Fading Echo makes an almost unannounced debut on the Nintendo Switch 2. The game is developed by Emeteria, a French studio for which this is its first title. The publishing is handled by Critical Leap, the editorial arm of Nuuvem, as well as by New Tales and Com2uS Holdings depending on the territories. The title has already generated buzz before its release by appearing at events such as the Summer Game Fest, notably thanks to a choice voice cast. In its original English version, it features voice actors from Critical Role, as well as names such as Samantha Béart (Karlach in Baldur's Gate 3) and Laura Bailey (Abby in The Last of Us Part II). For the Brazilian version, it is famous voices such as Guilherme Briggs, Carol Valença, Flávia Saddy and Reginaldo Primo who lend their talents. However, the game does not offer a French dub. In Fading Echo, you play as One, a young woman who travels with her mother, Rahne. Their journey takes a turn when they are sucked into an alternate dimension. It is there that One discovers that she has latent abilities, notably the ability to transform into a small drop of water. The world of Corel is tearing apart under the effect of the Corruption of the Paradox, a blight that fractures reality into several parallel versions. Our objective is simple to state but complex to achieve: activate the four Sources of Æther scattered throughout the world in order to restore the natural power of Corel and repel the corruption. For this, we can count on the help of Vellum, an artificial construct that guides us, as well as the advice of our mother. The main antagonist, Maddock, responsible for the Paradox, will not let us do so and does not hesitate to try to destroy us. The story is mainly told through comic-style cutscenes using the game engine, and through dialogues between the characters. The tone is often light with humor sometimes close to that of Marvel productions, which can please or annoy. The ecological undertone is well present but the narrative is not the strong point of the title. We feel that it mainly serves as a pretext to justify the exploration and the gameplay mechanics. Some secondary characters, such as a man named Bob who presents himself as a guide but never really provides useful information, seem more decorative than anything else. The antagonist, on the other hand, is rarely present on screen, which makes the emotional stakes less tangible. The game is a 3D action-platformer that draws its inspiration from the PS2/GameCube generation, with a mix of frenetic combat and demanding platforming. However, what surprises the title is its use of elements. One can transform at will into a drop of water. In this form, we have the ability to slip through grids, use pipes, leave a trail of matter on the ground, pick up objects and especially absorb the properties of other elements present in the environment. Four of them are at the heart of the system: water, lava, toxic waste and the Corruption of the Paradox. Each has unique properties that change both our way of moving and our approach to combat. By touching lava, we transform into steam, allowing us to glide over long distances. Toxic waste offers a powerful jump, ideal for reaching high areas. The corruption allows us to define a teleportation point to which we can return within a certain distance limit. Water, on the other hand, recharges our abilities and can solidify fire enemies. These elements are not simply traversal tools, they are also at the heart of the combat system. Enemies are often immune to one element and vulnerable to another. For example, a lava enemy will be frozen if sprayed with water, making it vulnerable to only three hits. A toxic rival will be weakened by water, while a corruption one will suffer increased damage against certain elements. We can also project enemies into elemental puddles to inflict damage, or simply push them off a ledge with a well-placed kick, a technique particularly enjoyable that triggers a Tex Avery-style animation. The combat system remains relatively simple. We have a basic combo and a kick that sends enemies flying. A special attack allows us to create an explosion or a wave of water. As we progress, we unlock new skills through a talent tree, but these remain mostly passive: more health, longer effects, increased damage. We can also recover skill points by filling a green gauge, which we then spend in the central hub, the Bastion. It is possible to reset these points at any time, which encourages experimentation. The puzzles also rely on this elemental mechanic. It is often necessary to transport elemental orbs, activate switches within a limited time, or use portals to move between dimensions in order to solve puzzles that would be unsolvable in a single reality. Some areas require chaining transformations and juggling between elements to progress. It is often clever, sometimes demanding, and always satisfying when the solution is found. The handling is generally good. One's movements, whether in human form or as a drop, are smooth and responsive. The animations are well done, making jumps and movements pleasant. The transformation into a drop is instant and intuitive, and we quickly get used to switching between forms to solve puzzles or move more quickly. However, some shadows cloud the picture. The camera, first of all, is a physical object in the game, which means it can collide with walls and get stuck to the character, forcing us to sometimes fight blindly for a few seconds. The absence of target lock is also felt in the more chaotic battles. Finally, the absence of a map is a real problem. The world is relatively open, and the areas look very similar, making it easy to get lost. We sometimes wander for long minutes searching for a goal or a passage, which breaks the rhythm of the adventure. This is all the more frustrating as the puzzles and battles are, themselves, very enjoyable. The soundtrack of Fading Echo is up to its ambitions. The music, floating and dreamlike, accompanies the exploration of different dimensions. They may not be memorable enough to stay in the mind hours after putting down the controller, but they fulfill their role effectively. The real sonic asset of the game lies in its voice cast. The actors deliver convincing performances that bring the characters to life. The relationship between One and Vellum, the AI that accompanies her, is particularly well served by the dialogues and interpretation. We feel Vellum's regret over his past actions, and One's uncertainty about the burden she must bear. These exchanges add a welcome depth to a story that, without them, could have seemed quite flat. It should be noted that although the English dub is of high quality, the absence of a French dub may disappoint some French-speaking players, even though the text is translated. Visually, Fading Echo has a strong identity. The cel-shaded style, similar to that of Borderlands with marked contours and vibrant colors, works very well to depict a fractured and dying world. The environments, although sometimes repetitive, benefit from a vibrant color palette that contrasts with the more neutral textures of the settings. The elemental effects, especially water and lava, are particularly well done and add a welcome touch of dynamism. One's long, luminous hair is a visual treat and allows us to keep the character on screen, even in the most chaotic moments. The different dimensions offer varied panoramas, ranging from desolate landscapes to more luxurious environments, although, again, the similarity between certain areas can lead to confusion. Fading Echo offers a campaign of about ten to twelve hours, which is perfectly acceptable for an independent game of this caliber. We can choose the order in which we explore the four main areas (the Cindervault, the Æthermines, the Bone Spire and the Ygdran Hollow), which offers a certain freedom. Teleportation markers allow us to return to the central hub and start exploring another region if we feel stuck or want to vary our experience. The game also offers a progression system with skill points to spend, chests to find, and hidden upgrades to discover. However, once the campaign is completed, there is little reason to return. Most achievements consist of revisiting areas to listen to additional dialogues or find artifacts, and the absence of true boss battles (the title only features scripted waves of enemies) limits the interest in replaying the game. We also note that the bestiary is quite repetitive, with each new enemy often being an improved version of the previous one.