There are creaking floors, slamming doors, footsteps, the sound of the wind, and other noises for you to discover as you explore. The game uses binaural audio, and a good pair of headphones will pull you into the game. The strongest selling point by far is the fantastic union of environment and sound. Mostly, you’ll be talking to Irving and moving somewhere else for another chat with Irving. You do have a map of the floors, and an attached card that updates with your objective. There are a few other items to examine in the abandoned hotel, but the other items don’t lead to anything and seem mostly unnecessary. As you move between rooms, there are a few items to pick up such as a microphone to hear noises, a Polaroid camera, and a dynamo flashlight. The Suicide of Rachel Foster is a walking simulator, but that’s not a strike against it. This is her only friend for more than a week as she wanders the vacant halls of the hotel, starts to remember forgotten family secrets, and unravels the mystery behind Rachel Foster’s death. Fortunately, a nice gentleman from FEMA named Irving talks to her over a newfangled cell phone whenever she likes. She is supposed to inspect it quickly and be on her way, but a surprise snowstorm shuts down any hope of escape. Set in 1993 Montana, main character Nicole goes back to her family’s hotel after her father’s funeral to sign the papers to sell it. My conflict mainly hinges on my issues with the story, and it’s here that you either connect or are pushed away from the game. The good is that it’s super creepy with an environment and sound design that elevates what would be an otherwise lackluster game. After completing The Suicide of Rachel Foster, I’m conflicted.
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