FromSoftware's Haunted House | Echo Night 2 (PS1)

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You know the story. FromSoftware burst  onto the game development scene in 1994   after eight years of developing business  applications on computers. Their first   effort was King’s Field--an almost launch  title for the PlayStation 1 in Japan. They followed this up with King’s Field  2 and 3, Armored Core, Armored Core:   Project Phantasma, Shadow Tower, Echo  Night, Armored Core: Master of Arena,   Spriggan: Lunar Verse, and even a Dreamcast  title, Frame Gride, all between 1995 and 1999. But in that penultimate year of the 20th century,  From had one more PlayStation 1 title to unleash,   and that was Echo Night 2, a sequel  to their ghostly horror adventure. Instead of the haunted ship of the first game,  From went more traditional for the follow up. So   turn out the lights and settle in as we explore  FromSoftware’s haunted house in Echo Night 2. Echo Night 2 is a first-person, ghost-busting,   horror adventure video game developed  by FromSoftware and released for the   PlayStation 1 exclusively in Japan on August 5,  1999, less than a year after its predecessor. In a move not dissimilar to From’s production  cycle, I covered the first Echo Night almost   exactly a year ago on this channel. I didn’t  plan that. Just sort of happened this way. Unlike the first Echo Night, the  sequel was never released in English,   though a fan-translation was completed in  2015, and the duo behind it did great work,   so if you’re looking to play Echo Night 2 without  understanding Japanese, this is the way to go. By the way, the full title of the game  is Echo Night #2: Nemuri no Shihaisha,   which the fan translators chose to render  as Echo Night #2: The Lord of Nightmares. If   you want to get literal about it, the title  is more like “ruler of sleep,” but lord of   nightmares sounds better for a horror game,  so I think the creative liberty works here. ANYWAY! To quickly recap the first game, Echo  Night 1 mainly took place on the Orpheus,   a haunted ocean liner. It followed Richard  Osmond in his quest to uncover the truth   behind the mysterious Soul Stone  and its connection to his father’s   disappearance, as well as his family’s  generations-long feud with the Rockwells. Along the way, you met ghosts who were mostly  friendly, and you solved puzzles to free their   spirits and collect the astral pieces they  left behind. This usually involved traveling   to the past to uncover some regret that  was keeping them bound to the mortal world. There were also some tortured souls  who would act as enemies throughout,   and these ones involved more direct  confrontation to ease their suffering. Echo Night 1’s story was, uh, well, there  was one. It didn’t make a whole lot of sense,   but it storied as best as it could.  It ended up being memorable though,   thanks to its unique setting and atmosphere. The sequel, developed by a team made  up of mostly the same personnel,   takes a lot of steps forward in terms of  storytelling and design, but takes some   steps backwards in other areas. Before we get  into all of that though, let’s set things up. In Echo Night 2, you once again take the role of  Richard Osmond, but not the same Richard Osmond   from the first game. Echo Night 2 apparently takes  place in an alternate timeline. In the first game,   the present time was 1937, and that Richard  Osmond was 25 years old. In Echo Night 2,   the present time is 1949, and our  Richard Osmond here is also 25. So unless Richard Osmond is some  sort of time traveler, oh wait... No, no. We’re not going down  that rabbit hole. I’m not gonna   make this more complicated than it needs to be. According to the opening narrative,   Richard Osmond’s girlfriend, Christina  Collins, went missing three months ago.   She worked at a local college and was last  seen entering the library’s reserve section. The police investigation has gone cold, so  Richard has taken it upon himself to start   his own search. His friend, Kent Palmer, works  at the library where Christina disappeared,   so Richard asks him to do him a solid and  sneak him in in the middle of the night. What an absolute creep. As Richard looks over the entry log and finds  the section Christina was last perusing,   a book from that area falls to the floor. Richard picks it up and  flips to a photo of a woman   who looks remarkably like Christina.  This turns out to be Jessica Clancy,   part of a wealthy family that owns a  large estate out in the countryside. As Richard makes the night drive out there-- And  why is he driving out there at night? When are   horror protagonists going to learn that there  are proper times of the day to do things? Like   visit creepy mansions in the woods?-- Anyway, as  he drives, his narration tells us of how Christina   was adopted as a child and never knew her birth  family. He reasons that she must have gone to   the Clancy residence to see if there was any  connection between her and Jessica. But the PS1’s   limited draw distance lets him down, like it has  so many of us, and he crashes into a fallen tree. In a dreamlike sequence, we see an  unknown man and a red-haired woman   speaking in a long hallway. There’s  a woman’s face on the double doors   at the end of this passage, and  that looks really cool, actually. Anyway, the man mentions Christina’s  name and says she’s all that he needs.   The woman says that he’ll need to  kill Christina to get what he wants,   but warns him that he’ll lose  even more in the process. The man then pulls out a gun  and shoots her in the head. Richard wakes up, unsure of what  he’s just experienced and finds   himself in bed. A man is standing  nearby, and this is Brian Knode. Brian was out just wandering  the forest at night, as you do,   and happened upon Richard’s car. He  pulled Richard from the wreckage and   brought him to the Clancy residence, which  apparently, he didn’t even know was here. What was Brian doing out in the forest   at night? And was he really unaware  of the Clancy residence’s location? For now, there’s no time for questions.  Brian leaves to try to find a way to turn   on the lights. Out in the hallway,  he’s discovered a distribution box,   but they need a key to turn the power  on, so Richard heads off to search for   one as Brian just stares real hard at it.  Yeah, don’t strain yourself there, buddy. At one end of the corridor, we can find the  passageway we saw in the dream sequence and   beyond those creepy woman-face doors is a  glass coffin with a woman inside. Richard   at first believes that it’s Christina, but upon  closer inspection decides that he isn’t so sure. In a nearby room with a large fish tank,  Richard uses his lighter on a candle on   the window sill and reveals a ghost boy trying  to open a cabinet. The boy says he needs to get   the fish food inside, but when the lights went  off, another ghost came out and hid the key. Richard is then transported into  the past, where the lights are on,   the fish tank is filled with water and  fish, and the little boy is alive and   well. He asks Richard to open the cabinet  nearby and get the fish food. Doing so,   the boy feeds his fish, then asks  Richard to put the food back for him. Goddamn rich kids, think everyone else in  the world is just their servant. The kid   then throws Richard a key and says, hey lock  up that cabinet too while you’re at it. [__]. After locking the cabinet,  Richard returns to the present,   where he can use the key to open it. And the  ghost boy is now able to feed his ghost fish,   which was the last obligation tying  him to this mortal plane of existence. This triggers the appearance of the  red-haired woman that we saw in the   dream sequence earlier. She looks pretty good  for just getting shot in the head. She informs   Richard that almost everyone in the house is  dead and asks if he’s going to save them all. She tells Richard to head to the garden  where the man who killed that little   boy should still be around.  Great. Then she leaves. Richard collects the Astral Piece left  behind by the ghost boy and also finds   the key to the distribution  board inside the cabinet. Returning to Brian, who by now practically  has steam coming out of his ears trying   to think his way through this  distribution board conundrum,   Richard uses the key to turn on the power  causing a ghost girl to appear behind them. Brian’s first reaction is to shoot  at it. No time to think. Gotta shoot. When this doesn’t work, he runs away, leaving  Richard to deal with the ghost. She disappears   when he flips the nearby light switch, and  Brian comes out to check if the coast is clear. ”Is...is it gone?” Yeah, big guy, I took care of it. Brian once again says, hey screw  this, and makes a run for it. You know, I’m sure we’ll see more  of Brian’s character arc as we go   along. Maybe we’ll find out why he was  out in the woods and what he actually   knows about the Clancy residence. Maybe  he’s really an antagonist who brought   us to this place for a purpose. Or he  could even turn out to be a true ally. Oop. Nope. He’s, uh...he’s dead. Now, Richard is all alone  and must explore the Clancy   residence to find Catherine and escape this place. For the most part, Echo Night 2 plays pretty  much exactly the same as the first game. The controls haven’t been upgraded. You still  have a choice of several control schemes,   and I chose the King’s Field style ones,  because that’s what I’m most familiar with.   These map strafing to L1 and R1, while  look up and look down are L2 and R2. Even though the game was released in 99, well  after the dual analog controller was introduced,   Echo Night 2 doesn’t allow use of the  sticks for movement. It’s all a little   clunky. Unless you use an emulator and rebind  the controls, which is perfectly understandable,   but I just went with the King’s  Field ones. You get used to it. One thing that helped the first game out was  being able to adjust the movement and turning   speed to your liking. Unfortunately, Echo Night  2 doesn’t have this option. The movement speed   is a bit faster than Echo Night 1’s default, but  it’s nowhere near as smooth as setting things to   faster or fastest in that game. I don’t  know why they did away with this option. You have other special settings though,   like automatically lighting nearby candles,  automatically healing when low on health,   and enabling a compass, which  we pick up from Brian’s corpse. Aside from the compass, which  wasn’t available in Echo Night 1,   but was a feature in all 3 King’s Field games  for the PlayStation, these other quality of   life options seem uncharacteristic for From  “let-me-just-pound-you-into-the-ground” Software,   but Echo Night’s focus isn’t on  difficult gameplay. They saved the   difficulty this time around for  item hunting. And we’ll get to that. Much like the first game, you interact with  friendly ghosts, who appear when lights are on,   many of whom require trips to the past to get  context for their continued attachment to the   world of the living. Then you’ll need to  either solve a puzzle or find a specific   belonging to set their spirit to rest. Some  of these are clever, like figuring out sheet   music notation so a woman can play a song on  a piano. This draws her lover, who was lost in   another part of the house and couldn’t find  her, to the room where they’re reunited. Or   finding a broken violin and traveling to the past  where the owner, a servant, will fix it and place   it back in the same spot, so when you return  to the present, you’ll find a working violin   instead and be able to give it to the owner’s  ghost who had forgotten where he had put it. Those ones are pretty straight forward,  but there are others which involve   multiple ghosts being connected to each  other, and you’ll need to solve each of   their issues before returning to previous  ghosts and appeasing their spirits too. One example is a girl who was playing hide and  seek with some other kids. Each time you find   one of the hiding children, they’ll give  you a sheep’s coin and pass away. Collect   all 4 and give them back to the girl to  get her to pass away too. This one takes   most of the game to accomplish and will  require careful exploration. There’s also   one kid who is permanently missable.  And I will talk about that later. But yeah, then there are groups of servants  and family members who are connected and an   old man ghost who won’t leave until all  the other ghosts are set free. There are   30 in all. And it’s easy to forget or get  confused about who is connected to who. Luckily, the game features an auto memo system  which keeps track of every character you meet   and provides a brief description  of them, as well as their location. There’s an auto map as well, which is  extremely generous, especially coupled with   the compass. All of the rooms and hallways  are named on the map once you enter them,   so you can cross reference between  the map and the memo to keep track   of the spirits you still need to help and  get clues on how they may be connected. Once a good apparition’s soul passes on,   you collect the astral piece  or item they leave behind. The astral pieces can be traded in for special  items at a chapel that you can go to later in   the game. Freeing all of the friendly spirits and  collecting all of the astral pieces is essential   to unlocking Echo Night 2’s best ending. I’ll  cover the endings in the spoiler section. It’s not all Casper the Friendly Ghost  up in the Clancy residence though. Evil   spirits appear in the dark. If they get  near you, they’ll grab you and attack.   Your health is represented by a moon in  the top corner of the screen. You can   heal with dried herbs and regular herbs  that you’ll find throughout the mansion. Evil spirits can be temporarily  vanquished by turning on lights,   but as we saw demonstrated in the very beginning  of the game, you’ll need keys to distribution   boxes that route power to different parts of the  mansion. There are only 2 of these keys throughout   the entire game, so you’ll need to juggle where to  use them depending on what area you’re exploring. The only way to completely rid  yourself of a malevolent spirit   is to find some item related to their  past that will put their souls to rest. Echo Night 1 had 3 enemy ghosts and a  brief sequence where you were chased   by a living person. There are  also 3 ghosts in Echo Night 2,   and a couple sequences where you’re  chased and shot at by a living person. The living person segments are more involved this  time around, but the ghosts and the ways in which   you face them down don’t feel as interesting or  memorable as they did in the first game. Though,   I will say, their backstories allow  them to resonate more in the narrative. The writing is definitely a lot tighter  and more evocative this time around,   but I’ll cover all of that in more  depth when I get back to the story. There’s more than just the mansion to explore  in Echo Night 2. There’s a lake near the estate   and you’ll be able to take a boat out  and travel to a few different locations,   like some ruins and a research building,  that chapel I mentioned earlier, the tower of   grief--not ominous at all–, as well as a clock  tower that opens up near the end of the game. This helps to keep things interesting, though  you’ll spend most of your time in the mansion.   There are two parts to your mansion exploration,  and while the first bit is well-paced,   the 2nd visit is a bit of a slog. There’s a  lot of backtracking up and down floors and to   different wings speaking to the different  ghosts and slowly progressing the main story. Combined with the slow movement speed it really  brings down the pacing in the second half. As far as the visuals go, they’re an improvement  over Echo Night 1. The texture work is more   detailed, lighting effects feel warmer, and  the character models are slightly less blocky.   There’s not as much wild movement here to make  things feel awkward either. No jumping off the   back of trains. Or rather, being yanked off  the back of a train by a shepherd’s hook. Give ‘im the hook! And while I enjoyed some of the hokey English  voice acting in the first game, since Echo Night   2 didn’t get an English release, we only have the  Japanese cast. Naturally, they all do a good job.   Though I did miss the merchant  character’s voice actor this time around. As you’re wandering the various  locations, you’ll be accompanied   by only Richard’s footsteps and  random background noisies. Noisies. As you’re wandering the various locations,  you’ll be accompanied by only Richard’s   footsteps and random background noises, of which  there are very few, dripping water in some areas,   some wind outdoors. Other than that  its silence during exploration. Music does crop up during certain  cutscenes and enemy ghost appearances,   and it doesn’t stray too far from the  first game's use of pianos and strings.   It sets the tone nicely, but  nothing really stood out for me. So the gameplay in Echo Night  2 is similar to the first,   but expanded upon. The level design is  an improvement, but the setting isn’t   as memorable. The enemy ghosts also aren’t as  unique, but their backstories make up for their   blander visual designs. And the plot itself is  much more coherent, so let’s get back to that. After leaving Brian’s body by the  front door, Richard finds an old   newspaper in the bar lounge that details  the crash of a zeppelin in 1927. Examining   the newspaper sends Richard to the Zeppelin  just before its fateful accident. On board,   you’ll meet a little girl who’s  looking for a lost teddy bear. This is Rebecca Morgan, and she mentions that  the stuffed animal belongs to Jessica. And   Jessica is the name of the woman from  the book Richard found in the library,   and the supposed reason that Catherine  ventured out to the Clancy residence in   the first place. After finding Mr. Bear  and returning it to the little girl,   you can then watch a scene of Rebecca and her  parents talking about how they wanted to take   Jessica with them on the zeppelin ride, but  she caught a fever and wasn’t able to join. Jessica has always been sickly, but  her parents speak with hope about   how the doctor told them Jessica would get  stronger as she grows and that next time,   the four of them will take  a zeppelin ride together. Well, we all saw that one coming, didn’t we? Later, Richard finds his way to the west  courtyard and is attacked by the ghost girl   from earlier and her dog, Dino. Inspecting  Dino’s grave in the corner of the yard sends   Richard back to the past where the girl  is still alive and searching for Dino. Turns out he got himself trapped in the  wine cellar, and he’s got the wrench to   fix the lift to get out of this place,  so after trapping the little bugger and   taking away the wrench, Richard fixes the  lift and the two of them get out of here. Unfortunately, while he was gone, the girl  was stabbed. By her brother according to her,   and she hands over her opal  necklace before passing away. As Dino howls in lamentation, Richard returns to   the present. Avoiding the ghost of  Dino and passing the necklace onto   the girl eases her spirit and she and  Dino are released from their torment. The ghost girl drops a horse head hook,  which can be placed by a portrait in   one of the rooms revealing a hidden  room with the diary of Karen Clancy,   the name of the ghost girl Richard just exorcized. In her diary, Karen mentions her  brother Albert who hasn’t been in   the best of moods recently because  Jessica’s sickness has gotten worse. As the diary goes on, Karen writes  about how Albert is acting weirder   and that he’s forbidden anyone from entering  Jessica’s room. He’s even stopped allowing   the doctor to visit. Albert eventually shuts  himself up in a room in the Western wing of   the mansion and only comes out to visit  the wharf and head to the Eastern ruins. In the last entry, Karen writes about   how some of the housestaff have  mentioned seeing ghosts around. At this point, some pieces of the larger  plot are just starting to come together,   but we’ve still got a long way to go. As Richard leaves the secret  space behind the painting,   the radio in the corner suddenly  turns on. And when he leaves the room,   he hears something being dragged  along the floor and a door closing. Passing through the entrance area again,   Brian’s body is gone and a trail  of blood leads to the East Wing. This is a good spot to break for spoilers, so if  you want to experience Echo Night 2 on your own,   skip to this time to get my spoiler-free final  thoughts. You can also use the chapter select.   If you prefer my plot summaries  though, just continue watching. Richard eventually finds his way to  the central courtyard and runs into   the groundskeeper, George Gibbs.  George tells Richard to follow   him because he wants to show him  something. Not suspicious at all. Out on the wharf, there’s a boat in a shed, but  George can’t open it. Looks like a crank is needed   to open the door. There’s nothing Richard can  do, so he tries to take George’s lantern away,   which upsets the big guy and causes him to  leave, locking Richard in the wharf area. After waiting for a bit, something comes  floating along on the lake. Brian’s body. George shows up again. And this time  he’s got a gun, so it’s time to run away. Now here’s a logic-defying puzzle-based  encounter. Richard needs to run to the   East courtyard, go to the fueling station, grab  a container of oil, then run to the garden area.   In the garden maintenance house, he needs  to fill the generator with oil, turn it on,   then run outside and turn a valve. Finally,  he needs to head to the greenhouse and flip   a switch on the wall. All the while, George is  following with his gun and as you can imagine,   getting shot hurts. A lot. 2 shots  and you’re dead without healing. Once you’ve flipped the switch in the green  house, George will enter and the sprinkler   system will begin loudly soaking everything. The  water extinguishes George’s lamp, which he isn’t   a fan of, so he runs away, dropping the crank  needed to open the boat shed on the way out. With the boat now available, Richard  can travel around the lake area,   and the first stop is the Eastern ruins  that Karen mentioned in her diary. There, you’ll find your own lantern and come  into contact with the next malevolent spirit,   Bridget Majorelle, the chief  researcher at the ruins. You can’t turn on the power in the research  building, but you have an oil lantern and access   to an oil drum that can refill the lamp anytime  you wish, so she’s really never an issue except   for the very first time you enter the building  without the lamp. So yeah, kind of disappointing. Inside the building you’ll meet the ghosts of  some researchers as well as a secretary named   Illeana who turns out to be Bridget’s sister.  She’s working the longest day ever waiting for   her coworkers to finish their duties. Richard  will find lab coats belonging to the different   researchers. Putting them on and speaking to  Illeana will have her marking them out of office. Richard learns that this team was searching  for several artifacts that were said to be   buried in the ruins. One that they’ve  already excavated is the Soul Stone,   which is believed to bring about immortality.  Those of you who played the first game   or watched my video on it, may remember  that the soul stone was actually a dagger   that the Rockwell and Osmond family  were fighting over for generations. Visiting Illeana again, wearing the last of  the regular researcher’s coats will trigger   a memory of the last time she saw her sister.  Bridget had misplaced a pen that her father   had given her. She doesn’t have time to look for  it though, because Albert has asked to see her. She also mentions finally being able to  uncover a chalice they’ve been looking   for. Bridget leaves and Richard just so  happens to have found the keepsake pen   in the present. Handing it over to Illeana in  the past causes her to run after her sister,   and Richard can take Bridget’s  lab coat from the bed nearby. Back in the present, Richard dons Bridget’s  lab coat and speaks to her sister. And finally,   Illeana’s long day at work has come to an  end. In Illeana’s desk is a key to a safe,   and inside is an ancient code document.   The rest of the ghosts in the research  building can also be put to rest now. Richard explores the cave system underneath  the ruins and finds an Earth Heartstone.   A plaque next to the hearthstone,  which can only be deciphered with   the ancient code document, gives a clue  for how to solve the heartstone puzzle. Richard then heads to the tower of grief. And at  the top of this tower is a Heavens Heartstone. Richard needs to place the Earth  Heartstone here, but before that,   he needs to head back to the ruins and place  the heavens heartstone in the cave. Beyond   the door is the chalice Bridget mentioned.  And after lighting the candles surrounding   it in the correct order, Richard can  take the chalice from its pedestal. Now it’s time to head back to the tower  of grief and place the earth heartstone,   which transports Richard to  the very top of the tower. Here he sees Bridget’s meeting with Albert, and  we finally learn that the man from the dream   sequence near the beginning of the game is Albert  Clancy, current head of the Clancy residence. You may have already pieced that together, but  this is the first concrete proof the game gives. Albert produces the Soul Stone dagger  and stabs Bridget. Back in the present,   the evil spirit of Bridget confronts Richard,  but giving her the chalice frees her soul. Taking the item she drops and  placing it in the monument in   the tower reveals a path to a glass coffin  with a mummified corpse inside. And here,   Albert confronts Richard for  the first time in person. Albert reveals that Christina Collins is actually  Rebecca Morgan, Jessica’s twin sister. Somehow   Rebecca survived the fiery zeppelin crash.  And then the authorities didn’t check the   passenger log to find out that she was part of  the Morgan family and they just put her up for   adoption and she became known as Christina  Collins, which is...weird, but you know,   it was 1927. Things were different back  then. Is that an excuse? I don’t know. Anyway, Albert knows who Richard is and  knows that he’s looking for Christina,   or rather, Rebecca. But Albert says he needs  her to save his wife, Jessica. When twin’s   souls are made whole again the bearer will  receive immortality, according to Albert.  So Albert has been killing workers  and members of his own family with   the soul stone, absorbing their life  force, trying to imbue it with enough   power to start the ritual that will  bring his wife back from the dead. At that moment, George grabs Richard, which  is kind of a neat thing, because you can   try to struggle here, but can’t move anywhere  because apparently George has you from behind. Bad choice of words there. Albert comes up and sprays some chemicals in  Richard’s face and Richard passes out. Then,   I guess they have their way with him.  I mean, you don’t know that that didn’t   happen. I don’t know. What happens in  the grief tower stays in the grief tower. By the way, who the hell is this mummified  woman? Jessica’s up in the house,   and she looks ok in her glass coffin. As much as  anyone can look ok trapped inside a glass coffin,   I suppose. And it’s not Christina/Rebecca,  so I don’t know who this lady is. Anyway, Richard awakens in a prison  cell and George has taken all of his   belongings. He tells Richard to be quiet  and not to mess with the bed on the wall,   because if he breaks it then he’ll  have to come in there and fix it. Oooh. George gets hungry and leaves for a bit, but left  all of Richard’s belongings right by his cell,   so it’s easy enough to get all his stuff  back. Then Richard goes and breaks the bed. When George comes back, he enters the cell  to fix it, but leaves the door wide open,   so it’s easy-peasy to slip out and lock  George in. Richard doesn’t get very far   before the big oaf breaks down the door  though and comes after him with a club. This leads to a chase through the prison,  and Richard ends up at a dead end near an   underground river. And George is pretty happy  with himself now that he has Richard cornered. Bye, George. And then. Oh man, get this. And then,   Richard uses the door George just knocked  down to go on a rafting adventure. The joy,   the just pure joy I experienced when I realized  what was happening in this moment. Indescribable. When he got on that door, I shouted out loud,  “He’s doing it! Oh my god! He’s doing it!” There are even multiple paths to take through  the cavern, and at certain points you have to   dodge falling stalactites. It’s stalactites,  right? Those are the hanging ones? Yeah. This is the best part of the entire game. At the end of his underground river excursion,   Richard finds himself under the mansion  and runs into the red-haired woman again. She talks about Albert and how he’s killed so  many people, and how he said he was willing to   sacrifice everything for the one he loved. And  this is why she told him about the Soul Stone. The red-haired woman seems hopeful that  Richard isn’t like Albert. Interesting. Now that we’ve returned to the mansion,   there’s a lot to do, but the 2nd visit  feels more slowly paced than the first. I think a lot of it has to  do with the fact that the   ghost that follows you around here is  not really a threat most of the time. In fact, I didn’t even realize there was  a ghost at first. There’s this chime sound   that you hear getting louder and louder  in dark areas, but for whatever reason,   it didn’t register with me that this was a ghost  getting closer. There are other parts of the game   where you can hear noises coming from certain  rooms, so that’s what I thought it was at first. It wasn’t until after I had switched the power  on and entered a room where the lights were   broken that I finally encountered the ghost  in this area. And it really just surprised me   more than anything. When I got grabbed by her, I  just thought, “Oh [__]. There is a ghost here.” I think it’s also the amount of backtracking  you have to do in this section that makes   it feel like a slog too. If you’re  going for all of the astral pieces,   and I was going for all of the astral pieces,  but we’ll see how that worked out for me. During the friendly ghost encounter where Richard  goes to the past to fix the broken violin,   he finds the red-haired woman asleep in a chair.  When he wakes her up she mentions her sister,   then realizes that Richard doesn’t live at the  mansion. She says his eyes remind her of her   sister’s eyes. Then, she tells him to leave,  and Richard is thrust back to the present. Could her sister be the mummified  woman in the coffin in the tower   of grief? I’ll come back to this at the end. Richard ends up meeting many of the servants of  the house, as well as Albert’s grandmother and   other main members of the Clancy family.  It’s interesting how they each have their   lingering obligations in this world that  keep their minds trapped in the past,   but once you free them, it’s like all the  intervening years and all the things that   have happened suddenly descend on them, and they  realize what Albert has done and how awful it is. Richard meets a boy in one of the storage rooms  who’s reaching for a candle. If Richard gives   it to him, the boy talks about how he  came from the countryside to work here,   but has been screwing up a lot of stuff.  Patty the maid has been supportive of him.   He wishes he could return to the countryside  and play by the big pine tree like he used to. This kicks off quite a long interconnected  series of ghost encounters. There are a trio   of men playing cards in one room.  They then head off to the ballroom   where Richard watches them dance with their  wives in quite a nice sequence. This allows   Richard to collect several astral pieces  as well as the key to the housewife’s room. Inside there, Richard meets Albert’s  stepmother, and after going to the   past and interacting with a mask on the bed,  we see a scene of Albert and Jessica talking   about masks. I like how this scene is set up.  Everytime Richard turns, we jump through time. In the mask room, Richard attempts  to open the bedroom door there and   is transported to the past. Placing  the mask from the housewife’s room on   the display opens a secret room. Knocking  on the bedroom door and running into the   secret room allows Richard to spy  on Albert through the eye holes. Albert comes out of the room with the Soul Stone,   and talks about how the light is fading and  his sacrifice isn’t enough. Someone calls   for him and he leaves the room. Richard then  takes the key to the bedroom and unlocks it. Inside, he finds a corpse stuffed  under the bed with a pine cone on the   floor nearby. The boy in the storage room  mentioned Patty the maid and a pine tree.   So now we know the identity of the ghost  who’s haunting this portion of the game. Giving the pine cone to the boy frees  him and he drops an earring. Returning   to the mask bedroom in the present,  Richard encounters Patty’s ghost,   but giving her the earring the  boy dropped frees her spirit. And now, we don’t have to contend  with any more ghosts for the rest   of the game. But there are still  quite a few things left to do in   the mansion. I’ll keep it mainly  focused on the main story beats. There’s a section where you need to  cross the roof to get to the last   portion of the mansion that we’ve  yet to access. The wind up here is   blowing you all around. It’s just a short  little sequence that I thought was neat. After that, Richard finds a room called the  Star Chart Archives as well as Albert’s father,   Edgar Clancy. Each time Richard speaks  to Edgar, he sees Richard as Albert at   different ages and asks him to put a book  back on its proper shelf in the archive. After accomplishing this, Richard opens  the Lion’s Room and confronts Albert. Before Richard is stabbed, he’s sent to the past   again and witnesses a scene between  Albert and the red-haired woman. Yeah, this is the important thing you  need. Just, [__] it. Pick it up, [__]. Back in the present, the crimson moon  has appeared, and Albert just forgot   to take the stone of awakening I guess,  because it’s still laying on the table. He also apparently forgot to stab Richard. So now that we have the stone of  awakening, we can head back to the   corridor where we started the game  and release Jessica from her coffin. Before that, there’s one other thing I want to  mention. If you pass through the entrance hall   during your 2nd visit to the mansion, you  can’t turn the lights on here without some   distribution board shenanigans, and  you hear banging at the front door. Now that you’ve seen the crimson moon and  have gotten rid of all the evil spirits,   all the lights are on everywhere in the house,  so when you pass through the entrance hall again,   you find out that Brian’s ghost was the one  kicking at the door, still trying to get out. When you talk to him, he’s relieved that  the evil ghosts are no longer around   and his soul is set to rest. So things  even tie up with Brian, which is nice. Richard uses the stone of awakening  and releases Jessica from the coffin.   She’s appalled that Albert has been killing  everyone to try to bring her back to life,   and says that her other soul is  trapped on the lake in the clock tower. Also, the eye of awakening bit is only one part  of the ritual, if you’re wondering why Jessica is   even alive at this point. Albert still needs  to sacrifice the twin to keep Jessica alive. Before heading to the clock tower, you can get  any ghosts that you may have missed and here’s   where the last hiding kid completely ruined  my chances of getting all the astral pieces. So here’s the thing, there are 4 kids hiding  throughout the mansion. I found 3 of them.   Girl under the table in the dining room, boy  under the desk in the house husband's office,   the damn kid hiding in the gym locker that  doesn’t open unless it’s between the hours   of 9pm and 4:30am, and I had to wait around  for like 15 minutes for the damn locker to   open. It’s the only part of the game where  time matters at all. You can actually check   the in-game time at any point from the  menu. Time moves at one hour per minute,   but it doesn’t have any bearing on anything  else in the game except for this goddamn locker. But anyway, the last kid, I had no idea.  There’s only one written guide I could find,   and I’m not going to knock a guide writer, I  realize it’s a lot of work, but this guide is   not great. And it says, the last kid is hiding  in the boat shed and to use the oil lantern to   get him to appear, since it’s dark out there and  good ghosts only appear when the lights are on. Fine. But at this point in the game,  the oil lantern is gone. You lose it   after encountering Bridget at the  tower of grief. Yet the guide says   you can get the boat shed kid at the  end of the game, which is impossible. You actually need to get him anytime after you  get the oil lantern but before you encounter   Bridget at the top of the tower. And as far as  I know, this is the only missable ghost in the   entire game. Not being able to get him, though,  means you can’t give all the sheep’s coins to the   little girl who was originally “it” in the game of  hide and seek, so her soul is never freed, and you   can’t free Albert’s dad’s ghost either, because he  won’t leave until all the other ghosts are free. Now, it’s not really the guide’s fault,  because I’m the one who missed the kid,   and there are noises coming from  the boat shed if you stop to listen,   so that’s your clue something’s out there.  But if you do play this and use the guide   to try to get all the ghosts, just know,  this part is not correct. You can’t get   the boat shed kid at the end. You need to  get him while you have the oil lantern. So I’m screwed out of the best  ending on this playthrough. ANYWAY, Richard heads to the clock  tower and encounters Albert outside,   who’s traded his sword for a rifle. He’s locked the front entrance behind him,   so Richard needs to head in the  back and race Albert to the top. There are a couple spots where  Albert takes pot shots at Richard,   but if you make it to the top quickly,  Richard finds Catherine in a cell. He gets shot by Albert, but as  Albert’s coming to finish the job. Three years pass, Richard tells  us that after Albert’s death,   Jessica also died. He and Christina got  married and she recently gave birth to twins. This is the game’s normal ending,   which triggers if you help out at least  one ghost and collect an astral piece. Now, there is another ending you can get at this  point. If you wait for a while before climbing   the final ladder in the clock tower, you’ll  see Albert enter the room at the top first.   I’m not sure how long you need to wait. I did  like 2 minutes and that was enough. Anyway,   when Richard enters the room, Christina  and Jessica are already dead and Albert   shoots him. Albert then drops his rifle and  pulls out the Soul Stone to stab Richard,   but before he can, he’s shot by  somebody. We never find out who. Richard awakens in a hospital, brought there by  an anonymous woman. He mentions that the woman had   lost her memories of what happened at the Clancy  residence. We then see Richard inside his house,   and he says he married this woman and they live  a happy life together. So since they are twins,   it’s unclear whether the woman is  Jessica or Catherine in this ending.   I find it strange that Richard  doesn’t know, but yeah well. Anyway, I’m determined to see that good ending,   so I went through the game again and made sure  to find that goddamn kid in the boat shed. And now, before heading to the clock tower,  we need to go to the chapel and trade in all   of the astral pieces. You can grab some extra  items from the display case here by doing this,   which is a nice bonus. The real reason for  turning in all of the astral pieces though is   to fill out all of the stained glass segments of  a window in one of the rooms. After this happens,   the merchant from the first game  appears. Finally this guy shows up. He informs Richard that he’ll need to  make a very important decision soon,   and God how I miss the voice actor  from the first game. I could hear   the dialogue spoken in his voice  in my head as I was reading this. He leaves behind the comet book, which is an item  from the first game. You can read this book from   the menu, and it tells the story of twin sisters  who were afflicted by an incurable disease. A man   appeared to one of the sisters and offered her a  stone that had the power to save her from death,   but only if she used it to kill her own  sister on the night of a crimson moon. This sister told the man she could never do  such a thing, but the man just smiled and left. On the night of the crimson moon, her sister  died suddenly. She had the stone in her hand,   but still she couldn’t bring herself to drive  it into her sister, so instead she ended her   own life, in turn resurrecting her sister and  imbuing her with immortality. And even now,   that sister who was brought back searches for  answers. Did her sister do the right thing? So the mummified corpse in the  tower of grief? The red-haired   woman’s sister who sacrificed herself.  That’s some pretty good storytelling. This time, when Richard arrives at the top  of the clock tower, he gets shot by Albert,   but as Albert is about to finish the  job, the red-haired woman shoots him   from behind. She takes the soul stone  from him and exits through another door. After freeing Catherine, Richard  follows the red-haired woman to   the very top of the tower, where  she offers him the Soul Stone. Now, there are two ways to handle this. One,  you can accept it, and in her disappointment,   she’ll stab Richard and you’ll see a newspaper  report that details how Richard disappeared from   the campus library and was never seen  again. Technically an ending I suppose. But if Richard refuses the dagger, the red-haired  woman will claim that she found the answer and   calls for the merchant to appear. He does so  and explains that unless someone else inherits   the Soul Stone, she’ll never be able to die  again, and he’s curious why she chose this path. She says that she just wanted to  know whether or not everyone was   willing to crush anything in their  path to achieve their own desires,   but since Richard didn’t, she now knows  there’s hope. She throws away the soul stone,   and the merchant says this has all been very  interesting, and he’ll grant her death anyway. So I guess he had the power to do that the whole  time. A giant red orb starts to form behind her,   and she tells Richard to leave  as she accepts her second death. We get a nice CG cutscene of the clock tower being  sucked away into a void and wind up in Richard’s   house again. Three years have passed, Jessica  Clancy, Catherine’s sister, is still alive,   but has chosen to continue living at the Clancy  residence. Richard is unsure whether Jessica   survived because Albert was killed, giving  his own life for hers, on a technicality,   or if it was because the stone was destroyed.  In any case, he and Catherine still keep in   touch with her regularly. And everyone  seems to be living happily ever after. But there’s one more ending. If you are a complete bastard man, and don’t do  certain things the way the ghosts want you to,   like, for instance, feeding the fish yourself  and using up all of the fish food. Then when   you return to the present with the cabinet  key, the ghost boy will say there’s no fish   food left and start crying because he can’t  feed his fish, so his soul is never freed. Because Dennis is a bastard man! The red-haired woman will appear  and instead of asking if Richard   will save them all, she says that he  doesn’t care and leaves. Throughout   the game when you come to critical  moments like this, you can choose   to not help the ghosts or intentionally mess  up their requests and not free any of them. Then, when you go to the tower at the end, Richard  will free Catherine from her cell before Albert   comes in. After getting shot once, Albert will  come over to finish the job, but Catherine will   jump in the way. He kills her and doesn’t get a  chance to use the soul stone on her, foiling his   plan. He drops the soul stone as he leaves, and  we hear a gunshot from the other side of the door. The red-haired woman then appears  and gives Richard the soul stone,   telling him he only has one choice  if he wants to save Catherine. Outside the clock tower, Jessica is trying  to make her way inside. She comes over to   ask what Albert is doing, and Richard  stabs her. The soul stone glows red. We know from Albert’s attempts, though,   that Richard is also going to have to give  his own life if he wants to save Catherine. So that’s Echo Night 2. And yes, the storytelling is way more coherent and   emotionally investing than Echo  Night 1’s whirlwind craziness. Setting the game in and around the  Clancy residence with all of the   friendly ghost side characters playing at least a   tertiary role in the main plot helped  to make things feel more cohesive. However, I still feel like the setting isn’t   quite as memorable as Echo Night 1’s  Orpheus ocean liner. But the mansion   feels more grounded and better connected to  the story than the ship did in the first game. The friendly ghost interactions are more  complex with several ghosts’ stories   interwoven. But this ends up hampering the  pacing and causing a lot of backtracking. The enemy ghosts have more  interesting backstories,   but don’t look or feel as threatening  as the ghosts in the first game. Also, I feel like they could have done more  with some of the mechanics they introduced,   like the lights and distribution boxes. It  would have been cool if the power went out   or if different combinations of keys were  required for different boxes or you know,   something. Anything to keep up the  tension of the evil ghosts throughout. Yeah, I mean, I don’t know. This is  what I meant by things taking steps   forward and backwards in Echo Night 2. I’m  really of two minds with the whole game. But I think the biggest thing is there’s just  that spark of weirdness and originality the   first game had that’s missing in the sequel,  and it ends up making it feel less substantial. Don’t get me wrong, I really liked Echo  Night 2 for its story and characters,   but I feel like if I had to recommend  one of the PlayStation entries in this   series to someone who’s never played  it before, I’d choose the first game. It’s got a wackiness to it that makes it  charming. It also features less backtracking   and a shorter runtime, which makes it feel like  a better paced game. Echo Night 1 took me about   4 and half hours on a first playthrough  while Echo Night 2 took around eight. Still, Echo Night 2 had some excellent  moments and was fun to dissect and talk about. And so, where would the Echo  Night series go from here? We had a haunted ocean liner,  a haunted mansion. I mean,   what’s next? I don’t know,  a haunted space station? Oh. And that’s it for the Echo Night 2 video.  If you liked it please give it a like,   share it with a friend, write a comment,  subscribe to the channel if you haven’t. There are more strange games to come. If you really like what I do, you can support the  channel additionally by donating to my Patreon or   becoming a YouTube member, like all these fine  folks on screen. They give me hope that we’ll   one day live in a world free from the tyranny  of YouTube censorship. Or at least I will. But they also get to watch videos a couple of  days before I make them public, vote in polls to   decide what games I cover next, and get exclusive  updates from me. I’ve also got a little something   extra in the works for the Dungeon Dwellers,  as I call them. I’ll be unveiling that soon. And if you give $5 or more every month,   you get your name read out loud at the end  of videos like these Dungeon Architects: As well as these Dungeon Connoisseurs: Thank you all for your support.  And thank you for watching. Next time, I’m gonna to take to  the hot summer streets of Yokohama. But until then, Echo Night 2. Check it out. Dungeon Chill. Out.
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Channel: Dungeon Chill
Views: 69,596
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Length: 48min 8sec (2888 seconds)
Published: Sat Jun 22 2024
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