Echoes of the End - An Icelandic fantasy that captures the eye
Echoes of the End is a narrative action adventure built around a cinematic, linear campaign. You play as Ryn, a Vestige with burgeoning powers, accompanied by Abram, across Aema, a world shaped by glaciers, basalt rock, and leaden skies. The experience rests on three pillars: agile traversal, environmental puzzles, and sword-and-magic combat. Where it truly shines is in its art direction and atmosphere; where it shows room for growth is in exploration flow and a combat system that, on normal difficulty, could use more density and variety. It’s a game designed to captivate at first glance, guiding you with elegance, steady pacing, and striking presentation.
REVIEWS
Carles "Zettai"
9/1/20255 min read


Introduction
Myrkur Games’ debut doesn’t aim to compete in the realm of open worlds or complex systems: its goal is guided storytelling, a steady pace, and polished production. Echoes of the End breaks the journey into clearly defined chapters that alternate between fluid traversal segments and environmental puzzles that set the tempo. The “between rocks” transitions, reminiscent of Tomb Raider, act as rhythm gates: they hide loading, separate sections, and, above all, contribute to that sense of a “playable movie” the game strives for from the very first minute.
The intention is clear: to tell you a story while letting you solve and advance without ever getting stuck. That’s why most puzzles can be read at a glance, with the real challenge being execution through Ryn’s powers and the environment. And when the game wants to impress, it succeeds, delivering well-timed moments that raise the pulse without falling into overblown spectacle. The flip side of this cinematic ambition is that exploration is highly guided: this isn’t a game about getting lost or discovering emergent systems, but rather about being carried along in a linear experience. All of this is wrapped in spectacular lighting and a brilliant sense of atmosphere.
Design, Gameplay, and Pacing
Echoes combines traversal, puzzles, and combat in a mix that is more contemplative than adrenaline-fueled. Its strongest suit is how seamlessly those elements are stitched together.
Ryn’s controls convey agility without losing weight. Jumps feel precise, dashes respond when you ask, and climbing is deliberately simple. The philosophy is that platforming should never be an obstacle in itself, but a bridge between one idea and the next. In that vein, the narrow rock passages aren’t just “hidden loads” - they act as chapter markers and reaffirm the cinematic tone. That said, it’s worth noting that at times the movement of objects or even the character can feel a bit unrealistic or artificial.
Puzzles are the metronome of the game. Most are understood at a glance: block, push, redirect, use one power here, finish over there. Satisfaction doesn’t come from deep mental gymnastics, but from clean execution. In terms of pacing, this has two sides. On the positive side, puzzles rarely frustrate, they don’t break flow, and they never force you to look up external solutions. On the negative side, if you prefer action over puzzles, you may feel there are “too many” in certain sections. Still, when integrated into the environment, they provide that cadence of “solve and move forward” that defines the experience.
Combat rests on clear foundations: swordplay, parry/counterattacks, and magical abilities (pull/push, drain, finishers) that gain importance as you progress. On normal difficulty, standard encounters tend to be fairly easy, and would benefit from more enemy density or variety to keep tension high. Boss fights, on the other hand, raise the bar: their attack patterns are better defined, encourage the use of powers, and deliver the game’s best duels. The lock-on system helps keep focus, though it could be more flexible when switching between targets to avoid breaking flow in multi-enemy skirmishes.
As it stands, combat feels inconsistent: when it clicks - especially against bosses or mixed-role encounters - it shines, but when it falls into repeated archetypes, interest leans back on traversal and world-building. On the plus side, the latest patch introduced cancelable animations and snappier responses, a tangible improvement that smooths out some of the launch rough edges. This trajectory inspires optimism without trying to make the game something it isn’t: here, action serves the journey, not the other way around.
Echoes wants to take you by the hand. At times, though, the illusion shows: invisible walls and hidden corridors channel your progress. If you slip through a gap that isn’t “fenced,” the game treats it as a fall into the void - you lose some health and respawn at the last checkpoint. It’s a tricky decision that protects pacing and keeps up the staging, but it penalizes curiosity and breaks the illusion of openness when you detect the “invisible limit.” A softer solution, without betraying its nature, would be to rely more on natural barriers like collapsed ledges or cliffs. Exploration, in that sense, is limited, though there are a few treasure chests hidden around the map - but they’re quite easy to find.
Graphics, Sound, and Performance
This is where Echoes stands out. Aema is built with a powerful visual identity: rocks, glaciers, fumaroles, and heavy skies carefully lit to highlight spectacular landscapes. Motion capture sustains close-ups convincingly, and the staging prioritizes cinematic flair without hampering control. It’s the kind of game that makes you want to stop and stare: rock formations bathed in light, reflections on frozen lakes, intricate details in the protagonists’ clothing… It’s a stunning atmosphere that, personally, reminded me of the Hellblade series’ landscapes.
The sound design supports with quiet elegance. The soundtrack aims for atmosphere rather than catchy melodies: there’s no tune you’ll hum afterward, but a musical bed that reinforces landscape and tone. Effects and mixing do the rest, with hits and powers that carry enough weight without overwhelming the scene. On the practical side, subtitle readability has greatly improved in the latest patch - an important detail for a dialogue-heavy campaign. And as for voice acting, while the voices are in English, the game can be fully enjoyed with Spanish subtitles.
On a high-end PC, the experience is stable and clean. Once inside, there are no visible load screens: the aforementioned “rock slots” act as curtains between sections. On laptops and lower-end machines, however, performance isn’t perfect yet, but the developers have been patching and steadily improving the experience since launch.
Story and Characters
At the heart of Echoes lies the relationship between Ryn and Abram - she impulsive, he thoughtful. Their chemistry sustains a tale of trust and redemption that doesn’t reinvent the wheel but does invite you to keep going. The lore - vestiges, nations in tension, relics - is well paced, never leaving characters behind. Intimate scenes decompress the epic tone, while small dramatic spikes are well placed to keep you moving from chapter to chapter. There are also map points where you can hold conversations between them and choose from a few dialogue options, though these choices are more symbolic than consequential. If you connect with the main duo and the world as the axis - and Echoes does much to make sure you do - you’ll have plenty of reason to reach the end, which should take between 10 and 15 hours.
The Good:
Spectacular graphics and a strong artistic direction.
Atmosphere and lore that draw you in from the first minute.
Protagonist duo with chemistry and well-directed scenes.
A direct, filler-free campaign with boss fights that elevate the experience.
Very active developers - three major patches in the first month, improving combat response and accessibility.
The Bad:
Invisible walls and a sense of being penalized for exploring.
Some combat encounters feel repetitive - you’ll often want to push toward the next boss.
Lock-on system needs smoother transitions between targets.
Perhaps too many puzzles if you prefer action over problem-solving.
Conclusion
Echoes of the End is a focused narrative adventure that dazzles visually and wins you over with its rhythm of puzzles and worldbuilding. When combat reaches its best - especially in boss battles - the journey shines. When visible boundaries and simple encounters show up, it’s the traversal and presentation that carry the weight. Ultimately, it’s a game that is honest with itself: it wants to tell you a story, show you a world, and give you just enough to solve so that you keep moving forward. With a bit more openness in level design, more variety in standard encounters, and a more elastic lock-on system, it could rise a step higher without betraying its DNA. The patch roadmap already points in that direction, and combined with the solid base, that leaves a clear takeaway: it works today and promises to be even better tomorrow.
Final Score: 7/10
Recommended for:
Players who enjoy short, linear adventures with good pacing and no filler.
Fans of environmental puzzles integrated into the journey.
Gamers who value artistic direction and atmosphere over open exploration.
Available on: PC, PlayStation 5, Xbox Series X|S












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