The Suicide of Rachel Foster

The Suicide of Rachel Foster is an adventure game developed by ONE-O-ONE Games and published by Daedalic Entertainment. The game was released in February 2020 for Microsoft Windows, in September 2020 for PlayStation 4, Xbox One and Nintendo Switch. The story follows Nicole Walker in Lewis and Clark County, Montana, during December 1993, visiting her family's hotel. Having left ten years prior with her mother, after it was revealed that her father Leonard was having an affair with the 16-year-old Rachel Foster, Nicole plans on quickly inspecting the hotel's status and selling it. Forced to stay there due to a heavy snowstorm, her only contact with the outside world is a FEMA agent named Irving. With his help, Nicole decides to uncover the details surrounding Leonard and Rachel's relationship, as well as her mysterious suicide.

The Suicide of Rachel Foster
Cover art of the game featuring Rachel's retainer
Developer(s)ONE-O-ONE Games
Publisher(s)Daedalic Entertainment
Director(s)Daniele Azara
Programmer(s)Lorenzo Bellincampi
Writer(s)Daniele Azara
Composer(s)Federico Landini
EngineUnreal Engine 4
Platform(s)
Release
  • Microsoft Windows
  • February 19, 2020
  • Nintendo Switch, PlayStation 4, Xbox One
  • September 9, 2020
Mode(s)Single-player

Development of The Suicide of Rachel Foster took around two years to complete. The studio wished to make a horror game that emphasized suspense and fear, rather than relying on traditional horror monsters. The game's narrative and gameplay were developed simultaneously to ensure that one would complement the other, and the decision to have the game be a walking simulator was due to the genre's emphasis on narrative allowing for real-life topics to be explored. To achieve a suspenseful atmosphere, it was decided to have the game set in an enclosed space; the Timberline Hotel. Various real-life hotels were used as inspiration for the Timberline's architecture, as did the Overlook Hotel from The Shining (1980).

In depicting child sexual abuse, the developers sought the advice of professionals, to portray this subject with sensitivity. They viewed the player character's handling of this situation as central to the game's horror experience. Writer and director Daniele Azara described how the studio hoped for players to reflect upon to game's themes, believing that discussing them can lead to healing.

The game received mixed reviews from critics. Its setting and sound design were praised for creating the appropriate atmosphere, with Nicole and Irving, as well as their relationship and voice actors portrayal also being commended; some gameplay aspects were criticized. The game's plot and mystery received a more mixed reception, with many stating that the ending did not fit with the rest of the game. The depictions of pedophilia and suicide proved controversial, with many viewing the game as being too lenient on Leonard and Rachel's relationship. The game's ending also proved controversial over its handling of suicide.

Gameplay

Rachel interacting with a radiotelephone she uses to communicate with Irving.

The Suicide of Rachel Foster is a mystery thriller[1] adventure game played from a first-person perspective that takes place in the American county Lewis and Clark County, Montana, in December 1993.[2] Players take control of Nicole Wilson, who returns to inspect her family's Timberline Hotel at the Helena National Forest. Trapped there due to a snowstorm, Nicole explores the hotel to uncover clues about the relationship between her father and the teenaged Rachel Foster, as well as the circumstances surrounding Rachel's mysterious suicide.[3] Nicole's only means of communication is a radiotelephone she can use to talk to Irving Crawford, a FEMA agent. Players can choose from a dialogue tree how they reply during conversations with him.[2][4]

Summary

In December 1993, Nicole Wilson is reading a letter that her now-dead mother Claire Wilson had written her, with instructions to be delivered after her father's Leonard McGrath's death. Ten years prior in 1983, Leonard—owner of the mountain hotel Timberline Hotel in Lewis and Clark County, Montana, situated in the Helena National Forest—had an affair with Nicole's 16-year-old classmate Rachel Foster, who was the daughter of a Reverend. Once news of their relationship came to light, Rachel seemingly killed herself and Claire left town with Nicole. In the letter, Claire instructs her daughter to inspect the hotel and sell it, keeping some of the money to pay off her student loans, while giving the rest to Rachel's family.

On the day Nicole visits the hotel to inspect it, she gets a call from a FEMA agent named Irving Crawford, who was informed of Nicole's arrival by her lawyer, Mr. Jenkins. Irving states that he is meant to assist Nicole during her stay at the hotel, only for her to rebuff his assistance and state she'll leave as quickly as possible. Irving warns her against it, due to an ongoing heavy snowstorm, but Nicole states she still plans on leaving. However, when Nicole goes to the garage, she finds that her keys are missing and the garage door won't open due to the snow and ice. Nicole is angered at having to stay in the hotel and informs Irving she'd rather not discuss what happened between her father and Rachel, when Irving reveals he's aware of the situation.

After a night at the hotel, with Irving's instructions, Nicole finds and opens the furnace to have hot water, reminiscing to Irving about growing up in the hotel and apologizing for her earlier standoffish behavior. The following day, she goes to the pantry, only to find most of the food is moldy. Following Irving's suggestion, she goes to the freezer, only for the door to lock behind her. The door eventually unlocks, causing Nicole to get mad at Irving for not warning her sooner. Irving reveals that due to the snowstorm, Mr. Jenkins is unable to come to the hotel to help with the inspection, and that he instructs her to start with the second floor.

While inspecting the second floor, Nicole finds the door leading to the west wing, where her father's attic is located, is locked; Irving informs her this was due to planned renovations. After Nicole questions Irving on his knowledge about her family history and the hotel, he reveals that due to the Timberline's isolated location, he was often sent by FEMA to provide supplies. While inspecting the second floor, one of its phones rings. When Nicole answers, a person warns her to not sell the hotel, as Rachel "is still there". Discussing the incident with Irving, Nicole finds the call suspicious, as the hotel's phone lines are down. Irving promises to ask someone to run a check, and argues that the person calling must have been someone obsessed with the events that transpired between Nicole and Rachel's families.

The following day, Irving informs Nicole that due to the storm, power lines are down and helps her find the hotel's generator. However, while there, Nicole finds an old lipstick that was recently opened. After spending the night collecting clues, Nicole talks to Irving about her theory that Rachel might still be alive. Clues include a journalist believing Rachel's suicide note was fabricated, and a classmate of hers believing she saw Rachel at the Timberline. Nicole also discusses Rachel's father and how he was a very strict and demanding man.

Two days later, Irving reveals to Nicole that sometime after Rachel's death, a team of ghost-hunters came to inspect the hotel, and lets her listen to their tape. Deciding to go to the room the tape was recorded, Nicole finds that it's barricaded. After unlocking it, Nicole finds a microphone allowing her to hear faint sounds and the videotape the ghost hunters recorded. In the tape, one of the crew members states he could hear a woman's voice with the microphone and they all flee upon noticing a strange light, with the door shutting behind them. Nicoles calls Irving and informs him of what she found.

The following day, Nicole is celebrating Christmas Eve and is informed by Irving that he's staying at his office until he can help her get closure, which she's thankful for and the two flirt with each other. While reminiscing about her past and Rachel, Nicole hears a strange noise and investigates it with the microphone. Following the sound, she finds a picture, telling Irving about how her family often threw Christmas parties at the hotel.

Later at night, Nicole wakes up inside the church, which connects to the hotel through an underground passage. Calling Irving, she realizes she was sleepwalking. Revisiting the church, she remembers a rhyme her father had taught her to find a secret storeroom inside the passage. There, she finds a room modelled after Rachel's bedroom, and the key to her music box. While Nicole believes someone—possibly Rachel—was living there, Irving argues that it was built by Leonard as a shrine, which angers Nicole. Opening the music box, Nicole remembers the events of December 27, 1983, when Rachel supposedly killed herself; Nicole was playing at a hockey game, which her mother had driven her to.

The next day, Nicole makes up with Irving and goes to investigate a storeroom in the mezzanine above the reception. There, she finds multiple mannequins, three of which have been set up to indicate a pregnant woman being killed by someone with a hockey stick; Nicole quickly realizes the hockey stick belongs to her. When calling Irving, he starts acting suspiciously, telling her to continue her search.

Going back to the second floor, Nicole finds the door leading to the west wing unlocked. There she finds Irving's room, which includes the equipment he used to talk to her, and reveals he was behind many of the strange occurrences. He also reveals that, despite Leonard's initial wishes to keep her out of it, he used Nicole to help uncover what had truly happened to Rachel. Irving is Rachel's younger brother, and in his restrictive household, his sister was the only person that brought him joy. Rachel suffered from dyslexia, and Irving wished to protect her, with Leonard being the one person who "saw her".

Going to the attic, Nicole finds a recording Leonard left for her, asking her to find out what truly happened to Rachel, and the keys to her mother's car. Opening its truck, she finds a blood-stained coat. When she goes to wash it, she uncovers a repressed memory of the night Rachel died, sharing it with Irving. Claire murdered Rachel with Nicole's hockey stick, drove Nicole to her hockey game, and while she was playing, made it look like Rachel had died by suicide. Having learned the truth, Irving thanks Rachel and goes out into the cold to die, before the signal is lost, with Nicole begging him to not leave her alone.

Later, Nicole is inside her car, planning to take her life via carbon monoxide poisoning. Receiving a call from her lawyer and informing him she doesn't plan on selling the hotel, she starts the engine, while also talking to her mother and father. If Nicole decides to turn the engine off, she promises her parents to bring the Timberline back to its feet.

Development

The Suicide of Rachel Foster was developed by Italian studio ONE-O-ONE Games and directed by Daniele Azara, who also serves as the company's Head of Games.[5] According to Graziano Pimpolari, the game's art director, the game took around two years to finish.[6] Lorenzo Bellincampi, the game's lead programmer, stated that Rachel Foster is not a horror game, using the words "nostalgia and mystery rather than fear or terror" to describe it.[4] The crew and voice actors worked remotely on the game; according to Azara, upon reaching the game's ending, many members, including the voice actors were crying.[7]

Setting

The intention of the company was to create a psychological horror game that evokes "unease and fear", without having to resort to traditional monsters or jump scares.[8] From the beginning of the game's development they wanted the narrative and gameplay to complement one another, rather than finishing the story first and then choosing an appropriate gameplay style.[9] The game was developed as a walking simulator due to the genre's high emphasis on narrative, which allowed for the exploration of real-life topics;[8] it contains over 100,000 words of dialogue.[5] Many reasons were given for using the Unreal Engine, with one of the most important one's being the in-game lighting.[9]

According to Pimpolari, it was fundamental that the game's environment felt real.[6] Montana was chosen both because it allowed the developers to place the Timberline Hotel in an isolated area, and the region's religious and legal background intertwined with the game's topics.[8] The crew intentionally designed the game to take place inside an enclosed space to increase the sense of claustrophobia and enhance the player's sense of fear.[8] Focusing primarily on the "artistic and architectural side" of the hotel's development, great attention was given to ensure the hotel looked authentic for its time period.[6] The team implemented architectural and proportional studies to create the hotel, wanting players to identify with it and be interested in exploring it.[9]

To create the Timberline, the team researched various real-life hotels to create its floor plan.[7] The Timberline's design drew heavily from the hotel featured in Stanley Kubrick's The Shining (1980)[2] and was designed to cause fear and feelings of isolation in the player.[9] Regarding Kubrick's influence, Azara stated that they desired the game's horror to come from psychological elements, rather than monsters or jump scares. This way, the horror would be internal, with players being scared by their own expectations and imagination.[7]

Story and themes

Regarding Rachel and Leonard's relationship, ONE-O-ONE Games stated they were interesting in exploring the moral implications of such a situation.[8] Azara stated that one challenge they encountered was the desire to portray and discuss these topics, without becoming overly morbid and depressing; to achieve this, they sought advice from partners and professionals.[9] Regarding the fact Rachel and Leonard never properly appear in the story, the developers stated that having their relationship explored through the eyes of Nicole, as well as how she was affected by these tragedies surrounding it, was "central to the horror experience".[8]

The developers intentionally tried to approach their relationship delicately, and presenting it from various perspectives, as they wanted to encourage players to critically think about this type of behaviour, as well as the repercussions it can have.[8] Azara stated that he and the team wanted players to reflect on the game's topics after playing it, especially as they believed discussions of these topics can lead to healing.[9] Leonard and Irving seemingly condone this relationship and behaviour; the developers included this ideology to showcase how people's emotions can blind them and in turn cause them to justify immoral acts.[8]

ONE-O-ONE stated that the "controversial decision" to have Nicole potentially die by suicide at the end, and putting her fate in the player's hands, was something they felt was in line with the game's themes and viewed as an "interesting game mechanic".[8]

Release

The Suicide of Rachel Foster was first revealed during Gamescom 2018.[5][4] The Microsoft Windows version of the game was released on February 19, 2020.[10] The console versions were initially set to release on August 26,[3] but were postponed and released on September 9.[11]

Reception

According to review aggregator Metacritic, all versions of The Suicide of Rachel Foster received generally "mixed or average reviews".[12][13][14]

Gameplay and setting

The game's setting—the Timberline Hotel—received near-unanimous praise, as did the sound design for helping create an appropriate atmosphere. Forbes praised the game's atmosphere and setting, singling out the hotel's scale and ability to induce dread.[17] ProSieben also praised the hotel's design,[18] as did Jeuxvideo.com.[16] PC Gamer called the environment "engaging"[19] and capable of creating tension,[19] while Eurogamer described the hotel as "creepy" and its design "predatory".[20] Screen Rant further commended the hotel's atmosphere, while also praising the game's sound design for keeping the players "on [their] toes".[21] Regarding the sound design, similar statements were echoed by EveryEye[22] and ProSieben,[18] the latter stating that it created an appropriate atmosphere.[18] IGN praised the sound design for creating a sense of loneliness.[15]

Despite the Timberline's positive reception, there was criticism of the lack of engagement with the setting and its puzzles. EveryEye criticized the linearity of the game's plot, as it did not allow for a proper exploration of the entire hotel,[22] which was also commented upon by Jeuxvideo.com.[16] Rock Paper Shotgun, while appreciating the hotel's design, criticized its scope and the fact that puzzle items were rarely required to be used, making their existence redundant.[23] Screen Rant was critical regarding of the item inspection system.[21] ProSieben criticized the lack of puzzles in the game,[18] while Eurogamer found the few existing puzzles to be overly simplistic.[20]

Story and characters

The game's plot and ending received a mixed response from critics, with many finding the ending inconsistent with the rest of the game. The Washington Post described the game's overall mystery as "obvious" and lacking in scares.[24] Jeuxvideo.com was critical of the narrative for not being engaging enough for the player, causing them to become mere spectators,[16] further criticizing the game's ending and its twists, finding them inconsistent with the rest of the game's story.[16] Rock Paper Shotgun also describing the game's ending as causing the story to "go[...] off the rails",[23] while IGN found its twists to be ineffective.[15] Though Eurogamer reacted positively to the game's first half, its second half and ending were viewed negatively, and described as "melodramatic".[20] PC Gamer also stated that while the game initially showed promise—likely being a ghost story—it eventually became a "melodramatic soap opera".[19] Similarly, Forbes's Matt Gardner initially reacted positively to the game's plot, but as the story progressed, described the game as turning into "a soap opera".[17] Gardner reacted negatively to the game's ending, describing it as "going off the rails" and being one of the most divisive game endings he had experienced; while acknowledging some might view it as "poetic", he found it jarring and unnecessary.[17] Inversely to other publications, while ProSieben criticized the plot for taking too long to truly begin, the ending and its twists were praised.[18] Further positive reviews came from EveryEye, which praised the game's narrative and story for interweaving various genres, such as family drama, thriller, and ghost story.[22] Screen Rant also praised the game's plot, describing it as "thrilling".[21] However, while viewing the ending as "emotionally satisfying", its "logical concerns" were also acknowledged.[21]

The characters of Nicole and Irving were praised, as was their relationship and voice acting. Eurogamer praised both characters, as well as their voice actors' portrayal,[20] with EveryEye echoing similar statements.[22] Rock Paper Shotgun specifically commended the voice actors for making the characters interesting.[23] While IGN found Nicole and Irving to be unoriginal, it praised their consistent personalities and voice acting, as well as the depiction of their relationship.[15] PC Gamer also reacted positively to the relationship between Nicole and Irving, likening it to Henry and Delilah from Firewatch (2016).[19] Screen Rant also reacted positively to the dialogue between Nicole and Irving.[21] ProSieben praised Nicole as a strong protagonist, which is showcased both throughout the game's writing in her conversations with Irving, and the layout of her room.[18] Jeuxvideo.com also praised the voice actors for bringing the characters to life, although it criticized scenes in which Irving calls Nicole without being prompted by the player.[16]

Themes and ending

The game's treatment of pedophilia and suicide, especially the relationship between Leonard and Rachel, proved controversial. Rock Paper Shotgun criticized the game's portrayal of Leonard and Rachel's relationship,[23] as did Comic Years, believing that the game lacked the "proactive and careful discourse" that the topic required.[25] Regarding their relationship, PC Gamer found its portrayal problematic, believing the game paints it in a romantic light, while also criticized Rachel's lack of agency in the story.[19] PC Gamer also criticized the lack of sensitivity afforded to these issues, finding the game to sensationalize them instead.[19] Similarly, NME did not believe the developers succeeded in causing the game's audience to genuinely consider the game's topics, criticized the game for portraying Leonard and Rachel's relationship in a way that seemingly makes the players sympathise with them.[26] Forbes found the way the game treated of Rachel's relationship with Leonard "inconsistent", believing the game did not treat its topic "correctly and in good taste".[17] Despite this, Gardner felt the game was important, as these issues have to be discussed.[17] Making similar remarks, while Eurogamer also argued that the game's use of its controversial topics doesn't lead to a further understanding of them and acknowledged that the game doesn't criticize Leonard's relationship with Rachel, Eurogamer acknowledges that how the characters themselves reflect on the relationship is not indicative of the developers' opinion.[20]

The game's handling of suicide, especially regarding Nicole's suicide attempt at the end, also proved controversial.[23] NME reacted negatively to the game's end and the decision to potentially have Nicole die by suicide, especially since it contrasted with her earlier characterization.[26] The scene was described as shocking, and criticized for making players complicit in someone's suicide attempt, especially since, while Nicole can be spared, the suicide attempt has to be initiated.[26] Conversely, while EveryEye acknowledged inconsistencies regarding the narrative near its end, it praised the final choice of Nicole's attempted suicide as having "ethical and moral value".[22]

Awards

The Suicide of Rachel Foster was nominated at the Italian Video Game Awards in 2020, in the Best Italian Game category,[27] but lost to Close to the Sun.[28] It was also nominated at the TGM Awards 2020 in the categories Dynamic Adventure and Tell Me a Story,[29] but lost both to The Procession to Calvary and The Last of Us Part II, respectively.[30] At the DStar Awards 2021, the game was nominated for and won Game of the Year.[31]

References

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  2. Cugliandro, Claudio (September 6, 2018). "The Suicide of Rachel Foster: un'avventura ispirata a Firewatch e Shining". EveryEye (in Italian). Archived from the original on February 4, 2021. Retrieved August 10, 2021.
  3. Wilson, Mike (August 21, 2020). "Ghostly Adventure 'The Suicide of Rachel Foster' Haunts PS4 And Xbox One Later This Month [Trailer]". Bloody Disgusting. The Collective. Archived from the original on August 10, 2021. Retrieved August 15, 2021.
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