Main game
3.03 average rating based on 97 ratings
Well, the voice acting was pretty good. That's about all the positives.
The walking sim genre really needs to do more than this. Walk (very slowly) across the hotel multiple times, pick up things, rotate them with the mouse, listen to dialogue. Not really cutting it. Plus the story and how it was handled was gross.
Game soft crashed a few times, resulting in having to play a whole chapter again.
It was on sale, dirt cheap on the Nintendo Shop, and it looked interesting. A waste of my time? No... because I enjoy imagining what this game could have been.
IMPORTANT BEFORE READING FURTHER: This is a very dark game with heavy themes of suicide and grooming.
Basic plot explanation for context... You play Nicole who returns to her family's hotel to conduct an inspection before its sale. She and her mother left because her father had an affair and impregnated an underage girl, Rachel Foster, who committed suicide soon after the discovery. As you explore the now abandoned hotel her memories of the past are triggered and you begin unlocking dark secrets surrounding the incident.
The biggest disappointment for me was the character-driven story where motivations and decisions often made little sense. Especially the final scene- I was stunned at the direction it took. It's all very dramatic, like a bad soap opera. Every decision made is either over the top and emotion-driven or for the sake of leading to the dramatic climax. I love a good thriller with twists and turns but not at the expense of logic. The dialogue was also poorly written: easy to follow but …
It was on sale, dirt cheap on the Nintendo Shop, and it looked interesting. A waste of my time? No... because I enjoy imagining what this game could have been.
IMPORTANT BEFORE READING FURTHER: This is a very dark game with heavy themes of suicide and grooming.
Basic plot explanation for context... You play Nicole who returns to her family's hotel to conduct an inspection before its sale. She and her mother left because her father had an affair and impregnated an underage girl, Rachel Foster, who committed suicide soon after the discovery. As you explore the now abandoned hotel her memories of the past are triggered and you begin unlocking dark secrets surrounding the incident.
The biggest disappointment for me was the character-driven story where motivations and decisions often made little sense. Especially the final scene- I was stunned at the direction it took. It's all very dramatic, like a bad soap opera. Every decision made is either over the top and emotion-driven or for the sake of leading to the dramatic climax. I love a good thriller with twists and turns but not at the expense of logic. The dialogue was also poorly written: easy to follow but very unrealistic and a little cringe. I did enjoy the voice acting, so I was able to ignore this for the most part.
It really frustrates me that they did not lean into or expand on the question of there being a supernatural element at play. It's suggested that there might be, and until final reveals you aren't sure, but this could have been explored so much more in both gameplay and plot.
Speaking of gameplay, there are 3 tools you are given to use at different points. You use them once and then never again. They were cool and so much could have been done with them! Otherwise, you are exploring. You can pick up items for inspection but unless there is a specific prompt given doing that is a little useless. Only one or two things add to your understanding of the story... maybe. I disliked that there were lots of heavy dialogue scenes where you can still move around and get to the next point of interest, but if you get there before the dialogue ends you just have to stand there and look around. These bigger ones could have been broken up and woven into the gameplay better.
I enjoyed the eerie sound and visual designs of the hotel. It kept me on my toes. At some point, you use a cramped, eerie passage running behind the walls of the hotel. I wish better use was made of that - as with the tools you find it only comes up once, unfortunately.
Ultimately I would love to see a complete redo of this game. A rework of the script and better use of the cool elements they did have in there. Freshening up of the visual and sound design. As mentioned in the title this had so much potential.
Sooo, I love a good mystery game so I was very excited when I got this one. It sounded just the right amount of creepy, mysterious and dramatic for my taste.
It all started with a somewhat predictable snowstorm blocking the main character in a creepy abandoned hotel. I thought 'How exciting, such a big place to explore'. Nope!
There were few interactions that actually led to something, many blocked areas, etc. The creators of the game pressed on really hard on following a very specific narrative and timeline. What really killed it for me was the numerous times the game crashed, the inability to save your progress (hence when your game crashes you need to start from the beginning of the day), and the inability to skip dialogue. Since it is a relatively short game, I thought I'd play to get all achievements but unlucky me, had to do 4 full playthroughs and 6 playthroughs on day 9 alone due to all the bugs and stuff that either crashed the game or prevented me from doing a particular action.
Sooo, I love a good mystery game so I was very excited when I got this one. It sounded just the right amount of creepy, mysterious and dramatic for my taste.
It all started with a somewhat predictable snowstorm blocking the main character in a creepy abandoned hotel. I thought 'How exciting, such a big place to explore'. Nope!
There were few interactions that actually led to something, many blocked areas, etc. The creators of the game pressed on really hard on following a very specific narrative and timeline. What really killed it for me was the numerous times the game crashed, the inability to save your progress (hence when your game crashes you need to start from the beginning of the day), and the inability to skip dialogue. Since it is a relatively short game, I thought I'd play to get all achievements but unlucky me, had to do 4 full playthroughs and 6 playthroughs on day 9 alone due to all the bugs and stuff that either crashed the game or prevented me from doing a particular action.
This game just didn't work for me on several levels.
Slow protagonist speed just doesn't work for me. Nicole must take running strides that are less than half of my walking speed.
And after going through to the end of day 1 it crashed....I was forced to restart and play again. This time through, Day 2 began and it crashed and wouldn't load back up.
Going to be a hard pass on me on this one.
~David.
story 5/5 gameplay 4/5 graphics 5/5 atmospheric/immersive: yes surpassed expectations: yes
This game marked the end of my 12-game October horrorthon (I wrote about all of them on this site). And even though it wasn’t exactly the one I enjoyed the most, it was certainly the one I least saw coming. After reading the general consensus on this game once I was done with my playthrough, I realised this would likely be an unpopular opinion. But here goes anyway.
The presentation, tone and story in this game conspired to hit me like a ton of bricks, especially in how creeped out the whole thing made me feel. It was as if Firewatch decided to have a baby in the Overlook Hotel and set it loose to chase me. And this really is very much what you would call a 'walking simulator’ in the vein of Firewatch, so much so that I wonder how much inspiration they took from it due to the similarities (type of character interaction, progression structure, isolated setting, etc). Because of this, this won't be a game for everyone as there's an obvious lack of literal gameplay, though you get to not only interact with your environment but also make use of a couple tools - like a …
This game marked the end of my 12-game October horrorthon (I wrote about all of them on this site). And even though it wasn’t exactly the one I enjoyed the most, it was certainly the one I least saw coming. After reading the general consensus on this game once I was done with my playthrough, I realised this would likely be an unpopular opinion. But here goes anyway.
The presentation, tone and story in this game conspired to hit me like a ton of bricks, especially in how creeped out the whole thing made me feel. It was as if Firewatch decided to have a baby in the Overlook Hotel and set it loose to chase me. And this really is very much what you would call a 'walking simulator’ in the vein of Firewatch, so much so that I wonder how much inspiration they took from it due to the similarities (type of character interaction, progression structure, isolated setting, etc). Because of this, this won't be a game for everyone as there's an obvious lack of literal gameplay, though you get to not only interact with your environment but also make use of a couple tools - like a windup torch and a high capacity mic - that greatly enhance your experience. The premiss is simple: you inherit some real estate and, amidst personal drama, need to travel there to inspect it and oversee its sale. What isn’t simple however, or at least simple to pull off, is the way the game manages to make you feel unsettled and unsafe, even when you know the very nature of the game means nothing bad is likely to happen to you as you play.
What stood out to me the most was that this title threads the line between reality, the metaphysical and the supernatural extremely well, often leaving you guessing what exactly is going on. As you start your journey, combing through all sorts of scientific and esoteric books scattered around the hotel, you clearly begin having the impression that something doesn't feel right. The initial buildup is handled beautifully, like a slow-burning psychological horror film where nothing is obviously wrong, yet you can feel something coming. This unsettling tone permeates the vast majority of the experience, carried in big part by a masterful, haunting use of sound and setting that literally made the hairs at the back of my neck stand up a couple times. If you do play this, you owe it to yourself to do so under optimal conditions (i.e. at night, in the dark, on your own, with headphones), because in The Suicide of Rachel Foster, you are a co-author of your own experience, meaning your enjoyment will be directly tied to how much you allow your mind to wander.
The story is unexpected in several ways, and it’s also a heavy one. This game deals with several dark themes, and it does so controversially when it comes to a couple of them. Going through some of those moments, some people might feel quite uncomfortable, outraged even, and the game pushes you into directions where you might end up hating certain characters, or even the devs themselves due to how they wrote those moments in. At the very least, conflicting feelings towards certain characters are almost a guaranteed outcome for most people who play this, and something I feel is important to have in a game of this nature, even if it may not necessarily feel pleasant. There are a few odd dialogue moments here and there where you're able to glimpse a lack of writing polish, but this is nevertheless an accomplished story with solid voice acting and a sense of unease that invades your senses. With all that said, however, I do wish they had leaned more heavily into exploring the interaction between physics and the possibilities it presents for the nature of reality and consciousness.
There have been few games over the past couple years that made me want to talk about them after playing them as much as The Suicide of Rachel Foster did. It was almost as if I needed to get something out of my chest by sharing the mystery I had just unraveled, and how I felt as I went about unravelling it. On the whole, this definitely won’t be a game for everyone, on several levels - mechanically, thematically, narratively. But it's a short 4 hour-long experience that some might truly appreciate in a couple of ways. To me, more than the story, this was an exercise in atmosphere building, a surprisingly good example of how to instil dread by suggestion, simply through subtle, yet clever stimuli that I wish more games knew how to balance effectively. 8.5/10
What a dark story that was.
Sound engineering at its best. Literally freaked out few times.
Goodie shortie indie.