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Review of There Came an Echo on PlayStation 4

by Jay Aborro Jay Aborro photo May 2016
Cover image of There Came an Echo on PS4
Gamefings Score: 5.9/10
Platform: PS4 PS4 logo
Released: 31 May 2016
Genre: Real-time tactics
Developer: Iridium Studios
Publisher: Iridium Studios (self-published on PlayStation Network)

Introduction

There Came an Echo arrives on the PlayStation 4 like a magazine demo disc you didn't expect to find in a back issue: a curious, clever experiment that wants to be taken seriously even while it insists on doing something weird. Developed by Iridium Studios and crowdfunded through Kickstarter to the tune of $115,570, Echo is the sequel to Before the Echo and builds its entire conceit around direct voice control. In an era where most tactical games still shuttle orders through menus and icons, this title does something bold: it asks you to speak. The game shipped to Windows in 2015 and made the jump to PS4 the following year, bringing with it a cast of familiar voice actors - Wil Wheaton, Ashly Burch, Yuri Lowenthal, Laura Bailey and Cassandra Morris - and a soundtrack credited to Big Giant Circles and Ronald Jenkees. The result is a single-player real-time tactics experience that mixes old-school seriousness with a decidedly modern gimmick. Whether that gimmick is a revelation or a headache depends on how forgiving you are when technology stumbles.

Gameplay

The core of There Came an Echo is deceptively straightforward: you command a small squad in real time, using voice commands to issue orders that would ordinarily be handed through a cursor or radial menu. The game's ambition is to bring natural language into tactical play - move here, take cover, concentrate fire - and to make you feel less like a detached strategist and more like a field commander barking orders across a battlefield. The PS4 incarnation preserves this central idea, leaning on the console's microphone support to replicate what was first demoed on PC. Echo's mechanics are built to reward quick thinking and precise timing; a well-timed directive can turn a precarious skirmish into a textbook flanking maneuver, while muddled commands can leave your squad fumbling like a team that forgot the cheat code for common sense. Single-player missions flow as scripted encounters with objectives that emphasize positioning, line-of-sight and synchronized actions. There is a narrative thread tying the missions together - sometimes coherent, sometimes delightfully obtuse - and the high production values of the voice cast lend the story more weight than its plot mechanics strictly deserve. The novelty here is both the game's greatest strength and its most persistent weakness. When the voice recognition cooperates, the experience is liberating: you can issue nuanced orders and chain tactics in a way conventional control schemes make clumsy. This is where the design shines, showing what indie ingenuity looks like when it is given room to play. When the recognition system misfires - an occasional but noticeable problem - the interface becomes frustrating. You are left resorting to fallback non-voice controls that reviewers have called awkward, and the flow of a mission can be disrupted. Iridium acknowledged these limits early on: the title was crowdfunded and later bolstered by Intel to explore RealSense technology on PC, a sign that parts of the technical stack were experimental. On PS4 you won't get RealSense, but you do get the concept in a portable, living-room-friendly package. Missions are paced to encourage creative use of your squad's abilities. The AI teammates respond sensibly when given good commands and less so when left to improvise. Difficulty spikes occasionally, and the game's polish is not always consistent; some missions feel tighter and more satisfying than others. Still, the game rewards study and adaptation: learning the phrasing that produces reliable results becomes a meta-skill of its own. For players willing to endure the occasional speech recognition hiccup, Echo offers tactical moments that are not easily replicated by other titles on the PS4 library. Those who want a perfect, uninterrupted control experience may find themselves frustrated more often than enchanted.

Graphics

There Came an Echo does not present itself as a visual showcase; it is a tactical tool built around clarity rather than spectacle. The environments are functional and readable, designed to make battlefield geometry and cover obvious at a glance. Character models and animations are competent but not lavish, which suits a game whose primary selling point is interaction rather than eye candy. The production values center on usability: line-of-sight indicators, clear unit markers and user interface elements that prioritize communication effectiveness over glossy presentation. Sound design and music carry more of the atmospheric load than polygons do. The soundtrack by Big Giant Circles and Ronald Jenkees supplies a pulsing, electronic backbone that keeps the tempo of encounters brisk. Voice performances - headlined by Wheaton and supported by Ashly Burch, Laura Bailey, Yuri Lowenthal and Cassandra Morris - are well-handled and give the story a gravitas that the visuals don't attempt to match. If you're expecting a PS4 tour de force of next-gen rendering, you'll be disappointed. If you want a tidy, readable battlefield where commands and outcomes are easy to parse, Echo performs its job reliably.

Conclusion

There Came an Echo is a product of admirable ambition and occasional technological overreach. It reminds me of the old print reviews that applauded a game's ideas even while grumbling about the execution - a classic 'brilliant but buggy' entry in the annals of inventive indie design. The voice-control mechanic is a sincere attempt to rework real-time tactics for a new generation and, on its best days, it succeeds spectacularly. On its worst days it exposes the limits of speech recognition and leaves you having to coax the game along with fallback controls. Critical reception was predictably mixed: aggregate scores on Metacritic sit around the high 50s to low 60s, and individual outlets praised the freshness of the concept while nitpicking the uneven implementation. Hardcore Gamer noted the good outweighing the bad, while others were less forgiving. If you are a player with a soft spot for experimentation, a tolerance for quirks, and a fondness for voice-driven novelty, There Came an Echo is worth a rent - or a purchase when it goes on sale. For those who demand rock-solid control precision from every tactical encounter, the PS4 port may feel more like a compromise than a triumph. Either way, this is a game that will be remembered for trying something that most developers wouldn't. It may not be flawless, but it has character, a top-notch cast, and a design that dares to whisper - and sometimes shout - into the microphone. That earns it a modest recommendation and a final score of 5.9 out of 10.

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