ECHO - Review
Thechanethechan'm only probably an hour and a half into the game at this point, so I can't speak to the length, but already it's one of the more compelling game experiences I've had this year.
by Narshero on Steam
This game is fascinating, in pretty much every way I can think of.
The "echo" mechanic is probably the most interesting stealth/action game mechanic I've seen in a long time. I'm a big fan of sneaky gameplay, but one of the things that I personally find annoying in most games with a stealth mechanic is that, unless you're perfect at it from the get-go, the gameplay loop often becomes incredibly repetitive; either it's "sneak until you get caught, fail mission, go back to checkpoint, repeat" or "sneak until you get caught, mumble expletive, hit quickload, repeat" or "sneak until you get caught, say 'oh screw it', murder everyone in the area until the game says you're hidden again, repeat". In this game, though, every time you hit a blackout/reboot, the "echoes" forget about you, at least until the see you again. So, instead of repeating the same section over and over again, you can continue toward your objective even as you get caught, evade capture or fight off the enemy, and the blackout period just before the reboot gives you an excuse to break stealth and go hog wild for a few seconds without devolving the entire section of the game into a murderfest.
But, the reboot also does something else: it teaches all of the "echoes" how to do all of the things you did in the pre-blackout part of the previous loop. So, if you opened a door, they can open doors. If you sprinted, they can sprint. If you fired your weapon, they gain weapons to fire at you. This encourages you to consider which actions you want to take, knowing that you'll have to deal with them aimed right back at you ("I have to collect two keys in this room, but because I snuck to the first one and grabbed it before the blackout hit, the echoes learned not just how to sneak but also how to grab keys, and now my mission objective is in the pocket of a sneaking, angry-looking murder-clone."), and also to switch up your tactics frequently, using all of the game's systems instead of just sticking with one or two. ("OK, they have guns this cycle, but at least they can't sprint, and they can follow me through doors and across water but not over railings, so I can dive off the balcony if I get caught.")
The mechanic is certainly the most unique thing about the game, but the rest of the game is no less interesting. The art style is a compelling juxtoposition of baroque architecture and sci-fi advanced technology, the in-game-universe UI is minimalist and inobtrusive but conveys a lot of information both cleanly and clearly, the story and game universe feel very much like something Iain Banks or Alastair Reynolds could have written, very "hard sci-fi but with highly advanced technology", and the writing says just enough to imply a rich background while leaving gaps for the imagination to fill in.
I'm only probably an hour and a half into the game at this point, so I can't speak to the length, but already it's one of the more compelling game experiences I've had this year.
love the e a can't even find the motivation to finish the story once, and that's why I give it a thumbs down.
by Ulcerus on Steam
I like the idea of this game. Really interesting mechanics.
I love the graphics, and the feeling when the blackout occurs. It's creepy and stressful.
The challenge is good - not too easy and not too hard.
The game is very repetitive, and after the first 1-2 hours you stop feeling any sense of progression, it's just tedious.
I can't even find the motivation to finish the story once, and that's why I give it a thumbs down.
Es ful sets. The palace ntereste traon. Thatfft lackce ECHO let t is also interesting to note that the game has a movie in the pipeline. Nothing solid. It has only been optioned (2019). But they supposedly have John
by Sigmar's Sausage on Steam
Em, our heroine, explores an infinite palace like something out of a dream in Inception. Lavishly decorated and spotlessly clean she wanders empty halls with nothing but a nagging AI to keep her company, until she realises that she is not alone. Some parts of the palace are populated with many copies of her and she must either avoid detection or dispatch them with extreme prejudice. But the tactics she uses will then be used against her in the next few minutes as these AI versions of her copy her. This is a pretty cool mechanic and you will gulp when you are backed into a corner and have to draw your pistol because you are essentially just painting a large bullseye on your head.
This game is very good, but VERY repetitive. I would recommend this to stealth fans and gamers with patience. Avoid if you are expecting a Hellbalde kind of action puzzler.
+ Beautiful sets. The palace is absolutely gorgeous. Gold and shimmering with great chandeliers and grand staircases.
+ Interesting core game mechanic. There are cycles in the game. A cycle of light, in which the AI will learn every move you do. Vault a ledge, the AI will learn that. Run at full tilt (very dangerous skill to teach the AI) then the AI will be constantly nipping at your heels. Fire a weapon and get ready to dodge bullets. THEN there is a dark cycle where all the lights go out and you can do anything you want without being copied. Run and gun til your heart's content. The system will then reset and all the previous moves learned in the last light cycle will now be put into action. Very cool mechanic but it is pretty easy to exploit. I would love to see it fleshed out more and developed.
+ Rather than offer you an arsenal of weapons, you have some tricks up your sleeve like pushing people off balconies, strangling them from behind, emitting a sonic wave to see enemies through walls so you can avoid them and smashing them over the head with crystal paperweights among others.
+ Well acted. The game only features dialogue between two characters and they work very well together.
+ Tension. This is not a horror game but my heart was racing at points. It felt like survival horror but without the jumpscares and monsters. ECHO is a very tense game where if you make a mistake you will pay dearly for it.
- No variation. There are basically 3 levels. One where there is no danger and you wander the halls talking with London, your AI friend. Another where you have to take on enemies and pick up keys (one or sometimes two) and unlock a door. Then a final level where you take on enemies and navigate huge maps to collect blue orbs which then unlock an elevator which takes you to the next part of the game.
- Difficulty. I definitely got better towards the end but I can see this game being very frustrating for n00bs like me.
- Story was a bit lacking. Even with the great voice acting it wasn't enough to really grab me. By the end of the story I wasn't really invested. Exposition through dialogue is a game staple and its a shame ECHO didn't really deliver.
- Too short. For the full price ECHO is a very short game. I am not great at these kinds of games and it took me 9 hours. I can see normal people getting through it in 4 or 5 which is a pretty steep asking price.
So. I liked ECHO. I liked it in the beginning as the mystery was unfolding but then there was this big space in the middle where I knew what I had to do and the game was just putting grindy obstacles in my path to prevent me from reaching my destination. That big space in the middle was also where I kept dying a lot. In the mid-game you might decide that this title just isn't for you and never go back to it but I pushed through that. When I got better I had a blast playing the final few levels of the game, even though they introduce something new which makes the game even more difficult.
Get it on sale if you are intrigued but bear in mind the pros and cons mentioned above.
* It is also interesting to note that the game has a movie in the pipeline. Nothing solid. It has only been optioned (2019). But they supposedly have John Wick's Derek Kolstad to write it. I am interested to see it.
"Haha, you cant walk n water*"sh!t, sh!t, Sh!t, SH!T, SHae, the Ans f you le yourself [ ]Blae yourself for creatame got Gorgeus graphics*Updated for xp* lol
by Spikerev on Steam
"Haha, you cant walk in water!"
*Walks in water*
"sh!t, sh!t, Sh!t, SH!T, SHIIIT"
The game started a bit slow by telling some backstory and getting used to the movement but is in full speed in the first hour. I didn't know what I was getting my self into when I bought this but neither did I think it would be so challenging. You might think that by playing with yourself as the opponent you could outsmart the AI (or you) but nope. All you do/teach the AI, it will use it against you:
"Haha lol, you dont know how to open doors!"
"f*ck, f*ck, F*ck, FUUUCK"
Trust me, the AI ain't dumb unless you try to make it
After ~2h of playing
This game made me to think my actions as it recorded them all. If I went in and started to shoot like a madman i would recive the same next reset. One round till the reser the AI doesnt know what to do but it follows your actions. It learns from them but in the same it forgets the previous things it learned after a reset. I just glad that it does because in other case you would make it just too smart in just a few rounds. The AI will always beat you unless you think about your actions and stamina/energy managment.
If you like to beat yourself and try to be tactial, this is a game for you. It doesnt limit you in the ways that you only have to sneak but to change your way of moving fowards and tactis constantly.
Blame yourself [ ]
Blame the AI [ ]
Blame yourself for creating the AI [X]
Oh, and the game got Gorgeus graphics
*Updated for xp* lol
's ort starts off wous Av class="bb_h1">Bent nto the water. Don't want theously the s rarely a vbat can be very ted, slow and uneventful lav class="bb_h1">Pos> Does offer consl> Very l> Orl> Excellent voul> A sl>
by ElusiveOne on Steam
's original core concept and premise are far more fascinating than their final implementation.
It starts off with a unique ambiance in a long-drawn but nevertheless compelling intro. Unfortunately the story fails to capture once the initial amazement dissipates, as none of its key components really deliver.
Your loquacious AI companion London starts off with much attitude but he remains strangely absent during most of the main levels. The designers missed a good opportunity to develop a strong relationship between player character En and London, or at the very least use him as a powerful strategic aid or learning tool.
Begin monotonous infinite loop
Initially gorgeous aesthetics eventually get spoiled by the sheer repetitiveness of it all. You will constantly walk the same absurdly pompous symmetrical palace hallways, slowly turning awe into apathy, with faint hue shifts and minor architectural adjustments to distinguish chapters.
Your suit is equipped with limited power cores that must be upgraded by finding collectibles. Some actions cost energy, such as dropping off a high ledge or using your weapon. Very few save points make any precarious or valiant move much riskier, oftentimes forcing unexpected strategic changes to stay alive until the next blackout cycle.
Blackouts reboot and respawn enemies, who will now use the same set of key moves you performed over the previous period. Enemy AI does not really learn anything so much as simply add or remove actions from its predefined repertoire. The "adaptive" AI is definitely not as astute or dynamic as the marketing blurbs would have you believe.
Don't want echoes to cross the pool? Don't walk into the water. Don't want them to follow you into the next room? Don't open doors. Your best strategy is to limit the number of unique moves performed in a single cycle, or use the ones that won't advantage your enemies during the next.
Obviously the game's design will force you to perform actions you'd rather avoid at some point, setting free all these echoes that previously ignored you, and effectively giving the game a bit more of a puzzle-solving aspect than more regular stealth-action gameplay. A few situations make particularly good use of this mechanic and lead to some exciting moments.
The echoes do not communicate with each other, they don't react to the sight of their comrades's dead bodies, they are barely aware of your presence when splashing through the water mere meters away, and they never deviate from their fixed robotic paths unless specifically provoked. Once alerted, they will make a straight line to your last known location.
Full stealth is rarely a viable option unless you are absurdly patient. Regular blackouts also mean you can't clear paths by disposing of isolated enemies for more than a few minutes at most.
Combat can be very tedious. En has no fighting skills whatsoever, beyond shoving enemies clumsily and wielding a ridiculously under-powered gun, both at the cost of energy. She also has slow reflexes and can't effectively draw her gun at the last second to save herself. She can, however, choke her victims properly when sneaking from behind.
For all the long, slow and uneventful linear walks outside spent bickering with your AI companion during intermissions, the ending comes off pretty abruptly and offers little satisfaction to the thin plot. No major reveal or jaw-dropping moment here, but at least the voice actors perform well.
The game does contain a lot of cool ideas, such as the harps and pianos that can be used to lure enemies, but they're difficult to use effectively in truly disrupting strategies.
- Does offer considerably intense moments when gameplay operates at its peak potential
- Very interesting core design based around enemies mimicking player abilities
- Original and useful spherical HUD (and good overall UI)
- Excellent voice acting
- A single enemy type for most of the game (and then a second one)
- No weapon diversity
- Very limited gadgets
- Collectible Voices offer little else than enigmatic poems
- Enemies occasionally get stuck in geometry
- En's animation cycle does not correspond to the many, many identical stairs she'll climb
- Enemies will spot you and eventually choke you to death mid-air if you inadvertently fall through the game world
- Not enough save points
- Overly repetitive (beyond the intended repetitive nature of its core reboot mechanism)
ECHO is not exactly a bad game and certainly appeals to a demanding niche audience, but it falls short of value at its price point with the lack of diversity offered. More surprising enemies that show signs of intelligence would have made this game less disappointing.
ECHO has one unthout spot y es t's not really a story that stands out th e to sprany assets were reused and repauss decent, but I feel like the developers could have made it a lot better if they'd set their prior
by Sergeant Satsuma on Steam
ECHO has one unique and interesting mechanic mired in an otherwise pretty underwhelming game. I paid $20 and finished it in 8 hours, whilst actually exploring most of it. By the time I finished, I was pretty glad it was over though and do not see myself replaying it, mostly as it is too repetitive/lacking in depth.
Here's the pros and cons without spoiling too much:
+It is pretty amazing to first piece together the enemy "learning" mechanic in the stealth/action segments.
-After you figured it out, that sadly is all the game has to offer and very little is done to vary up the experience
-There are 2.5 types of enemy in the game. Have fun killing them over and over in 1 of 3 ways. They also respawn indefinitely.
+The story ties into the gameplay, although most of the development occurs inbetween stealth/action segments.
-It's not really a story that stands out in its genre. No major twists or surprises and the pace was too slow to really grip me personally.
+Vast levels with interesting lighting effects make for some nice views.
-The vastness caused me to sprint whenever I could, because although large the levels were mostly empty (apart from pretty worthless collectibles) and very similar in design. Smaller levels with a more interesting layout or just more variety would have been more fun to explore.
+Very pretty artwork and surfaces.
-Many assets were reused and repainted and ultimately contributed to the levels feeling like empty copy-paste jobs.
+Music/sound was generally appropriate, at times unsettling, but that is fitting for a slightly creepy sci-fi game.
On the whole ECHO is decent, but I feel like the developers could have made it a lot better if they'd set their priorities on the gameplay and level design, instead of just building massive levels without thinking how much fun it would be to traverse them. I'd also say these issues really only become apparent 2+ hours in. So take that into account when reading other reviews.
"Learncally the Aakes for sonnethaybe buy this, its pretty good
by GRRRR on Steam
"Learning AI that behaves exactly the way you do" is a nice line but thats of course not quite whats happening.
Basically the AI could do every action you can (except not wander on defined patrol routes) already but registers which of em you do during its "learning cycle" and then after the blackout - a short period in which every enemy gets resurected (yes) and reprogrammed - restricts the enemies to those actions during the next cycle.
Sounds alot less flowery and cool but makes for some pretty good and unique gameplay still since you always gotta consider how anything you do could make your life easier or harder. You could shoot some enemies now to get something but that means next cycle every enemy will shoot on sight. You could use an elevator to get somewhere but next cycle some enemies who would be stuck otherwise could start roaming. You could sprint to get away easier this time but next cycle if anything spots you they will be on your ♥♥♥ hard. Thankfully they will unlearn any action you didnt do during a cycle again and during the blackout nothing gets registered, so theres a short window to go crazy.
Another cool thing is it does pretty frikkin big levels with huge structures not seen since Doom custom wads or maybe Serious Sam, and complex ones to boot.
Reading other reviews before deciding to buy this a frequent negative was that the start of the game was apparently an arduous and boring task and really horrible and long. Granted, you begin by climbing out of your stasis pod and shamble thru a spaceship for abit, nothing that new or exciting. But then later you land on the surface...but this could maybe a nice helper deciding if to buy this or not actually.
"A 30 minutes introduction sequence wandering through setpieces while getting some exposition/worldbuilding would drive me up the wall in frothing impatience" (Yes/No)
Yes : Buy something else
No: Maybe buy this, its pretty good
Thts a coraphive it a try, as its one you will spend hours on.
by ehanig on Steam
This is one of my all time favorite games. I can not stress how much i enjoyed the game.
Its a combo of stealth, strategy and a bit of fighting.
The Graphics are top notch, and the game is one of the most interesting new ideas i have ever played.
Give it a try, as its one you will spend hours on.
t anseve the hype. No matter the slick presentation, the game mechanics at the core simply don't make for a very fun time.
by Kalt on Steam
If you're looking for a stealth action game, don't bother. Echo mimicks this pretty well on the outside, but at heart, this is a pretty clunky puzzle game that looks way slicker than its mechanics are.
It is not entirely without merit. The opening half hour is pretty cool. The voice acting by Rose Leslie of Game of Thrones fame is really good. Presentation, graphical finesse, polish and audio is superb.
But the gameplay is very bare bones. Superficially, the game appears to be a giant stealth action thing. Until it gets clearer that this is much more of an elaborate puzzle than stealth action.
Once inside the 'palace' - a beautifully rendered, endless underground structure of grandeur - the game goes through blackout cycles, which are based on the number of actions the character performs. These actions then become available to the 'echoes' - the enemies of the game that are essentially copies of the main character. That's one way to save on character design I guess. But, and this is where the game just falls apart, the echos always basically do the same, which is patrolling. Changing the playstyle is a) not really possible due to the complete restriction of actions tied to very, very scarce resources (jumping over a ledge comes out of the same resource pool as bullets / shots) and b) the echoes don't change what they do. They just change how they do it. Sprinted in the past cycle? Now echoes sprint on patrols. Sneaked / crouched? Now echoes crouch on patrols. The crucial thing is to understand that the game pretends to be something it's not. It's not an action game. It's not a stealth game. It's a puzzle game. The echoes are not enemies, they are obstacles to avoid. Killed echoes always respawn after a blackout cycle. The game is one long procession from one frustrating puzzle set to the next.
Don't believe the hype. No matter the slick presentation, the game mechanics at the core simply don't make for a very fun time.
suals: Clearly the vque ce actets pobles: Oh yeah, the oals: Bassuals: n ate oney and time despite its flaws. If they trimmed down a few levels to reduce the redundancy and increased/included some randomized patrols to inc
by Rarharg on Steam
In Echo, you face off against copies of yourself in a high tech labyrinthian Palace. The copies, or echoes, learn from your actions. Going guns blazing isn't a viable strategy in the long run because of limited ammunition, enemies that respawn, and worst of all, because the enemies will become trigger happy aimbots. Let me preface this review by admitting that I don't really play many stealth games and Echo is essentially a stealth/puzzle game. That being said, I quite enjoyed the experience and would give it a 7/10.
+ Visuals: Clearly the visuals were inspired by 2001: A Space Odyssey, especially early on in the "white" levels. Some of the levels really took my breath away despite the redundancy of the palace. I especially like the details on the character art. The glitched echoes and the "black light" effect from shining your flashlight on them in the dark phases are nice touches.
+ Unique gameplay: I found the strategic element of gameplay very well thought out and unlike anything I've played before. The light/dark cycles where echoes learn/unlearn your actions leads to some tense moments as well as allowing the player to devise strategies for solving the puzzles. What the levels lack in overall variety these smaller "moments" of strategy are where the game really shines. Also, being able to cut loose with the gun during the dark phases is pretty cathartic after sneaking around for a while.
+ Voice acting and Audio: Nearly all of the story is conveyed through interaction between the voiced protagonist (Rose Leslie) and her AI partner (Nick Boulton). Both actors did a fantastic job, as one might expect given their reputations. Without these exchanges, the game would have been far less intriguing. I only wish there was more dialogue during the actual levels rather than being constrained to the interstitial zones. The music and sfx are very well done, but there isn't much variety.
+ Story: Echo gets points for being an original Science Fiction story that doesn't really fit the mould of any other modern games. This was the first game in a while that I felt compelled to see to it's end, and I think the story did have something to do with that. Although a lot of questions remain unanswered, it adds to the intrigue surrounding En, her quest, and her motivations. Despite all of this, I did feel a little nonplussed by the conclusion.
+ Collectibles: Oh yeah, the game also has collectibles and unlocks as well.
- Reduntant level goals: Basically, you will either have to collect keys to open a door, collect glowing blue energy balls to unlock an elevator, or sneak your way to an escape route. Occasionally you venture into "safe" spots where most of the narration takes place, but even these get fairly repetitive since they are essentially just linear paths to follow. Only two puzzles really stood out for me, which both occur near the middle/late game.
- Redundant Visuals: Get used to seeing lots of gilded palace in all shades of the rainbow. There were also a few bugs (misplaced 3d assets) early on that I found amusing.
- Patrols: all of the enemies follow patrol paths unless they see the player. There is a little variety depending on how well they can traverse the palace (e.g. opening doors or vaulting changes their patrol routes slightly to incorporate those features). Eventually, once you figure out the limitations of the AI, the difficulty of the game drops significantly and you can abuse their patrols (personal favorite was walking directly behind one enemy throughout their entire route).
- Chokeholds FTW: Seeing the same animation for choking the echoes really got old after the 500th time. I kinda wish there was a bit of variety in the animations. Also, some of the animations feel like they have been slowed down significantly and look "floaty" (the jogging animation comes to mind).
- I am a Golden God: You will know when you get to that point of the game, but I felt that they made the game easier rather than more difficult. In fact, as a whole, the game peaks in difficulty at the midpoint. Furthermore, I found it unfortunate that the final levels encouraged (or required) gunplay despite how the rest of the game was structured around stealth.
-Reverb (or lack thereof): despite its name, there is a conspicuous lack of audible echoes in the game despite some fairly appropriate conditions. I think they could have done a bit better job with the sound-space design, but that's really just nitpicking.
Overall worth the money and time despite its flaws. If they trimmed down a few levels to reduce the redundancy and increased/included some randomized patrols to increase difficulty the game would be improved vastly.
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