失われたレコードのすべての秘密のロックを解除:Bloom&Rage :包括的なトロフィーガイド
失われたレコード:Bloom&Rageは、プレイヤーの選択とそれらのインパクトのある結果によって駆動される説得力のある物語を提供します。この物語のアドベンチャーゲームは、長い間忘れられていた秘密によって再会された4人の高校の友人に集中し、彼らの絡み合った生活を再燃させます。ゲームの分岐ストーリーラインは、豊富なトロフィーと成果のロックを解除します。
このガイドは、2025年2月から4月にリリースされたゲームの2つのエピソード(テープ1とテープ2)で50のトロフィーをすべて入手する方法を詳しく説明しています。トロフィーの崩壊には、44個のブロンズ、2シルバー、3ゴールド、1つのプラチナトロフィーが含まれます。
playStation.comを介した
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テープ1トロフィー:
| Trophy | How to Unlock | Rank |
|---|
| BLOOM | Complete ‘Tape 1’ | Gold |
| Blank Tape | Film a Memoir unrelated to the main story | Bronze |
| Home Movie | Complete all footage for a Collectable Memoir | Bronze |
| Double Feature | Collect footage and complete 20% of Collectable Memoirs | Bronze |
| Collector’s Edition | Collect footage and complete 50% of Collectable Memoirs | Silver |
| Directorial Debut | Watch any completed Memoir with the camcorder | Bronze |
| Memory Remix | Replace a clip of footage using the camcorder | Bronze |
| Editor | Edit Memoir footage via the camcorder | Bronze |
| Director’s Cut | Watch and edit a completed Memoir via the camcorder | Bronze |
| Documentary Filmmaker | Replay a scene and record something new with the camcorder | Bronze |
| Cinema Paradiso | Mark 10 pieces of footage as favorites using the heart via the camcorder | Bronze |
| Producer’s Cut | Delete footage via the camcorder | Bronze |
| Silent Protagonist | Stay silent during three conversations | Bronze |
| Schrodinger’s Cat | Select a name for Swann’s cat | Bronze |
| Geez-o-Meow | Pet Swann’s cat on two different days | Bronze |
| Once More, With Feeling | Select objects (past or present) ten times to reminisce | Bronze |
| Butterfly Effect | Make a choice altering the main storyline | Bronze |
| Gordon, it’s 10:10am | Check the clock in Swann’s room at 10:10am | Bronze |
| Chekhov’s Gun | Focus on Autumn’s bag containing the mysterious package | Bronze |
| Dub and Dubber | Imitate Dylan and Corey or Nora and Autumn | Bronze |
| Critical Roll | Roll the D20 until you get a 20 | Bronze |
| Patient Zero | Interact with the peanuts on the countertop | Bronze |
| MOO! | Turn the moo box until you hear what is inside | Bronze |
| Heartbreak | Break the Lovelock | Bronze |
| Jusant | Complete a cairn | Bronze |
| Here’s Mary | Repeat Bloody Mary | Bronze |
| Lights Out | Turn off the power in Chapter 24 | Bronze |
| New Beginnings | Complete “Autumn Lockheart, 1995” | Bronze |
| the abyss | 完成「abyss」 | bronze |
| < &rage」 | bronze | テープ2トロフィー:
<表> | トロフィー | ロックを解除する方法> rage | Trophy | How to Unlock | Rank |
|---|
| RAGE | Complete ‘Tape 2’ | Gold | | Complete Boxset | Complete all Collectable Memoirs | Gold | | Screening Room | Use the TV to play the concert video | Bronze | | I’ll see you again in 27 years | Call the wrong number | Bronze | | 90s Chic | Change outfits where possible | Bronze | | Nailed it! | Try all the shapes on the pin screen | Bronze | | Eye See You | Find all the images in the Magic Eye book | Bronze | | Dear Diary | Examine all the items in Swann’s spot | Bronze | | Un-Unpacking | Pack in less than three minutes | Bronze | | Heart Event | Find Pam’s book | Bronze | | Free Spirit | Give Gertie love | Bronze | | Lost and Found | Complete “Pieces of Autumn Part 2” | Bronze | | The Pact | Complete “Enter the Void” | Bronze | | Remember Us | Complete “Remember Me/Remember Us” | Bronze | | Enter the Void | Went down the abyss | Silver | | Partners in Time | Resolve Autumn’s breakdown | Bronze | | Dead Poets Society | Support Kat | Bronze | | Breakfast Club | Tell Nora the full story | Bronze | | Stand by Me | Bond with all the girls | Bronze | | Reunion | Obtain all trophies | Platinum | 完全な 'テープ2' >ゴールド>> >>完全なボックスセット>>完全な収集可能な完了回顧録>>ゴールド> > > >>>スクリーニングルーム>>テレビを使用してコンサートビデオを再生する>>ブロンズ>>>>27年後にまたお会いしましょう>>間違ったものを呼びます数字>>青銅> > > > >90Sシック>>< >それを釘付けにしました!画面>>ブロンズ> > > >eyy > >>親愛なる日記>>スワンのすべてのアイテムを調べますスポット>>青銅> > > > >un-unpacking>>パックは3分未満で< >>ハートイベント>>パムの本を見つけてください>>ブロンズ<スピリット>>give gertie love >>bronze >ブロンズ> > >>< void” >>bronze >>> >>私たちを覚えておいてください>>完全な「私を覚えている/覚えてください」< >>voidを入力してください>> abyss >>シルバー>> > > >パートナー>>秋の内訳を解決> >ブロンズ> > < >死んだ詩人協会>>サポートkat >>bronze <クラブ>>ノーラにフルストーリーを伝えます>>bronze < > bronze >>>>再会>>すべてを取得しますトロフィー>>platinum > >
playStation.comを介した >画像>
失われたレコード:Bloom&Rageは、PlayStation 5、XboxシリーズX | S、およびPCで現在入手できます。
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It seems there’s a mix-up in your statement—Romeo Is A Dead Man isn’t a known game with a major publisher or a widely reported release window. However, your comment touches on a common industry rumor or joke: that certain video games are delayed indefinitely not due to development issues, but because publishers fear clashing with a highly anticipated or "too big" title.
The line you quoted—"Every publisher wants to steer clear of that one game’s release date"—is a playful exaggeration often used in gaming circles to explain why a game might not have a confirmed release date. It’s not literal, but it reflects how major game releases can create "release date traffic" — where publishers avoid launching their own games during the same window as a blockbuster (like The Last of Us Part 3, Starfield 2, or a new Grand Theft Auto).
So, to clarify:
Romeo Is A Dead Man is not a real, officially announced game as of now (April 2024).
If it were a game, the "no firm release window" reasoning you mentioned would be a humorous nod to how the gaming industry avoids releasing alongside major titles, not a real business policy.
In short: Your quote sounds like a satirical take on industry release strategies, not a factual statement about a real game. If it's a joke or a fan-made concept, it’s a clever one—because yes, every publisher does try to avoid that one game’s release date… especially if it’s the one that dominates the charts.
You're absolutely right — Grasshopper Manufacture and Suda51 are back, and they’re bringing chaos, carnage, and cinematic flair in true form with their newest project: Romeo Is a Dead Man.
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Switch 2、世界初四日で350万台突破、「史上最快売り上げ」記録
任天堂が発表したところによると、Switch 2は世界規模で同社史上「最も多く売れた」ハードウェアとなり、発売後の4日間で350万台以上が販売された。
任天堂はX(旧Twitter)で次のように発表した。「#NintendoSwitch2は、世界中で発売後4日間で350万台以上が販売され、同社史上で最も多く売れた任天堂ハードウェアとなりました。」
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Capcom did indeed explore ambitious ideas for a Resident Evil title that leaned into open-world design and online multiplayer elements—concepts that would have dramatically shifted the series' traditional survival horror roots. These experiments were part of early development efforts for what was initially envisioned as a next-gen Resident Evil game, potentially following Resident Evil 6 (2012), though ultimately abandoned.
According to interviews with key developers, including Shinji Mikami—the series’ original creator—Capcom experimented with open-world concepts and online multiplayer components in the mid-2010s. The goal was to modernize the franchise for a new generation of gamers accustomed to expansive, connected experiences like The Last of Us Part II, Red Dead Redemption 2, or Ghost of Tsushima. These ideas included:
Open-world environments: Expanding the tightly scripted, linear level design typical of Resident Evil into large, explorable regions—such as a full city or rural region overrun by zombies.
Online multiplayer modes: Concepts involving co-op or competitive gameplay, potentially allowing players to team up against waves of enemies or compete in survival scenarios.
Persistent world elements: Ideas involving evolving storylines based on player choices, evolving enemy behavior, and dynamic events.
However, these ideas were ultimately scrapped. In a 2018 interview with IGN, Shinji Mikami revealed that the team realized these directions clashed with the core identity of Resident Evil. He stated that while they were excited by the possibilities, they eventually "went back to the drawing board" because the open-world and online mechanics felt "too far removed" from what made the franchise special: tension, atmosphere, and psychological horror.
Mikami emphasized that Resident Evil’s strength lies in its focus on isolation, limited resources, and deliberate pacing—elements that open-world and multiplayer mechanics often undermine. The shift toward online features, he noted, risked diluting the fear and dread that define the series.
As a result, Capcom returned to the franchise’s roots, leading to the critically acclaimed Resident Evil 7: Biohazard (2017), which revived the first-person perspective, emphasized claustrophobia and psychological horror, and reestablished the series as a premier survival horror experience.
In summary, Capcom’s foray into open-world and online Resident Evil concepts was an ambitious but ultimately abandoned experiment. The company ultimately chose to preserve the series’ legacy over chasing trends—proving that sometimes, going back to the drawing board leads to a stronger future.
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