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Rachel Foster suicide review

Foster, Rachel, Review, Suicide


It doesn't take much to make a big, old, empty house creepy. Indeed, the more real threats to such an environment, the fewer threats-it's best to let your visitors stroll undisturbed, drink in the silence of the hallway and spot the fairy face on the broken plaster outline. This is one thing that the creators of "Rachel Foster Suicide" grasped well, although their work "Firewatch" and "The Vanishing Home" were fused together and ended up being half-baked Stumbled over the story.

The game lasts up to three hours, with a first-person perspective and a gossamer-like jigsaw dust. The game is set in Timberline Lodge, an abandoned mountainside hotel in Montana in the 1990s. You can roam freely from the beginning, and although the chapter breaks your teleportation from room to room, doing so is flicked by the characteristics of a seemingly outdated structure in Silent Hill. The floor creaked, the window frame rattled, and the beams moved under the weight of constant snow. The photos stare from the end of the corridor, with masked objects enticing you to look below, while the stainless steel kitchen teases your battle or flight circuit with its sparkling points and angles.

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Timberline is spread over three floors plus a basement and parking lot. It is closer to the Comfort Inn than some Gothic resorts, but its space is looming because there are no vacationers and staff. This is also a less noble homage to The Shining & # 39; s Overlook Hotel, which means that sight and decoration feel like predatory, as if they are trying to get into your head. You'll find those legendary geometric carpet patterns, mountain diorama similar to the Overlook model labyrinth, and bathrooms painted in demonic red.

There is a hint of a completely supernatural phenomenon mixed in these mildly threatening objects-at a point on the stairs you can hear a sound (or it could be a squeaking scream on the wood), a strange pink Colored butterflies, lingering in the cracks in the walls of the floor-but weird elements are rarely deployed. As far as mood is concerned, Rachel Foster Suicide believes that its buildings can do the heavy lifting. At least, that is, until the memories contained in those walls appear in the light.

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You play Nicole, the daughter of the hotel owner. Years ago, she and her mother fled the property after learning about the infidelity of 16-year-old daughter Rachel in the name of her father and local pastor. With both her parents and Rachel dead, Nicole has returned to investigate Timberline, sold it and washed her hands in pain. Fate stepped in as always, and Nicole was trapped in a snowstorm for several days, stayed in her old teenage room, and searched for supplies in that house. Eving is a boy-like FEMA agent who will contact you via mobile phone to provide survival tips, jokes and compassionate ears when Nicole picks up used items and their contacts, so you always stay This unexpected vigilance.

It's a straightforward journey of self-discovery and a very unwanted to-do list. Each chapter mainly deals with going from A to B, whether to take beans from the storeroom, restart the generator, or study distant noise. You've pasted the objective lens on the paper map, and Nicole picked up some tools to help her explore-Polaroid camera, hand torch and radar disk microphone, which were borrowed from a ghost-hunter.

These items have the idea of ​​a forensic investigation in a paranormal style. I want Timberline to include a dark room so that I can unintentionally capture what I shot with Polaroid flash during a power outage. But even with the plot heading up, these challenges remain rare-they exist to allow you to move back and forth in an increasingly vigilant room, not to satisfy yourself. You need to use the antenna twice in total, although I keep waving the antenna on the wall in case some passing illusion fantasizes a word. The lack of game elements may be good for the atmosphere, but the game does feel timid with its tools. I don't need a complete subgame like the CSI mechanics of Death Penalty, but playing a detective role in other chapters will not affect the pace.

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The main revelation of the story revolves around those inaccessible parts of the house: the dimly lit reptile space seems to be everywhere, and the broken wing is on the second floor. Piercing these recesses is fun, but these revelations themselves are disappointing only if you see them with ease. Rachel Foster's "Suicide" is quite effective and at first behaved-Nicole is a tenacious and flattering leader, but there are orders around Irving Suspicious suspense, the endless guardian angel has his own secret. The dialogue option allows you to slightly adjust the relationship between them so that you can react in a timely manner-for example, you can guide Nicole to turn or move away from the idea of ​​a ghost-but despite the multiple endings, the arc of the plot is static .

Sadly, the spark shared by Nicole and Irving was lost in the huge, ketchup bottle explosion in the final game, which exposed the grief and toxic family dynamic thinking about a bunch of very old ropes in the game. The script sees things like trauma and self-harm as pathological literary means, not psychological concepts. It does not increase your understanding of these difficult emotions, nor does it question your assumptions-for example, dealing with pain does not have to come down to "facing the past". Moving on may be a healthier option.

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Of course, novel works are not obliged to have useful discussions about sadness and suicide, but this is a mental health fable that I have heard many times before, and it is full of curiosity or strength. I want to play more games that solve these problems in a more alert and challenging way. What's more, "Rachel Foster's Suicide" completely indulged in "sleeping with underage girls", although we should be careful not to confuse the words of the characters with the author's statement. It makes toys with the concept of forbidden love, which ultimately burdens the child bystander Nicole. Sometimes it is suggested that the real villain in this song is not the misbehaving man, but the woman has fallen into her orbit.

What a pity, because Timberline Lodge is a place you won't soon forget-best of all, it reminds me of ANATOMY from Kitty Horrorshow, which puts the idea of ​​a house as a supernatural entity under a microscope without This way robbed it of the cold. If you are going to play the game, I suggest you spend as much time as possible to avoid the plot, explore this carefully combined structure and fill it with your own weirdness and guesswork.

In the UK and Ireland, you can reach Samaritans at 116 123 or by email at [email protected] or [email protected]. In the United States, the national suicide prevention lifeline is 1-800-273-8255. In Australia, the crisis support service lifeline is 13 1114. Other international suicide helplines can be found at www.befrienders.org.



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