Thanks to the excellent sound design, these moments really manage to create a scary, yet thoroughly enjoyable experience. This is where the game shines, throwing at you random noises and bits of conversation, that seem to ooze out of the walls. The only highlights are the few scenes where you explore the halls of the abandoned hotel, equipped with a parabolic microphone is search of paranormal clues. The melodramatic story, despite the developer's efforts, unfolds in a predictable ending, making the entire experience rather lukewarm. The detours are few and lacking any significance. Once you concluded the game there is nothing to draw you back in.Įven if some dialogue options may offer the illusion of choice, in reality, everything pushes you forward towards the same inevitable conclusion. This of course means that the game has no replay value at all. As a result, there is not much to do in The Suicide of Rachel Foster, but follow the narrative path into the rabbit hole of the long-forgotten events from the past. The developers from OneOne Games were more interested in telling a story and building a specific atmosphere, rather than focusing on the gameplay that makes a videogame. Even though you will doubt him and his intentions, you will end up relying on him because he will be your only connection to the outside world. He will accompany you like an invisible, but chatty companion, and nudge you on certain directions through the endless conversations on the brick-sized cell phone. The best example is Irving, the self-proclaimed FEMA representative who wants to make sure you are completely safe in the completely isolated cabin. There will be only a handful of scary moments, the designers choosing to build the game rather around the idea that you never know what is real and what is a trick of the mind. The entire set-up is designed to create a heavy atmosphere, where the uncertainty puts pressure on you. After you have learned the layout of the hotel there will be no challenges, even if the light goes out and you have to stumble in the dark. There is no real incentive to explore since most of the areas of the beaten path are empty of any interaction. The puzzles are extremely simple and have the major role to extend the length of the game, which can easily be finished in roughly three hours. You will walk a lot, but you will never be in real danger to overexercise your grey matter. Although initially, the goal seems to deal with the estate and get back to the day to day life of our hero, soon it turns into a trip of self-discovery, a twisted method to cope with loss and guilt, and a closure to a tormented past.Īs is the case with walking simulators, the gameplay consists mainly of exploring and solving puzzles. The adventure begins with a funeral, the perfect set-up for the thrilling tale, that will lock the players into an isolated hotel, in the middle of the mountains. THE SUICIDE OF RACHEL FOSTER SCARY FULLNow the console players can decide for themselves if the game is worth the miles you have to put in it, by assuming the role Nicole Wilson, the sole heir of a family with a closet full of skeletons. THE SUICIDE OF RACHEL FOSTER SCARY PCReleased initially for PC back in February, The Suicide of Rachel Foster was praised for its atmospheric storytelling but also frowned upon for dealing with taboo topics such as suicide. Read on to find out if the console version is worth counting your steps. The Suicide of Rachel Foster splashed at the beginning of the year on PC in the middle of all this, increasing the controversy due to the subjects it deals with, including suicide. Instead, walking sims are strictly focused on telling a story which is unraveled by exploring various places and searching detailed environment, reading notes or listening to dialogues.Walking simulators represent the most polarizing game genre we currently have: some love it and enjoy it even if (or maybe because) they are not gamers, while others consider it the completely and utterly unnecessary appendix of the video game world. They usually are stripped of difficult puzzles, complex riddles or anything else a player could get stuck at. Those are first person adventure games that pose none (or close to none) challenge. Oh, you still here? Want to know more? For example, what is this all about? Okay, let’s begin with information that TSoRF represents a genre of games that some people call “walking simulators”.
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