One thing's for sure: the game captures loneliness very nicely, whether directly or metaphorically. And I really do recommend that you try The Suicide of Rachel Foster it feels important, even if it doesn’t hit the mark for me. I also want other developers will take on such critical social issues more often. It had the opportunity to vault clear over the bar but instead knocks it off on its way back down to the mat.īut I hope One-o-One Games will try again–it’s really not bad for a first major effort. With the standard set so high by games released over the last seven or eight years (even by much simpler titles like Dear Esther), it’s just such a shame that those early, wow-factor moments of The Suicide of Rachel Foster ultimately give way to a much less memorable experience. For me, it just feels tacked on to the point you feel no empathy, even after everything you’ve faced: a drastic, jarring and unnecessary turn towards the sensational, as if you’re suddenly at the center of a story straight from the front cover of the National Enquirer. I can imagine some will see it as poetic, while others will see it in bad taste. I didn’t appreciate this choice-based finale the first time, and I certainly didn’t enjoy it the second time, even with the benefit of foresight. Then, in the last hour of the game–without spoilers, naturally– The Suicide of Rachel Foster goes off the rails, culminating in one of the more divisive game endings I’ve seen in a while. This isn’t a case of mixed signals or differing in-game opinions it just lacks finesse in driving home the emotions and beliefs you’d expect or understand. Sometimes, she’s made out to be “mature for her age”, but at other times, she seems even younger than 16. It all starts to unfurl with the inconsistent handling of the damning relationship between 16-year-old Rachel and Nicole’s dad, Leonard. The problem isn’t that the topics covered by the game are inherently uncomfortable–death, suicide, infidelity and loss pervade all forms of media on a regular basis, after all–it’s that they’re mishandled to the point that a believable drama turns into a bit of a soap opera.Īreas of the hotel are consistently believable, though it's a building with more typos than most. But around halfway into the three-to-four-hour playthrough–and more so during my second visit to The Timberland–it descends into something much less palatable. As it develops, this sense of foreboding is for all the right reasons: a dark subject matter and a creepy setting. A bungled storylineĮven before the story gets into full swing, things feel wrong. But the underlying story doesn’t share this steadiness and slowly unravels in ways you don’t want it to. At points, it made me as scared as the quieter moments of Resident Evil 7 and Layers of Fear. Sometimes, the fear of your surroundings ramps up foreboding terror, whether it’s from purposeful misdirection or outright jump scares, is consistently well delivered. Personal bonds are limited and the escapade feels all the more intimidating–something the game leverages consistently well through its limited core mechanics, specifically the camera and radio. The rotten-feeling Timberland is incredibly unnerving, despite it being your former home then again, it’s still a hotel, not the comparatively cozy Oregonian house of Gone Home. The game's opening sequence is very well realized. This intimate initial narrative soon falls away and before you know it, you’re in the dark, foreboding garage of the hotel, about to begin your slow trudge around the dated building. You start by reading an increasingly tear-stained letter, with pages punctuated by a top-down, rainsoaked shuffle through a crowd of umbrella-wielding mourners at a graveyard. Unsurprisingly, something feels very wrong from the beginning–something made all the more impactful by its high-art introduction. It’s rendered with impressive, often Scandi-noir visuals, throwing all sorts of minor details your way from the very start to create a setting that pairs perfectly with the initial story. What’s more, a lot of hard work has been put into its layout I wouldn’t be surprised if the developers used a real hotel floorplan. I don’t know if it’s the game’s low price point or just the endless comparisons to the 2013 game, but I was expecting something much smaller and lo-fi. While drawing a lot of obvious comparisons in previews with Gone Home, the hotel setting of Rachel Foster soon feels worlds apart from its predecessor. A believable, beautiful and atmospheric environment
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