4Gamerの1週間を振り返る「Weekly 4Gamer」,2026年10月12日〜10月18日

4Gamerの1週間を振り返る「Weekly 4Gamer」,2026年10月12日〜10月18日

 2026年10月12日〜10月18日,4Gamerに掲載された記事は277本でした。「BrasilGameShow2026」や「SAGABarcelonaGameFest2026」の記事を引き続き多数掲載したり,注目タイトルを紹介したりした4Gamerと世界のゲーム業界の1週間を振り返ってみましょう。<... つづき

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LOCKDOWN

  • 発売日近日登場
  • 開発M1G GAMES STUDIOS, MOATARA
  • 販売M1G GAMES STUDIOS

Confined during an extreme lockdown, a declining actor watches his reality unravel as isolation, paranoia, and scarcity consume his sanity. A minimalist psychological horror about loneliness, fear, and the fragile boundary between reality and delusion.

ゲーム説明

THE GAMELOCKDOWN is a narrative psychological horror and social drama game set in São Paulo during the early stages of the COVID-19 pandemic in 2020.The player follows ROCK SILVA, an eccentric and lonely actor who remains confined to his apartment while the city, his routine, his relationships, and his psychological stability progressively deteriorate.The apartment begins as a refuge.Then it becomes a confinement.Finally, it becomes a psychological prison.The horror should not primarily rely on monsters, creatures, or jump scares.The main threat emerges from:isolation;loneliness;paranoia;scarcity;illness;conflicts between neighbors;domestic violence;alarming news reports;unexplained sounds;the deterioration of routine;the degradation of the environment;the loss of a sense of time;the fear of human contact;declining health;deteriorating mental stability.The experience should progressively make the player question:"What really happened?""What is Edson imagining?""What is happening in the apartment next door?""To what extent can we trust the protagonist's perception?"GAMEPLAYLOCKDOWN is a first-person narrative and atmospheric experience.The player should live through Edson's routine rather than simply watch the story unfold.The gameplay should combine:EXPLORATIONMove throughout the apartment and explore limited areas of the building.INTERACTIONManipulate and interact with important objects.OBSERVATIONObserve the window, television, peephole, objects, and environmental changes.ROUTINEPerform everyday household tasks.ENVIRONMENTAL STORYTELLINGDiscover information and pieces of the story through the environment.AUDIOInvestigate events primarily through sounds and what can—or cannot—be heard.RESOURCES / SCARCITYProgressively manage the dwindling supply of certain resources.SANITY / PSYCHOLOGICAL STATERepresent Edson's psychological deterioration through the player's experience, rather than relying solely on a numerical sanity meter.
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