That’s exactly why I don’t casually recommend Echo to others, because some people really don’t get it, and think that FVN is just about pleasure or thrill-seeking.
I honestly suggest that before some people play it, they should at least Google what “psychological horror” actually means. No, its purpose is not to make you feel scared psychologically…
Spoiler warning:
Believe it or not, “the mystery isn’t everything.” You’ll have to, like Flynn, reflect on what the cost of obsession with the truth really is. How much more mental energy are you going to pour into something that will never lead anywhere, just like Leo? Honestly, even saying this kind of ruins the experience, you have to explore and discover what’s wrong by yourself, otherwise it’s meaningless.
Carl’s route is very formulaic, it’s the weakest and most off-theme route in the whole game. That’s a common consensus among fans, and I’m not here to argue with it.
What I can’t understand is why some people keep misunderstanding and thinking that those who appreciate Echo must like its characters. That’s exactly what I admire about Echo, even though it makes it nearly impossible to commercialize, and even though its subversive nature might offend some people, it doesn’t shy away from portraying the contradictions of human nature (including queers). You can hate them if you want. You don’t have to love a single one of them to finish the game. But can hatred really solve the mystery or the problem? You probably wouldn’t enjoy seeing them suffer, right? (If your answer is “yes,” then I can’t help you.)
Imagine you’re a psychologist, a person’s flaws, dreams, and supernatural experiences are all defense mechanisms shaped by their environment and past trauma. Chase’s amnesia and multiple personalities come from his escape from reality. Leo falls in love with someone who no longer exists, so he creates Embrace. Flynn’s pursuit of truth turns him into the cause itself (the socket man).
It’s also worth mentioning that the game contains meta elements. Flynn’s route and the formatting and structure of choices already hint this (or rather, explicitly show). The player’s involvement usually only makes Chase mess things up even more. If you save Jenna’s route for last (it’s more functional than impressive), you can interpret the entire journey as a process of reconciliation, between you and Chase. You’ve done everything you could, and couldn’t, and yet you still can’t fix everything. So please, forgive others, and forgive yourself. I don’t have the right or ability to demand that from anyone, but doing so might make your heart hurt a little less.