the hysteria incidents themselves appear to mostly take place at nighttime, just as much of the story's horror occurs during daylight hours. Death of a Child : A source of trauma for the entire group is Sydney’s tragic drowning in Lake Emma . Demonic Possession : A common occurrence throughout the story, although the specific ways that the possession is expressed often seems to differ between the person it afflicts. Drone of Dread : A common sound cue used when supernatural happenings occur. Downer Ending : Most (read: All) of the endings in Echo are either bittersweet or outright depressing. Dysfunction Junction : If a character is, or has been, a resident of Echo , then chances are they've got some level of Dark and Troubled Past to go with it. Eating the Eye Candy : Chase's inner narration has several moments of this. Fat and Skinny : Commonly present between duos within the game; Carl & Flynn from within the main group, Brian & Duke who combine this with other tropes , as well as Cameron & Devon from the epilogue of TJ's route who form a romantic version together. Fan Disservice : Every sex scene in the game is this; either involving something disturbing, being inturrupted by something disturbing, or immediately preceding something disturbing. Gayborhood : A somewhat strange example in that the area is also your typical homophobic American small-town, yet most of the major characters we see seem to be at least partially attracted to men . Greasy Spoon : The diner that appears across several of the routes, where the gang often used to meet up in the past. Ghostly Gape : The monster that chases the protagonists when they attempt to leave town via vehicle in Leo and Flynn's routes is described this way, with Daxton likening it to a plug socket at one point when the gang discusses their previous sightings of it in Flynn's route. Hate Plague : The mass-hysteria incident that previously came over the town, which Chase decided to do a college project on, involved this; as you'd expect, it soon transpires that the incident threatens to repeat itself in the modern day. Heartbeat Soundtrack : Commonly used to underscore particularly intense scenes. History Repeats : A common theme throughout the game, often expressed using the novel's Arc Words "You're only moving in circles" . Hillbilly Horrors : Mostly in Leo and Flynn's routes, where the townfolk's various disturbing reactions to the mass hysteria are given focal point when it hits. Humanoid Abomination : The monster that chases after the cast during Leo and Flynn's routes is described in this way, complete with Undeathly Pallor and Creepily Long Arms . Hunting "Accident" : Sydney's father was apparently killed in one of these and while the adults of the town, and Chase himself, believed that this was under suspicious circumstances a flashback from Sydney's point of view reveals that his father's death was actually a suicide and that Sydney actually tried to stop him . Indian Burial Ground : Subverted ; the fact that Jenna's native heritage is a plot point implies this might be the case at first, but it's later stated that the Meseta tribe never made any claim to the land as having any significance and in fact seemed to have actively avoided it in the past due to its status as an Eldritch Location . Insane Equals Violent : ZigZagged in that, for the most part violent impulses tend to be the result of Demonic Possession exacerbating their worst traits rather than any mental instability in itself, and it's Averted entirely by Carl, who suffers from clinical depression and lacks any kind of violent outbursts whatsoever aside from when Familial Body Snatcher comes into play, of course . Istanbul (Not Constantinople) : Echo (and it's related visual novels The Smoke Room and Arches ) thrives on this. It is essentially our world with anthropomorphic animals, but the place names have alternate names for some reason. A fully comprehensive list can be found here , with notable examples including Pueblo for Arizona (or Utah?), Huxia for China and Southlands for Australia. Last-Minute Project : Chase's project can come across as this, although he gets more headway on some routes than others. Make It Look Likean Accident : Flynn is convinced that Sydney's death was under suspicious circumstances and that TJ isn't telling them the whole truth about what happened when he died . He's right. Mind Screw : Multiple times, although a commonly occuring (and somewhat subtle) example being that train horns are at some points described in the text as sounding in the distance, and are often played as a background sound effect during quiet moments... despite the fact that the town's local railway line being taken out of commision years ago is explicitly stated during the prologue as a major contributor to its status as a Dying Town . Multiple Endings : The ending is determined based on the friend you choose and the choices you make along their route. The exception being TJ's route which has only 1 ending. Mundane Horror : Commonly combined with Mood Whiplash during otherwise innocuous scenes, particularly before the mass hysteria hits the town and fully introduces more conventional horror tropes. Mundanger : Especially in Leo and Flynn's routes, it becomes clear that the various townsfolk (including the group itself) are just as dangerous as the ancient evil of the town itself. Murder Is the Best Solution : Occurs with a frightening regularity across all of the routes, although granted copious amounts of Demonic Possession are usually involved. Nice Guy : Pretty much all of the route-specific side characters (except Micha) are this to some extent, particularly Raven (barring a few Innocently Insensitive moments). No-Holds-Barred Beatdown : Several occur, such as in a flashback that shows Leo doing this to the local bullies when they pick on Carl. Only Sane Man : The route-specific side characters are all non-native to Echo (again, except Micha) and as a result generally lack the same baggage as everyone else. OOC Is Serious Business : A common sign of possession setting in, with the exception of Flynn profusely apologising to Carl when the latter has a panic attack after a bad job interview during his route; note that earlier on in the same route Flynn had told Chase that he hates it when people apologise for things that aren't really their fault. Painting the Medium : Different text styles are often used to represent speech coming from supernatural entities. Player and Protagonist Integration : A combination of "Advisor" and "Controller" types, as Chase remains unaware that his choices are being influenced in most routes. Playful Otter : Defied by Chase; apparently it's an in-universe species stereotype that he somewhat resents. Posthumous Character : Sydney. He is developed entirely using flashbacks and the group's personal accounts of him. Power Born of Madness : Victims of the hysteria often seem to gain an increase in physical capabilities as part of their loss in sanity. Psychological Horror : Using the psychology of its characters, Echo explores loneliness, guilt, obsession, and the stories people tell themselves to cope. Psycho Party Member : Often occurs, although which character plays the role differs across routes. Regularly Scheduled Evil : Subverted in that the date itself is actually completely unimportant and it just happened to be coincidence that Chase and friends returned to Echo exactly 100 years after the previous mass hysteria incident; indeed, the epilogue for TJ's route reveals that, due to the events that occured, the hysteria incident did not occur during the present day for that route until 2 years later - which is implied to be the result of Chase making good on his promise to Leo earlier in the same route to return to the town one day to visit . Ridiculous Procrastinator : Chase rarely, if ever, makes significant progress on his project throughout the entire game. Sadist : Brian, with James Hendricks also implied to be this trope via backstory and his actions while possessing Carl in the latter's bad end route variation . Shout-Out : Both the main game and Route 65 contain references to another furry visual novel Blackgate ; at one point on Flynn's route Jenna mentions seeing a blog post about a Mothman driving a semi truck through the area, and during Route 65 the music choices for the radio are the same as the radio options during Blackgate's opening scene; earlier in the same route Daxton almost calls Carl "Sans" during their first meeting, and during Jenna's route Chase uses the line "black as a moonless eve at midnight" to refer to how he likes to take his coffee. Sinister Southwest : An evil Utah town full of hate-filled hicks and drugleaders, under the influence of an Eldritch Abomination . Spiders Are Scary : A common occurrence due to Chase's arachnophobia. Surprise Party : The group will always throw a surprise party for Carl every Wednesday of every route, but the party will turn out differently depending on the route you choose. Tail Slap : Flynn tends to do a softer, Groin Attack version of this when messing around with Chase or Carl. The Friend Nobody Likes : Explored with Sydney. It seems most of the group either disliked or were afraid of Sydney, the notable exception being Flynn, his best friend. The New '10s : The story is set during spring break of 2015, the same year that the novel first began development. There Are No Therapists : Averted, as several characters mention having gone into therapy for their experiences in the past for all the good it did them . Tomato Surprise : During Flynn and TJ's routes especially, with the former revealing that the choices made throughout the game are actually the player controlling Chase through an entity possessing him and influencing his actions in-universe and the latter ending with the Chase undergoing Sanity Slippage and forgoing the usual "Good End/Bad End" structure and essentially Railroading the player into an ending where Chase murders one of his friends, in order to represent him being possessed by a different entity that even his usual possessing spirit fears during the events of this route . Tough Love : Flynn towards the rest of the gang (especially Carl), at least when his Berserk Button isn't being pushed; Carl's parents are a softer example, as they're clearly rather lax regarding Carl's choices for the most part, but it's implied that them forcing Carl to go into a Business degree over Art contributed towards him dropping out and ending up with massive self-esteem issues. Twisted Ankle : Both Carl and Leo's routes have this happen to Chase at some point. While in Leo's route he recovers after a while, it's Deconstructed in Carl's route as repeatedly breaking his ankle several times and being forced to walk on it the whole time they're trapped in the mansion leaves Chase walking with a limp for the rest of his life . White and Red and Eerie All Over : A regular theme. Echo's dreary vistas are illuminated by the red setting sun (or nightmare skies) and bleak white stars. Leo's pelt is red and white and he goes crazy . Lastly but not least, the demonic things walking around are either white or red. World of Jerkass : If a character in Echo isn't already a Jerkass of some description, then chances are the effects of the mass hysteria coming over the town will turn them into one . Pretty much the only characters immune to this are the route-specific side characters, who tend to lean more towards Nice Guy and Only Sane Man .
Actually Pretty Funny : The group has this reaction to TJ making a surprisingly snappy rebuttal to Flynn's teasing during the scene in the motel room, which Chase internally admits is less funny for the comment itself so much as who it's coming from . Amusement Park : The gang visits one of these during the prologue, called "Southwestern Adventures". Bear Hug : Leo gives Chase one of these when they first meet up at the motel. Condescending Compassion : TJ has something of this attitude towards Carl's marijuana addiction during the initial reunion in the motel room. En Route Sum-Up : The story opens on Chase, Jenna & TJ's car journey to Echo, with the conversation the three have together outlining the gang's reunion and Chase's project. Exposition: The part where Chase films a scene for his project at a view overlooking the town works as this in regards to the mass hysteria incidents in the town's history and its subsequent decline. Lightning Glare : Lampshaded by Chase internally. Flynn and Leo have a stare off after Flynn makes a pointed comment about Leo’s sudden rise in spirits following Chase's coming back to town. Show Within a Show : During the game's initial character introductions in the motel room, they discuss two movies named "End Game" note not that one and "Trinity Weasel"; Carl makes a comment implying the former to be a poor comic book adaptation while TJ of all people seems to prefer the latter, despite its apparent reliance on copious amounts of Fanservice , for starring a "thinking man's heroine" . "Test Your Strength" Game : Jenna and Leo compete with a high striker at Southwest Adventures. The game is heavily implied to be the "rigged" version, as Leo's attempts all end in failure, even when he strikes the target hard enough to cause the ground to shake, whil
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