

This is also due to some excessive backtracking and talking, with players having to stand around and listen to Nicole discover the twists that the player knew long ago, waiting patiently to interact with the next object they need to click on so that Nicole can drone on again about something else. Even though The Suicide of Rachel Foster can be completed in three to four hours easily, the second half of the game feels like it never ends. The later half of the game is where all the weird dialogue justifying the relationship between Rachel and Leonard takes place, and that's part of the reason why it's so difficult to get through. Anyone that has played Gone Home will see The Suicide of Rachel Foster's "twists" coming from a mile away, and so the story stops being a fun mystery and getting to the end becomes a chore.

There are no stakes, no jump scares, and nothing for players to get invested in or overcome besides some confusing geometry. The Suicide of Rachel Foster comes apart once one realizes that the developers are just copying Gone Home, effectively sucking all of the tension and atmosphere out of the proceedings. The second half is boring, tedious, and potentially problematic. The first half of the game is engrossing, interesting, and genuinely creepy. The Suicide of Rachel Foster is a tale of two games.
#The suicide of rachel foster jumpscare simulator#
The Suicide of Rachel Foster is the latest walking simulator game chasing Gone Home's popularity, but its mimicry is far less subtle than most, which is just one of the game's downfalls. Since Gone Home's runaway success, many other games have attempted to emulate it, though few have reached the same heights. Back in 2013, The Fullbright Company released Gone Home and popularized the "walking simulator" genre in the process.
