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Amnesia: The Dark Descent : ウィキペディア英語版
Amnesia: The Dark Descent

''Amnesia: The Dark Descent'' is a survival horror video game by Frictional Games,〔 released for Microsoft Windows, Mac OS X, and Linux platforms. The game features a protagonist named Daniel exploring a dark and foreboding castle, while avoiding monsters and other obstructions as well as solving puzzles.〔(Amnesia: The Dark Descent – PC Hands On ) Eurogamer, July 25, 2010〕 The game was critically well received, earning two awards from the Independent Games Festival and numerous positive reviews.〔. (Indie Rock: 2011 IGF Winners Announced ) Rock, Paper, Shotgun, March 3, 2011〕
Originally released independently as a download, the game has since been published in retail by 1C Company in Russia and Eastern Europe, as well as THQ in North America.〔(1C-SoftClub/Snowball to publish Amnesia: The Dark Descent in Russia & Eastern Europe ) Frictional Games, May 3, 2010 (Article by Jens Nilsson)〕 A collection of five short stories set in the world of ''Amnesia'', written by Mikael Hedberg and illustrated by the game's concept artists, was also made available. In addition, the game's soundtrack is available for purchase and a free content expansion called "Justine" has been released as well as many fan-made expansions and stories for its unique "Custom Story" gamemode.〔(Amnesia: The Dark Descent gets a free expansion! ) Frictional Games Blog, April 12, 2011〕
== Gameplay ==
In a similar vein to the developer's previous games, ''Amnesia'' is an adventure game played from a first-person perspective. The game retains the physical object interaction used in the ''Penumbra'' series, allowing for physics-based puzzles and interactions such as opening doors and fixing machinery.〔 Few in-game objects are operated by toggle; to open a door, for instance, the player must hold down a mouse button and then push (or pull) the mouse. This gives the player stealth, allowing them to peek out a barely-opened door or open it slowly to sneak away, but also adds to the player's sense of helplessness, as it is now entirely possible to attempt to push open a "pull" door whilst danger approaches from behind.
In addition to a health indicator, Daniel's sanity must be managed. Being in darkness too long, witnessing unsettling events, or staring at monsters will reduce Daniel's sanity, causing visual and auditory hallucinations and drawing the attention of monsters. Light sources help restore sanity, and if none are available Daniel may use tinderboxes to ignite candles in wall sconces and candelabra, or deploy an oil-burning lantern found near the beginning of the game. However, the number of tinderboxes and the amount of oil available are both limited, and standing in a light source also makes the player more noticeable to monsters. The player must balance the amount of time Daniel spends in light and shadow. Sanity is fully restored once Daniel completes an objective or progresses the game's story. It may also be restored by staying in the shadows until Daniel passes out, but this leaves him extremely vulnerable to any nearby monsters.
If a monster spots Daniel, it will chase him until he's out of sight. If spotted, Daniel must flee, as ''Amnesia'' does not give the player access to weapons. Daniel must find hiding places or barricade doors with rocks, chairs and other obstacles; however, monsters are capable of tearing down doors in their path and kicking obstacles out of the way, and move extremely fast once they have spotted their prey. Players can also choose to hide Daniel in the shadows, at cost to sanity. Monsters who lose sight of Daniel will search for him for a time, but will eventually leave and vanish.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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