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I felt more tense about it than with any other psychological horror game out in the market, even if, technically speaking, no horror elements are present in The Suicide of Rachel Foster.

Even if the beginning of the game was ungodly boring, things would eventually escalate, to the point I could not stop playing it. The buildup, shockingly enough, was excellent. With that being said, a lot more happens later on. Don’t worry, the game doesn’t try to hide these events and you would have to be ultra oblivious not to get the memo in an instant.

Nothing I have mentioned so far is a spoiler, even if some of what I just wrote might lead to some obvious conclusions. I will never understand why these games put so much emphasis on examining objects that add nothing to the overall experience. She would be alone inside an abandoned hotel, if it wasn’t for the constant company of one Irving Jenkins, a FEMA agent who contacts her via cellphone (the game is set in 1993, so we’re talking the big fat brick shaped cellphones). Granted, she has enough food and supplies to last for an entire month in a worst-case scenario, but she clearly doesn’t like revisiting such repressed memories.
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Nicole eventually gets trapped inside the hotel and is forced to stay at a place full of terrible memories. After the death of both her mother and estranged father, she is forced to go back to the now-derelict hotel and check its conditions in order to sell it to the highest bidder. Nicky then ran away from Montana with her mother, living a new life in Oregon. Eventually, it got abandoned after the death of a sixteen year old girl named Rachel Foster, presumably by committing suicide after the whole town had found out a terrible secret about her and one of Nicole’s family members. Nicole, our “heroine”, grew up in a hotel in Montana which was owned by her father. Where to begin? Well, the game begins with the death of the protagonist’s mother. Why does this totem pole look like Watto from The Phantom Menace? Calling The Suicide of Rachel Foster a divisive experience is an understatement. I will try to be as spoiler-free as possible about it, but it’s the final message the game tries to convey that will either make or ruin the experience to anyone who plays it. Unfortunately, it has that stupid emphasis on excessive backtracking and “observing” items just to showcase there’s someone in the development team who’s really good at 3D modelling a tube of toothpaste. I’m not solely talking about its gameplay, although, just like most walking simulators, it’s as lethargic as a sloth with a limp. I cannot say that many of these games have ever managed to grabbed my attention like this one did, but at the same time, I feel like it is full of problems that need to be addressed in detail.

Hell, I played through the entire thing (all five hours of it) in one sitting, until the early hours of November 1st. It’s a thriller, it’s a mystery game, it’s a character piece, and at times it does feel like a horror game, since it’s incredibly tense.
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Sure, it is a walking simulator and at times it showcases the worst elements this genre has to offer, but there’s more to it than that.
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I don’t know how to label The Suicide of Rachel Foster in a fair manner. I cannot say they were wrong, but they weren’t right either. All walk and no gameplay makes the reviewer a dull boy.
