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''Blade Runner'' is a point-and-click adventure game developed by Westwood Studios and published by Virgin Interactive for Microsoft Windows. The game is not a direct adaptation of the 1982 Ridley Scott film ''Blade Runner'', but is instead a "sidequel", telling an original story, which runs parallel to the film's plot, occasionally intersecting with it. Set in 2019 Los Angeles, the game tells the story of Ray McCoy, an elite detective charged with hunting down a group of dangerous replicants (bioengineered androids designed to look and act like humans). Although several of the film's characters appear in the game, with the original actors returning to voice them, the film's protagonist, Rick Deckard, does not appear in a speaking role. Instead, he is referred to on multiple occasions, is seen several times, and his activities as depicted in the film are mentioned. Other parallels with the film include the reproduction of several prominent locations, as well as scenes and dialogue closely modelled on the original. The game also features extracts from the film's soundtrack. ''Blade Runner'' was advertised as a "real-time 3D adventure game," since it was one of the first adventure game to use both 3D character rendering and a game world which progressed in real-time (as opposed to waiting for the player's actions). Unlike many games of its time, which used polygon-based renderers exploiting 3D accelerators, Westwood opted for their own software-based renderer using voxel technology. The game received generally positive reviews, and was a commercial success, selling over one million units worldwide. It went on to win the Interactive Achievement Award for "Computer Adventure Game of the Year," and was nominated for "Best Adventure Game" by ''PC Gamer''. Virgin Interactive wanted Westwood to make a sequel, but it was thought the cost of production would make the game commercially unviable, and the idea was scrapped. == Gameplay == ''Blade Runner'' is a point-and-click adventure game played from a third-person perspective, in which the game world is navigated, explored, and manipulated using the mouse. The pointer has four different styles depending on the given situation; a standard grey pointer is used to move McCoy by clicking on any location, and scan the screen for elements with which to interact; an animated green pointer indicates McCoy can interact with an object or begin a conversation with an NPC; an animated blue pointer indicates the screen can be changed and a new area accessed (usually appears at the sides of the screen or in doorways); an animated red target becomes available only in combat mode and indicates McCoy can fire (if the target is grey, it means McCoy cannot fire). ''Blade Runners'' main focus is detective work rather than puzzles or combat, and the majority of gameplay consists of searching for evidence, questioning suspects and analyzing clues. Occasionally, the player must solve compulsory puzzles, and often, to progress the story, certain clues must be located.〔 Clues are found by searching crime scenes, and come in the form of items, photographs, interviews, or unusual markings. When analyzing photographs, the player must use the ESPER system, a high-density computer with a powerful three-dimensional resolution capacity which allows for the enhancement of photos and enables the player to find details within the picture. Combat is occasionally available in the game, but is rarely compulsory. The only weapon available to the player is McCoy's standard issue police pistol, which may be loaded with various types of ammunition. Another important investigative tool at the player's disposal is the Voight-Kampff machine, which tests people to determine if they are replicants. Usually, Voight-Kampff tests are automatically triggered at certain predetermined points in the game, although on occasion, the player has the option of administering a test. The test depicts a close-up of the subject's eye, and features three needles. The further the top needle moves to the right, the more likely the subject is a replicant; the further the bottom needle moves to the right, the more likely they are human. The third needle is on a sweeping axis and measures the intensity of the questions (for every question the player can chose low, medium or high intensity), and the pressure felt by the subject. If the player pushes the subject too far, by asking too many high intensity questions, the test will end before a definite result can be obtained. If the player determines with certainty whether a subject is or is not a replicant, the test ends automatically. The player must then decide what course of action to take, with the decision influencing the rest of the storyline; for example, if a subject tests positive as a replicant, the player can kill them, attempt to arrest them, or let them go. Aside from choosing how to react to Voight-Kampff results, the player must also decide how McCoy conducts himself in other areas of the game, such as whether to interrogate an NPC, or simply talk to them, and how aggressive to be in his questioning. The player can choose from one of five settings regarding McCoy's demeanor during conversations; "Polite", "Normal", "Surly", "Erratic" (the game randomly picks one of the first three options at different points of the conversation) and "User Choice". If the fifth option is selected, conversations with NPCs will present the player with menus from which they can choose their questions, rather than the game automatically selecting questions. Each choice will affect the storyline differently, with the player's cumulative decisions leading to one of the game's thireteen different endings. All clues, conversation histories and documents are stored in McCoy's "Knowledge Integration Assistant" (KIA), where they are automatically organized for easy access.〔 The KIA has three main sections. The "Crime Scene Panel" lists the various crime scenes, along with all known suspects and all related clues. The "Suspect Panel" displays all available information about the suspects for the various crimes. It includes a photo of the suspect (if the player has found one), a list of crimes to which they are connected, and a list of clues which tie them to a specific crime. Suspect clues are arranged into four categories; "Whereabouts" (known places the suspect has visited, and suggestions as to their current location), "MO" (information on the suspect's previous actions, and suggestions as to their possible future actions), "Replicant" (any evidence suggesting the suspect may be a replicant) and "Non-replicant" (any evidence suggesting the suspect may be a human). The "Clue Panel" is a master list of all clues, but also contains clues which have not been linked to a specific crime or suspect as of yet, and, as such, are not available in either of the other two sections. The KIA also keeps track of McCoy's money and ammunition. The game runs in non-linear "real-time", meaning that as McCoy investigates and gathers clues, the NPC characters are doing the same, completing their own objectives and performing random actions elsewhere in the game world. A good example of this is found in the computer mainframe, which is accessible from the police headquarters. When the player uploads their KIA data into the mainframe, any evidence collected by other Blade Runners is automatically downloaded into the player's KIA.〔 This tends to be random, with different pieces of evidence discovered by different Blade Runners becoming available at different times of the game. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Blade Runner (1997 video game)」の詳細全文を読む スポンサード リンク
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