![]() This is a title that walks in the footsteps of a few games that are arguably masterpieces if nothing more than for their unique storytelling devices sadly, this just falls short of reaching the same standard due to some small, yet annoying issues. My only gripe with the limited amount of gameplay is the fact that Nicole walks extremely slowly and her jogging ability isn’t much faster, even at points where the story would assume you’d have some hustle in your step. Almost 100% of the objectives task you with going to specific areas, which are almost always clearly communicated on your map and only ask you to flip something on or off, or to find a tool or key to unlock the next clue. To clarify, I mean there really isn’t any gameplay. Since this is a walking sim, I must point out that this is an experience that relies heavily on story and is really light on gameplay. Early into the game, it plays with its audience by misdirecting and toying with the ideas that Rachel isn’t really dead, there are otherworldly events occurring, and that maybe Nicole isn’t so alone in this large vacant structure but they are often brought up and quickly forgotten, as Nicole and Irving deep dive into her family history. This is the very definition of a slow burn, almost to the point that I wanted it to wrap up so I could move on to other games I have to review but around the seventh day, which is a little late in the game, the game hits its stride and becomes a much leaner experience that trims almost all of the fat from the concluding chapters. ![]() No one in this situation would realistically take time to discuss future plans for coffee or drinks, with some of the secondary, much more pressing concerns afoot that I won’t get into because I don’t want to spoil the mystery for you. Over the course of the game, they develop a deep connection which is well written, but at times feels distracting. This takes place over an ancient style cell phone that works more like a CB or walkie talkie since the narrative takes place during the 90s. Spanning the course of nine days, you’ll guide Nicole throughout the hotel with her only contact being with a FEMA employee by the name of Irving. Much like What Remains of Edith Finch being peppered into Firewatch, the game focuses on exploring the hotel and revealing family secrets, although the title focuses more on the realistic side of this than the stylized levels that made up the bulk of the previous games. A wrench in the form of a massive blizzard results in her being stranded at the hotel indefinitely. ![]() Nicole is rather eager to put this behind her, as this was the location of Rachel Foster’s suicide, which happened to be her father’s pregnant 16-year-old mistress, which set off a chain of events that split her family in two. Per her mother’s request, she’s selling the hotel and must return to inspect the building and sign off on the papers to put this chapter of her life behind her. You play as recently orphaned Nicole, a twenty-something who returns to her family’s hotel that has been mostly abandoned for a decade, with the exception of her recluse newly deceased father whose death is the catalyst for her return. The Suicide of Rachel Foster takes this a step further in showing that it doesn’t just impact those that are close to the person who gave in to the battle with their own personal demons, but extends beyond those close to them in ways they could probably never imagine. It’s said that when someone kills themselves, the pain doesn’t go away, it’s just passed on to others that have to go on living.
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