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Echo Night (video game)

A ghost ship holds the key to a father's disappearance.

FromSoftware launched the Echo Night series in 1998 with this PlayStation adventure. Players control Richard Osmond, who explores the ghost ship Orpheus to find his father and uncover the mystery of two magical stones. A sequel, Echo Night 2: The Lord of Nightmares, followed in Japan in 1999, with Echo Night: Beyond arriving in 2004. A PSP spin-off came with the Adventure Player tool in 2005.

Quick Facts

Developer
FromSoftware
Publisher
From Software (JP); Agetec (NA)
Producer
Toshifumi Nabeshima
Director
Akinori Kaneko
Designer
Sakumi Watanabe
Composer
Tsukasa Saitoh; Kota Hoshino
Released
August 13, 1998 (JP); July 22, 1999 (NA)
Genre
Graphic adventure

Facts from the source article.

Gameplay

Echo Night is played from a first-person perspective. The player navigates environments and interacts with items to progress. The player is often transported into the past via NPCs or objects to uncover story information. Aboard the Orpheus, the player talks with souls of deceased passengers and solves puzzles to fulfill their final wishes, helping them move on. Fulfilling tasks causes souls to vanish and leave an astral piece, which affects game endings. Hostile ghosts attack and deplete health; there are no combat or defensive items. To ward off aggressive ghosts, the player must turn on lights in the room, often requiring additional puzzle solving.

Plot

A cutscene in 1913 shows the passenger liner Orpheus navigating stormy waters; on-screen text explains the ship vanished without a trace. The game begins in 1937 at Richard Osmond's apartment as he examines a strange key mailed from his estranged father, Henry Osmond. He receives a phone call from police stating Henry has been missing and his house burned down. Richard investigates the remnants of the home, uses the key to find a secret passageway to his father's diary. Touching the diary transports him to a scene on a moving train with a young man, an old man named William Rockwell, and his granddaughter Crea. The young man attempts a gunfight with William, but William takes Crea hostage and forces surrender, then shoots the young man. The young man survives, protected by a magical blue stone that broke in half. He consoles Crea, explaining her grandfather is possessed by demons, and gives her half the blue stone. He introduces himself as Henry Osmond. William catches Henry, who claims the possession source is a red stone in William's knife. William refuses to give up the knife, and Henry jumps from the train to escape.

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