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Shadows of Doubt
Ash of Gods: The Way
The Last Case of Benedict Fox
Riddles And Sieges
OTXO
Dance of Cards
Voidtrain
Shadows of Doubt обзор
Ash of Gods: The Way обзор
The Last Case of Benedict Fox обзор
Riddles And Sieges обзор
OTXO обзор
Dance of Cards обзор
Voidtrain обзор
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  • ruRussian
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00:00:00
Hello, Dear viewers of the
00:00:03
stopgame.ru portal, the next episode of the
00:00:06
refund program is on air, where we are
00:00:09
reviewing the latest Steam and not only
00:00:13
Steam releases, which have already come up with
00:00:15
nothing particularly original for this
00:00:18
introduction. I Gleb
00:00:20
Meshcheryakov and Ivan Loev are starting
00:00:23
[music]
00:00:26
and around our First today games in
00:00:30
my At least, such an Eagle of mystery has formed in my head
00:00:33
Because I do
00:00:37
n’t remember for sure Where it came from
00:00:40
in my list of games, uh, in order to
00:00:43
potentially Take it for a refund, in my opinion, for the
00:00:45
previous release, I
00:00:48
already looked at it but decided that it’s like
00:00:51
some kind of dirty voxel graphics,
00:00:54
something that’s not very neat, I don’t want to
00:00:57
And before this release, several people
00:01:00
I know well said in the bath
00:01:04
you should definitely check out this
00:01:06
thing because it’s incredibly cool and
00:01:09
that means I’m completely puzzled by what it is
00:01:12
it is so incredibly cool went into the
00:01:15
depths of this very Shadow of Despite the
00:01:19
fact that in general it was only released in early
00:01:21
access for now and therefore all the things
00:01:24
that I will talk about
00:01:26
naturally can be corrected, can
00:01:28
be improved because if we take
00:01:33
precisely the technical part of the execution, then
00:01:35
this direct early access about them accesses
00:01:37
specifically I have a very strange behavior, the
00:01:41
frame rate regularly jumps and
00:01:43
jumps at the same time there are some settings for the
00:01:46
graphics, at least there you can simply
00:01:48
turn off some effects, but they do
00:01:50
n’t change the weather too much No,
00:01:53
that’s okay But the content there lacks a lot of things
00:01:55
with the content everything is much more
00:01:58
interesting because the content in the game is
00:02:01
procedurally generated Well, roughly speaking,
00:02:03
in order to get to the point where
00:02:06
you need to there is an approximately infinite
00:02:08
number of paths because you can,
00:02:11
if you need to in the building you can go to the
00:02:13
Main entrance climb onto the roof of the neighboring
00:02:15
building jump onto the roof of this
00:02:17
building jump onto the balcony through it
00:02:19
there through the door You can go through
00:02:23
the ventilation find the
00:02:25
room all this is limited
00:02:28
solely by your imagination why you
00:02:31
may need to go through some
00:02:33
doors because you work as a private
00:02:35
detective in the world means mysterious
00:02:37
future corporate neo-noir, you
00:02:40
can probably call it that, but it
00:02:44
clearly smacks of noir, it carries
00:02:47
some kind of saxophone, well, it’s night here, it’s constantly
00:02:51
raining here, in general, the time
00:02:54
of day changes, so I suppose you can
00:02:56
be here and, as if during the day, on the street, that’s not the point,
00:02:59
saxophones in The game doesn’t even have a thick
00:03:02
noir atmosphere. When you walk in the
00:03:05
rain in a raincoat, smoke a cigarette and think
00:03:07
about What a cunningly complicated case this is. I
00:03:10
just don’t understand, all this is
00:03:12
not here. But there is a well-developed detective
00:03:15
component. When you come to the
00:03:19
crime scene, you almost have an overabundance of
00:03:24
information. guarantee
00:03:26
because the game honestly generates a huge
00:03:29
amount of all kinds of content that
00:03:31
relates to the relationships of the characters to the
00:03:34
connections of the heroes who live in this
00:03:37
city. That is, the city in which you
00:03:40
play is procedurally generated,
00:03:42
all the buildings that are
00:03:43
there are procedurally generated, all the interiors of all the
00:03:46
apartments that are there,
00:03:48
all the inhabitants are generated who live in these
00:03:51
apartments and for them there are also written down
00:03:54
the type of relationships where a person
00:03:56
works with whom he communicates who is
00:03:58
in his address book from whom he
00:04:00
may have some kind of notes And
00:04:02
when you come to the Crime Scene, of
00:04:04
course you fall into it all What
00:04:07
saves the situation is the fact that there is
00:04:10
this classic detective
00:04:12
board on which you can hang
00:04:15
different clues, connect them with strings,
00:04:17
buttons with which the pieces of paper are attached
00:04:20
so that everything can be
00:04:21
systematized and only the player decides
00:04:26
what information to pin and what
00:04:28
information to ignore, that is, very
00:04:30
quickly if you try don’t let
00:04:33
any information out of your sight at all, you can
00:04:36
simply find yourself buried under
00:04:40
these little notes that say that
00:04:42
this one called this one How much and
00:04:44
this one also owes this one And he also works here and
00:04:47
this company has a huge
00:04:50
amount of all kinds of information And we in general
00:04:53
who are we playing for? This is the first question and the
00:04:55
second question is why would he, relatively speaking,
00:04:58
climb through the ventilation systems about something we
00:05:00
said before? We are playing as a private
00:05:02
detective, and since this is a private
00:05:04
detective, he does not have direct access
00:05:06
to the crime scene, respectively,
00:05:09
most often for in order to search
00:05:11
someone's apartment, you need to
00:05:14
enter illegally; in short, at the moment
00:05:16
I have avery
00:05:17
serious concern. Because I don’t
00:05:19
understand how you can make an exciting
00:05:21
but randomly generated child.
00:05:25
This is
00:05:27
my main problem with Shadow of dawp
00:05:32
because from the point of view detective
00:05:34
story, it doesn’t tell any
00:05:36
detective story, you’re just conducting an
00:05:38
investigation. That is, this is a
00:05:41
detective simulator and not a detective story, like for example,
00:05:44
for cases for a hungry idol. Where you have
00:05:47
each task, which means it contains some kind
00:05:50
of Twist, where everything has some kind of
00:05:53
gradation of complexity, there is
00:05:55
a huge number of things that
00:05:57
tell a
00:05:58
specific story, the emphasis here is on
00:06:02
how you look for a business card in
00:06:05
different tables in order to find
00:06:08
a clue that will connect you with
00:06:11
one character to another and this is a
00:06:15
very shaky moment because that on the
00:06:19
one hand it’s cool You delve
00:06:22
into the Information You build in your head this
00:06:24
picture of what’s really happening but
00:06:26
very quickly I suspect this will turn into a
00:06:29
very mechanical study of the location
00:06:31
when you understand where
00:06:33
business cards can be lying around you will no longer be
00:06:35
engaged in some kind of detective
00:06:39
work revealing some secrets of
00:06:41
some interesting things. And you
00:06:44
will simply mechanically interact with
00:06:48
cardboard decorations because
00:06:51
at the moment the environment in the game is very
00:06:55
artificial people
00:06:57
are drawn very identically, they seem to
00:07:01
move poorly, they do not have any
00:07:03
clearly defined movement schedule
00:07:06
or the like and this hits you very hard on
00:07:10
immersion, you have no atmosphere, all
00:07:12
you have is interaction with
00:07:14
procedural generation algorithms, which as a
00:07:18
result, in my eyes, turns the game
00:07:20
into a good, strong, very interesting but
00:07:23
tech demo, throughout your entire
00:07:25
order I tried to grasp the idea of ​​what
00:07:28
reminds me of external Shadow Soft dapp and
00:07:32
finally realized that I
00:07:35
had an image of the game tier Down in my head about
00:07:38
voxel destruction and this is a very apt
00:07:40
comparison that I also caught myself
00:07:42
because firstly, well, it’s like visually
00:07:44
and there are voxels and there are voxels and like
00:07:48
Strictly speaking, the result looks like a tech demo
00:07:50
and it’s similar to those in a demo, but
00:07:53
it claimed that much more interesting
00:07:56
things were included. Well, starting from
00:07:59
the banal thing, I don’t know about the music and the fact that
00:08:01
in general everything that’s happening has some kind of
00:08:03
global plot that somehow
00:08:05
develops in the process But on the other
00:08:07
hand, Shadows He gave
00:08:10
is still in early access and perhaps a
00:08:13
gorgeous saxophone is just waiting for us ahead,
00:08:16
which will play somewhere There
00:08:18
On the horizon of what is happening, and in this
00:08:21
case the game will suddenly acquire some kind of
00:08:24
noir additional depth and
00:08:26
maybe it will sparkle with some new
00:08:29
colors,
00:08:34
I don’t know. It’s just me or the
00:08:37
developers, but lately I’ve gotten really
00:08:40
tired of DEK builder games
00:08:43
where we collect
00:08:46
cards and play them in different combat
00:08:50
situations, so I was a little upset
00:08:53
when I found out that there’s a new game in the Universe
00:08:57
Ash of Gods will be just a Duck builder, the
00:08:59
first part - This is if, as everyone
00:09:02
says, the domestic versions of Banasaga,
00:09:06
which I dearly love and as for me, and that
00:09:09
in Gats the first, it even
00:09:12
played up Banasaga in some places, some
00:09:15
aspects were executed even better and
00:09:18
seemed more exciting, at
00:09:20
least for me, and here a game is being prepared with the
00:09:23
subtitle “The Way” and is positioning
00:09:25
itself as a full-fledged continuation
00:09:28
since it is some kind of offshoot, which is why I
00:09:31
initially approached the game with skepticism.
00:09:34
However, it showed itself well because it
00:09:38
offers a fresh look at this one.
00:09:42
gathering map and excellent In general,
00:09:45
the approach to the mechanics, which in my opinion is a
00:09:49
big plus, I won’t go
00:09:53
into the intricacies of the plot and tell
00:09:56
you the elor information about the
00:10:00
Shevts Universe, it is quite extensive, but the plot
00:10:03
revolves around the fact that we are preparing a
00:10:06
young man to participate in some
00:10:10
special tournament that is held in the
00:10:13
city
00:10:14
opposite the faction of the enemy
00:10:17
faction and we will promote him there using
00:10:19
such an underground method,
00:10:21
he will pose as a certain young aristocrat, in
00:10:25
this tournament various cool
00:10:28
commanders, adjutants and all sorts of
00:10:31
military cool dudes will participate and thus he
00:10:34
will be able to
00:10:36
neutralize them because the tournament is tough
00:10:39
with real deaths. In general, the
00:10:43
stakes are high and thus, according to the cunning plan of the
00:10:46
Berkanians, we play for the Berkanians, this is a
00:10:49
local faction, therefore, according to the cunning plan. In
00:10:52
general, we will [ __ ] the military power of the enemy in this
00:10:55
way. The games proceed
00:10:58
as follows: we have a set of cards
00:11:00
of ten pieces of combat with certain
00:11:04
wars, each of them has its own
00:11:06
attack and health indicators Well, and some
00:11:09
special passive abilities
00:11:12
that affect the Gameplay, there
00:11:13
are support cards, this includes
00:11:16
items that we can hang on
00:11:18
already used fighters placed on the
00:11:22
playing field and there is also a
00:11:24
spell there which has a massive
00:11:27
impact Well, in one turn we
00:11:29
can play one fighter card and one
00:11:31
support card, while laying out a
00:11:33
fighter card, we put a model of this very
00:11:35
fighter on the field and he this fighter
00:11:39
begins to go to the enemy commander and
00:11:43
this process cannot be stopped they do it
00:11:45
all the time strive to reach the enemy,
00:11:47
this must be kept in mind. Well, they
00:11:49
only stop when they
00:11:50
meet enemy units. And at
00:11:54
that moment this disassembly begins.
00:11:55
Health attack. All this affects
00:11:59
how it does not manifest itself in terms of
00:12:01
movement. The only thing we can
00:12:03
do is move it to the left. or to the right of a
00:12:05
fighter with a certain line and,
00:12:08
accordingly, whoever reached the
00:12:10
commander first dealt him the required amount of
00:12:12
damage and lowered the
00:12:15
commander’s health indicator to zero and won
00:12:17
nothing overall. It would seem tricky but in
00:12:20
fact Well, firstly, the fact that the
00:12:22
fighters themselves have a serious influence
00:12:24
are present on the field and
00:12:26
move directly across it. That is, this is a
00:12:28
card game that
00:12:31
seems to have been crossed a little with chess, and
00:12:33
secondly, uh, the main twist of the whole
00:12:37
showgazeway concept is that here
00:12:40
almost all battles contain
00:12:44
unique conditions, that is, every
00:12:46
battle in the game is direct it was sculpted by hand
00:12:48
and
00:12:50
some additional nuances were made for it, for example, there
00:12:53
may be a battle where there will be a hefty barrier in the middle
00:12:56
that will need to
00:12:58
be broken, and at the same time you have a special
00:13:01
Unit that gives additional
00:13:02
spells and you need to
00:13:04
keep it in the clearing longer to provide
00:13:07
yourself with an advantage over the enemy there may
00:13:09
be some powerful Unit that
00:13:11
needs to be restrained and not allowed to reach
00:13:14
your commander, at the edges of the field there may
00:13:18
be Archers who randomly
00:13:21
send their Arrows to the participants in the battle
00:13:24
and can fly to both you and the
00:13:26
enemy. In general, there were a bunch of all sorts of possible
00:13:29
modifiers is conceived in this game
00:13:31
and as a result, in terms of card gameplay, the result is
00:13:35
something in between the usual
00:13:38
card gameplay. Sorry for the repetition and the
00:13:41
riddles that were in the blackbook, if
00:13:44
anyone played, they understand what we are talking about, something
00:13:47
in between because that same golden
00:13:50
mean is on one side of
00:13:52
the battles do not get boring since they are always
00:13:55
different and on the other hand, they are not
00:13:58
driven into some too rigid framework
00:14:00
when you need to
00:14:03
do a specific set of actions and only then will you win,
00:14:05
here is the collection of your own
00:14:08
deck, tailoring it for yourself you can
00:14:11
use different tactics With all
00:14:13
this, some battles are quite
00:14:16
complex and here the plot unfolds in
00:14:19
the sense that we
00:14:21
must overcome several tournaments before the very
00:14:24
main thing that we strive for within the framework of
00:14:26
these tournaments, fights with the leaders. They
00:14:31
often contain unexpected
00:14:33
turns, quests and so Well, damn it,
00:14:38
some battles on the first try Well, it’s
00:14:39
very difficult to overcome, keep in mind
00:14:42
Although, by the way, there is a difficulty setting and
00:14:44
therefore you can lower it and just If you
00:14:47
want to enjoy the story By the way,
00:14:49
regarding the story, in addition to the card
00:14:51
gameplay, there is a visual novel element.
00:14:54
If you want, the characters communicate, conduct
00:14:58
dialogues and eat the choice in these dialogues
00:15:00
that has an impact on your
00:15:03
progress, while for me this is also a
00:15:05
huge plus: the text and the story are not
00:15:08
annoying, they don’t overwhelm you,
00:15:10
you don’t get bored clicking through
00:15:14
line after line, there’s also no
00:15:16
unnecessary graphomania, everything is very
00:15:19
clear and to the point there is also something special going on
00:15:22
that I also wanted to mention, the music is
00:15:24
still gorgeous, the embroidery of the fathers in the
00:15:27
first part was a wonderful
00:15:28
musical accompaniment, some of it
00:15:30
migrated from the
00:15:32
original. But unfortunately, I didn’t
00:15:35
find it like this. This is a cool animated
00:15:37
screensaver in Redemption, this was the subtitle of the
00:15:40
first game. just a masterpiece
00:15:43
screensaver, but otherwise in audio-
00:15:45
visual terms I can’t get to the bottom of it and
00:15:49
in general the game surprised me and captivated me and I
00:15:53
played for a refund not for an hour and a half but for
00:15:56
five or six and I’m thinking how to stop
00:15:59
[music]
00:16:01
[applause]
00:16:04
move on
00:16:06
Damn I wanted to say from one Noir to
00:16:08
another, then I realized that in general, in
00:16:10
Gats, I’ve never been Noir, because for
00:16:13
Benedict Fox cases, it’s very
00:16:16
obvious that they are inspired by two things:
00:16:18
Noir and this is
00:16:21
some kind of Lovecraftian thing,
00:16:24
I can’t call it like it was in Krokhtian
00:16:27
Horror because the formal game is not at all
00:16:29
trying in Horror, we’re just
00:16:31
in this kind of scenery and
00:16:34
some demon is hanging out with the main character,
00:16:37
who gives him different abilities,
00:16:39
who has small Tentacles, uh,
00:16:42
small relative to what he usually
00:16:44
imagined, uh, in this regard,
00:16:47
Lovecraft But in general, all this is not the essence is so
00:16:51
important because we have before us a mitraiding
00:16:53
in such a way, I don’t know, in the most classical
00:16:57
sense of this word, probably, or in
00:17:00
something very close to the classical
00:17:03
understanding, because we have a huge
00:17:06
world in which the
00:17:10
main character can move in a platform perspective,
00:17:12
there is a huge the number of
00:17:15
branches of places that are inaccessible from the very
00:17:18
beginning, places with which it is not clear what to
00:17:20
do, locks for which there are no keys,
00:17:23
many other typical features of the genre,
00:17:26
and the main character actually
00:17:29
runs around this world,
00:17:31
switches, fights with monsters and
00:17:34
all sorts of bosses in order to
00:17:36
penetrate everything doors behind all the locks
00:17:40
to reveal some secret of your father, which
00:17:43
seems to be hinted at, but as
00:17:46
if they don’t fully do it because the
00:17:48
vision of the game is very skewed, I
00:17:51
got the feeling that I pressed
00:17:53
some kind of skip button, as if they didn’t
00:17:55
explain it who is the main character? No,
00:17:56
where did the demon actually come from?
00:17:59
Partner, nothing he does, nothing for anything,
00:18:02
he tried
00:18:04
his father to come to him and
00:18:07
apparently talk about something, because in
00:18:09
fact, at the moment when the hero gets to him,
00:18:10
he finds his father dead,
00:18:13
goes to his Memories and that’s where it
00:18:15
actually happens All this
00:18:17
psychedelic, slightly
00:18:20
Lovecraftian macabre, we’ll throw
00:18:23
scary words, it all looks
00:18:26
good, like a Lovecraftian feeling
00:18:29
from this game I didn’t want and don’t want it, it’s
00:18:31
like very colorful, very
00:18:34
diverse and cheerful enough
00:18:38
to Well, it was hard to immerse myself in
00:18:41
some kind of Lovecraftian
00:18:43
state when I looked at what darkness
00:18:46
was looking at me, this is Lovecraft for children in
00:18:48
general, and therefore, firstly, it’s pleasant to look at the
00:18:51
game, and secondly, based on all the
00:18:55
trailers, it doesn’t seem to be either it feels
00:18:58
like there is some kind of catch in all of this, but
00:19:00
unfortunately there is a catch, and it’s very much
00:19:04
in the vein that the game Tryndets is so
00:19:08
clumsy. Well, in terms of the fact that the
00:19:10
main character Tryndets is so
00:19:12
clumsy because it’s as if
00:19:14
there is some kind of Input varnish on him
00:19:18
you press the button, after half a second it
00:19:20
only begins to respond to your
00:19:23
press. In addition, all the animations for
00:19:26
this type of genre tied to
00:19:30
some kind of timing on clear platforming
00:19:34
and similar things are slow and because of this
00:19:37
you feel as if there is some kind of relationship between you and the
00:19:41
main character something like a very
00:19:44
jelly wire is located and you
00:19:47
tell him to run to the left and he continues to
00:19:49
run to the right for some time and
00:19:52
only then starts to turn around and
00:19:54
then starts to run to the left while you are
00:19:56
just exploring the world, this is not critical, not
00:19:59
fatal, at least not at the first
00:20:00
levels some
00:20:02
mind-numbing platform tasks
00:20:05
or something like that But as soon as
00:20:08
the battle starts, everything becomes very tight
00:20:12
In short, in your words, it seems that
00:20:14
the developers have shifted their emphasis towards
00:20:17
beautiful animations from convenient control
00:20:20
and this is very strange Well, that is, if
00:20:25
I were playing this game since I’m used to
00:20:27
playing similar
00:20:29
Mi 3.2 they I would suffer and die and I
00:20:33
suffered and died for some time when I
00:20:36
reached the first boss because I
00:20:37
tried to beat him with the usual
00:20:40
tactics for me, like jumping away from the projectiles
00:20:42
that were flying in my face But
00:20:45
Apparently, The last cases Benedict Fox
00:20:47
puts great emphasis on reflection and
00:20:50
on the block because this button is very
00:20:54
convenient, it gives a huge
00:20:57
blocking of this window, while uh,
00:21:00
almost any damage is reflected,
00:21:03
regardless of whether there is someone on the floor
00:21:05
hits or you are thrown stones or shot
00:21:08
or beaten, regardless of the size of the
00:21:11
enemy, if you pressed this button in time the
00:21:13
damage will not arrive everything will be fine
00:21:16
and as soon as I started spamming her I
00:21:20
passed the first boss and then began to
00:21:23
progress well, but this did not fix the
00:21:26
problem that it’s
00:21:31
very painful and unpleasant to move and control the hero here,
00:21:33
and it works very strangely
00:21:35
in the sense that I don’t remember having
00:21:40
encountered this in any game like this, but here it’s as if the jump
00:21:43
consists of three phases, as if there were three
00:21:46
-these are linear phases of the jump and not just some
00:21:48
kind of Parabola, a hyperbola along
00:21:52
which the heroes fly following the law
00:21:54
of physics, he seems to ignore this and I don’t
00:21:56
know how characters in animation can
00:21:59
jump, but there it was done in order
00:22:01
to increase the degree of expression, but here it
00:22:06
is If in a game where I control what the
00:22:09
hero does, it makes it very difficult
00:22:11
to understand, on the contrary, what
00:22:13
is happening at what moment and where
00:22:15
you are And where you are moving and coupled
00:22:17
with the fact that it is generally unclear Which
00:22:20
direction the plot is moving Why is it
00:22:23
happening And what is it trying to say this
00:22:25
seems to give me only one
00:22:29
green light out of three because
00:22:32
we have cool visuals and a normal
00:22:35
audio series to make it pleasant to
00:22:38
watch, pleasant to listen to, but playing it’s
00:22:40
not that fun or enjoyable, there are
00:22:43
a lot of others here, Dmitry two, some
00:22:45
work approximately in the same way, but much more
00:22:48
pleasant and easier to control, even the
00:22:50
Hollow Knight, which I used to reef at one time
00:22:52
Well, due to the fact that I really
00:22:55
didn’t like how jumping with
00:22:57
non-plot content was implemented there, which you
00:23:00
could cling to and say about This is some kind of
00:23:03
cool character I want learn more
00:23:05
about him about his motivation, the world in which he
00:23:08
is, the things that surround him,
00:23:15
somehow we sometimes have vrifants,
00:23:18
let's have a short Intermission and
00:23:21
take a break from all these dynamic,
00:23:24
pompous, rich in terms of production of
00:23:27
games for a small puzzle called
00:23:31
ridles and a
00:23:33
series of pleasant puzzles related to the
00:23:37
placement of siege weapons in order to
00:23:40
get to the main castle to the main
00:23:44
goal, the puzzling essence revolves around
00:23:46
the fact that all siege weapons
00:23:49
presented in the game fire with a
00:23:52
different delay. Well, or in general, in
00:23:54
principle, trebuchets take longer
00:23:57
to work than catapults, rams take longer
00:24:00
to work than trebuchets And ballistae
00:24:02
for example, they only work if
00:24:04
something hits them, and there are your
00:24:07
siege weapons that you place
00:24:10
in the clearing, there are enemy siege weapons
00:24:13
that are placed in advance in the clearing, and
00:24:16
all this needs to be brought into some kind of system so
00:24:20
that one launches another or one
00:24:23
protects from a third or so that it
00:24:27
somehow synergized and, as a result, cleared the
00:24:30
way to some kind of projectile that would hit
00:24:32
exactly that very cherished goal, the problems
00:24:36
sometimes make you think. Although in general the
00:24:39
game is small, in half an hour, maybe
00:24:42
a little more, I completed 20-odd levels And
00:24:46
this seems to be more half of the entire game,
00:24:48
but at the same time, as often happens
00:24:52
with logic games from
00:24:54
single developers, it’s cheap. Well, at the
00:24:58
same time, it feels like it was made with
00:25:00
love, you know, the person really
00:25:03
put his soul into it while making it, taking into account all
00:25:06
these factors, you can take a closer look if
00:25:08
you’re looking for something here's a puzzling
00:25:10
entertainment for yourself for the evening, it
00:25:13
seems to me that riddles and is quite suitable
00:25:17
[music]
00:25:18
[applause]
00:25:21
next we have a game with a strange
00:25:25
name from XO which at first
00:25:29
glance immediately says that this is something
00:25:34
very much inspired by Hotline Miami
00:25:36
and this is true because that the
00:25:38
main character breaks through a level
00:25:42
filled to capacity with opponents and his
00:25:46
task is to kill everyone, and in
00:25:50
short, to kill them, they just find a way out of the
00:25:53
levels to get to him, as in my opinion it
00:25:55
was in Hotline, the plot background in this is
00:25:58
at least Because there is a main character
00:26:01
who is somewhere I was driving with my girlfriend, a
00:26:04
man in a mask was sitting next to him, a man in a mask
00:26:06
took off his mask, the main character put on this
00:26:10
mask for some reason. I found myself on some
00:26:13
shore next to some mansion in the
00:26:18
mansion, in fact, a
00:26:20
huge number of enemies were generated here that
00:26:24
need to be killed and several of them - then there are NPCs
00:26:26
who will help him in the sense of the hero
00:26:29
so that he can achieve his
00:26:32
final goal, they are there with an arsenal, they are watching,
00:26:34
they are giving different drinks, in general,
00:26:37
in short, a standard set. The main difference between the
00:26:40
game and Hotline is that
00:26:43
it is a roguelike because Hotline was
00:26:47
linear, relatively plot-
00:26:49
oriented the project here doesn’t
00:26:51
seem to have a plot at all, you just go
00:26:53
level by level, you kill,
00:26:56
you shoot, you destroy it, and you do it.
00:26:59
This is mainly using firearms
00:27:02
because there are no melee weapons
00:27:05
here, there is a kick and it one-shots. But that’s
00:27:09
actually all it is here, most often it is
00:27:11
not even used for killings in
00:27:14
order to break down doors because the
00:27:16
enemies don’t know how to interact with them in any way,
00:27:18
so it’s like one of the
00:27:21
frequently repeated episodes: you approach the
00:27:23
doors that are knocking down, you turn on
00:27:27
slowmo, which is also here, and just
00:27:30
like in some Hong Kong action movie,
00:27:33
you shoot everyone you see and then
00:27:37
someone else comes running and you
00:27:38
shoot them too and then
00:27:40
repeat everything until the level
00:27:43
is cleared. Another thing that
00:27:45
actually differs here is the fact
00:27:49
that everyone has a certain number of
00:27:52
lives; enemies die in more than one
00:27:54
hit due to weapons, the main character
00:27:56
can withstand a huge amount of
00:27:59
lead in himself and in terms of comparison
00:28:04
with some kind of furious dynamics of Hotline
00:28:07
Miami, I would say that this gives a drawdown
00:28:10
in dynamics because in Hotline you
00:28:13
had to directly measure it, you had to turn
00:28:16
on a lightning-fast reaction, that’s all
00:28:19
the fifth tenth is incredible to analyze And
00:28:22
here you can, simply due to the fact that
00:28:24
you can absorb some
00:28:28
incredible amount of this very damage, fly
00:28:30
anywhere, shoot everyone completely calmly,
00:28:33
but then they
00:28:34
will kill you anyway because there is no in this game. You
00:28:38
should not absorb damage because there is no
00:28:40
normal healers In general, if you
00:28:43
behave unbridledly, you will be
00:28:45
punished because, in fact, there are a
00:28:48
huge number of enemies and they
00:28:50
shoot very accurately, they react very quickly to
00:28:53
your appearance in their field of vision, this
00:28:56
sets a certain dynamics for
00:28:58
what is happening Well, and besides, there is no
00:29:00
opportunity to replay one and the same
00:29:03
level here is like in any
00:29:04
normal bagel, as soon as you die
00:29:06
you roll back to the
00:29:08
very beginning and there are
00:29:10
quite a lot of levels here and between them you
00:29:12
heal, in my opinion, by a certain percentage of
00:29:15
your maximum HP and not so that
00:29:18
the bar fills up completely the main thing
00:29:22
that disappointed me in
00:29:24
otx O this music Because the music in
00:29:29
Hotline Miami was cool Not because
00:29:30
it did vroom-vroom but because it
00:29:34
constantly built some kind of
00:29:37
global dynamics, it either died down, then
00:29:41
it became louder and everything
00:29:44
else fit perfectly In response to
00:29:46
what is happening on the screen in otx O, the music
00:29:51
just makes a monotonous breath of dysh-thousand-dysh,
00:29:55
it gets a little boring. And in fact,
00:29:58
quite quickly, which is why I
00:30:01
turned it off, but here we come to an
00:30:04
interesting conclusion,
00:30:06
which is a little contradictory in the bath
00:30:09
as as if from the last issue which
00:30:12
re-fandid a game that is similar to Caesar
00:30:15
because everything good that is in
00:30:17
this game was already in Caesar 100 came out
00:30:20
strange because with the exception of
00:30:25
Rauglikov's structure and
00:30:27
slow motion I cannot say that there
00:30:31
is anything here we haven’t seen it before,
00:30:34
and if I remember correctly, the
00:30:37
same slow motion was for example in Hong Kong
00:30:40
masacre game, which is also top down, also
00:30:43
about some kind of
00:30:45
cinematic shootouts with a
00:30:47
top view and which you refanded, in my opinion,
00:30:50
at one time and which I too the refund was
00:30:53
by the way, yes, because I remember that
00:30:55
I had some kind of gag with it, but
00:30:57
specifically 100x Oh, everything turned out
00:31:02
fine for me. I play the game normally. I
00:31:04
enjoy it. Despite the
00:31:07
fact that I can name a large number of
00:31:10
which -the obvious inspirations that are
00:31:12
present here and it’s not that there are a lot of
00:31:15
unique solutions and
00:31:18
black and white
00:31:21
accents, it’s not that something incredible
00:31:24
has never been seen, but on the one hand it’s not that
00:31:27
hackneyed, there aren’t many games
00:31:30
like this And secondly I thought that
00:31:34
despite the fact that we had Hotline
00:31:37
Miami, there weren’t many games that
00:31:40
were trying to parody it, they did it like they
00:31:43
understood what they were doing and that’s why
00:31:46
I wouldn’t refad XO, which I
00:31:50
actually don’t intend to do, I
00:31:52
can’t help but note that it is written that
00:31:54
it reads from XO as very so apparently
00:31:58
this is some kind of non-English language uh I was
00:32:00
just curious What
00:32:02
the Title could mean but I never found the information
00:32:04
inside the game they say that so uh in
00:32:08
some language the wolf sounds good that we
00:32:11
this was found out
00:32:12
[music]
00:32:16
as far as I understand, the next game
00:32:19
I got acquainted with. It’s called
00:32:20
Dance of Cards. It’s like the previous one. My
00:32:24
game ridle sensich was created by one
00:32:27
person, but here, of course, you can already
00:32:30
feel that perhaps this is some kind of
00:32:32
Magnum opus of this figure because
00:32:35
you can already feel scale and
00:32:38
solidity is felt Dance of Cards is an
00:32:42
adventure narrative game
00:32:45
crossed with poker and
00:32:48
gambling in general. We act as a
00:32:51
young magician who
00:32:53
participates in a show program. And this
00:32:56
show program at some point decided to
00:32:59
move overseas to the New World from Europe
00:33:03
in order to arrange a tour there, they
00:33:06
find themselves on a liner and on this liner they
00:33:09
begin. Apparently I haven’t really had time to
00:33:13
intensify these events yet, but
00:33:16
some mysterious mysterious events of a
00:33:20
criminal or thriller plan begin, in
00:33:23
general, they will need to survive there for seven days
00:33:25
and all this is associated with
00:33:29
poker games, that is, as you can guess,
00:33:30
high stakes, someone will be constantly
00:33:33
minus at the same time, these poker
00:33:36
evenings are framed by various
00:33:38
various events, you can walk around the
00:33:41
ship, communicate, be distracted by some
00:33:44
other activity, stumble upon
00:33:47
some events, you can find
00:33:49
objects, and so on further and so on and so
00:33:51
on In terms of mood and to a greater extent
00:33:54
graphically, all this reminds me of
00:33:57
undertale, also kind of tacky,
00:34:00
a little skewed to some children’s
00:34:04
drawings in paint, graphics and the mood
00:34:08
reigns with a certain sad lyrical humor
00:34:11
or something like that some kind of
00:34:14
tragic Irony or something Moreover,
00:34:17
Undertale was partly a role-playing game
00:34:21
and Dance of Cards is also partly a role-playing
00:34:23
game because the character has
00:34:25
leveling up, the character has both
00:34:29
active and passive skills, he can carry
00:34:31
items in the inventory that can
00:34:33
influence its characteristics
00:34:35
In general, all this is there and this whole
00:34:38
story has its own influence during
00:34:41
poker games here, poker is not easy with a
00:34:45
peppercorn. That is, you can try
00:34:47
to cheat there, have an additional
00:34:50
influence on the game, you can change cards there,
00:34:52
piss off your opponents. In general, there are a
00:34:55
lot of different tricks. Some of these
00:34:58
skills they are, I would say, annoying and
00:35:01
somewhat strange. For example, I played
00:35:06
poker with a dude who used the
00:35:08
antif skill and it worked very strangely
00:35:10
because I am like that now there
00:35:13
will be a little terminology for those who are good
00:35:15
at poker, I apologize to those who are not
00:35:18
good at it, I just want to explain In general,
00:35:21
I have ace 10 in my hands. I make a move
00:35:24
preflop. This guy uses anti-bleed and
00:35:28
it works. The game thinks that with an ace
00:35:30
and ten I should have folded in the small blind. For
00:35:33
some reason, she thought
00:35:36
that I didn’t have a strong
00:35:37
hand and blamed me. in bluffing and like
00:35:40
this Well, several similar situations arose
00:35:42
during the game, there are just
00:35:45
annoying things in the sense that
00:35:47
some opponents constantly
00:35:49
spawn with a certain skill, there is a
00:35:52
girl who constantly steals his chips, they
00:35:54
need to steal them and steal steal And
00:35:56
steal And Well, it’s just boring but in in
00:35:59
general, you can come to terms with all this, it does
00:36:01
n’t have such a strong and not so critical
00:36:02
effect, what I didn’t like even more is
00:36:05
that each player
00:36:08
has a certain style of play and, in
00:36:12
theory, he should strictly follow it someone
00:36:16
loves me Bluff again someone- then he likes to
00:36:19
constantly attack and make raises, someone
00:36:23
on the contrary, then you play both checks and
00:36:26
calls, and if you don’t play as
00:36:30
befits this character, and here you
00:36:33
can play not only for the main character, but for
00:36:35
different characters, that is, the team is like this, so
00:36:36
if you are not playing as
00:36:39
befits a particular character, the game
00:36:41
will punish you, it will drive the
00:36:43
character into stress, he will reach the point of
00:36:47
panic at these moments, you may lose
00:36:49
control over the situation. In a panic,
00:36:51
because the character there begins to show
00:36:52
his cards, begins to discard them there in
00:36:55
general all sorts of things happen and this is Well,
00:36:57
strange In my opinion, because it
00:36:59
feels like the author loves poker and he
00:37:03
wanted to make an original, interesting
00:37:06
game with poker But these moments are
00:37:10
classic poker Gameplay, they
00:37:13
destroy that is, all sorts of things with
00:37:17
changing cards there or with some
00:37:19
I still understand cheating, but this is what you
00:37:21
should follow only certain
00:37:23
tactics. I think this is a big hindrance, and
00:37:26
other gambling games are also
00:37:29
thoroughly developed or they just
00:37:31
exist and you can spend a couple of minutes on them
00:37:34
and then continue for an hour and a half playing
00:37:36
poker, the second option because that poker
00:37:39
is the main thing and various additional
00:37:41
entertainment is just to distract me
00:37:45
so far I have met with a lot of cars and more
00:37:48
less mostly here Yes,
00:37:50
I also see everything about poker on almost all the footage with
00:37:53
games, next to it there is a stage on which
00:37:56
musicians stand above which the
00:37:58
subtitles of their songs are displayed This is an excellent In my
00:38:03
opinion, the artistic moment of the author's
00:38:05
decision is even partly justified from the plot point
00:38:08
of view that at the moment when
00:38:10
you play poker there is a
00:38:12
musical ensemble nearby that performs
00:38:14
songs,
00:38:15
even in the prologue that took place you
00:38:18
ended up in the room of a casino security guard. But
00:38:21
it’s like a kind of room for
00:38:23
conclusions and at the same time they detained not
00:38:26
only you, but also this
00:38:27
musical ensemble and when you were playing with this
00:38:29
guard, he was like, come on, hit
00:38:32
us with something and they start playing, and that
00:38:35
is, you are playing in his little room and
00:38:37
this one is standing next to him the musical
00:38:39
group that accompanies your game is
00:38:41
cool, it’s just made, the music is really really
00:38:43
high-quality Despite the fact
00:38:46
that it’s well, I would say it’s middling, but at the same time
00:38:54
it’s very coolly done. Well, for the rest I imagine that this will all turn into a final refand and this is not a refand But I’m
00:38:57
honest I’ll say I’m a little upset because of
00:39:00
this notorious style of play
00:39:03
that gets attached to certain
00:39:06
characters. It seems to me that there are too
00:39:08
many of these role-playing details and
00:39:12
little frills that the author has wrapped up in the poker
00:39:15
concept. Well, he should have left two-thirds
00:39:18
of what he came up with I think it
00:39:21
would be better because it slightly
00:39:22
blurs the very essence of poker, but obviously
00:39:26
the game was made for poker fans and this,
00:39:29
by the way, is also probably a problem because because of
00:39:30
this the game has a very narrow audience. In the
00:39:35
future, many will leave it
00:39:38
behind. It’s a pity because the game
00:39:41
original interesting and worthy of
00:39:44
attention Therefore, if you are not indifferent
00:39:46
not only to indie games but also to poker, there is no
00:39:50
doubt about it, check it out
00:39:52
[music]
00:39:53
[applause]
00:39:56
train howls, the game is very strange
00:40:00
Because you look at the trailers, you look
00:40:05
at the screenshots and something happens there there are
00:40:08
some crowds of enemies, there are some
00:40:11
giant monsters, parallel trains,
00:40:13
which means they are passing by your train,
00:40:16
which is traveling through the void, which actually
00:40:19
sets the name of the game, practically None
00:40:22
of this in an hour and a half, the classic
00:40:26
framework of Riffandr’s introduction, I didn’t
00:40:28
see saw a lot of the void through
00:40:31
which Mine was traveling train Well, at the
00:40:34
moment, strictly speaking, this is Rubber that
00:40:37
has undergone one improvement, in my opinion. Which
00:40:40
means, what is it in general, where do they start from here?
00:40:44
Where do they go and how do they pass? A certain
00:40:47
Soviet engineer in some Soviet
00:40:49
years, that means, went somewhere there for
00:40:52
shift work, saw what -then he
00:40:54
followed the tracks and got into the Other World, now
00:40:57
he has a trolley, some notes from
00:40:59
some scientist, and that means an endless
00:41:02
road ahead along which he travels
00:41:04
for no apparent reason. Well, he is tied to this trolley with a
00:41:06
cord like from rubber, he
00:41:09
can’t fly far while it is
00:41:11
in this hole, there are stops at them, you can
00:41:14
go any distance, but
00:41:16
nevertheless, at first glance, everything is
00:41:18
simple, there are tires, there is a road, a trolley
00:41:20
rides along the road around the road,
00:41:24
various kinds of resources are hanging in the air, which
00:41:25
can then be used for this purpose. to
00:41:29
study some new things, discover
00:41:32
new technologies, and so on and so on,
00:41:35
and well, as if regularly, according to my calculations, about
00:41:40
once every 20-30 minutes you arrive at
00:41:43
some kind of giant space
00:41:46
railway station where you can
00:41:49
do something - there’s something plot-related there at the
00:41:51
first station, in my opinion, the hero finds
00:41:53
a gun at the second there are already enemies
00:41:57
with whom you can shoot, and so
00:42:00
on, it’s all very good and
00:42:03
nice looking, the setting is like this,
00:42:08
railways hanging in the void when there are some
00:42:11
scraps around It’s not clear what’s where - there are
00:42:13
some columns far away, which means some
00:42:16
incomprehensible monsters somewhere on the verge of
00:42:18
perception, there in the fog they
00:42:21
are moving their tentacles and it’s as if
00:42:24
they are creating this Lovecraftian
00:42:25
effect and well, as if on a regular basis, all this is
00:42:28
somehow still a little bit - it changes a little there,
00:42:30
you pass by some I don’t know
00:42:32
hanging ruins, uh, and other things. Besides, there are
00:42:36
some inhabitants whining everywhere, the
00:42:39
inhabitants, at first they’re just some
00:42:41
small fish, like, well, I’d like
00:42:44
to call them fish because they
00:42:46
seem to be they fly and swim, but it’s clear
00:42:49
that there is weightlessness and we are not talking about
00:42:53
water, but just some animals, then
00:42:56
there is some dangerous shark that
00:42:58
can periodically fall asleep on the hero’s
00:43:01
ass if he
00:43:03
leans out from his platform for a long time. But the main
00:43:07
strangeness is that
00:43:09
the craft the system is in no way
00:43:12
tied to what is happening on
00:43:14
the screen, as it were. At first, purely by
00:43:18
inertia, on some
00:43:20
survival reflexes, I flew around the trolley
00:43:23
honestly collecting iron, wood, some kind of
00:43:27
chemicals, organics, ice in order to
00:43:31
craft some boxes so that I
00:43:33
could go there putting together these same resources
00:43:35
means workbenches of the smelter,
00:43:38
which are needed in order to
00:43:40
process some more complex
00:43:42
composite materials, which are then
00:43:45
required to build new
00:43:47
workbenches on which you will then
00:43:49
build even more complex
00:43:51
complex materials. And when I realized
00:43:53
that, as it were, first of all, I’m doing what
00:43:57
I was doing at the trading post, only the trading post
00:44:00
was fun because I was
00:44:03
automating these processes. And here I
00:44:05
have to put everything with my hands everywhere,
00:44:08
collect it, shift it, and it also comes
00:44:11
from some workbenches; in short, not all
00:44:13
materials can be unloaded there in
00:44:15
batches. and sometimes you open the next
00:44:19
thing and it says something like it’s impossible to
00:44:21
continue production because there are
00:44:23
so many things lying on the
00:44:26
exit plane and there’s only one thing lying there
00:44:29
and it was just a nightmare and the
00:44:32
second is an even stranger consciousness. I
00:44:36
realized that this is not at all tied
00:44:38
to the type to what is happening on the screen in the
00:44:42
same way that, as if in a normal
00:44:44
survivalist, when you find yourself in
00:44:47
this mysterious new unknown world,
00:44:49
you have a problem of hunger You have
00:44:52
problems there are cold For example, you have a
00:44:54
problem that
00:44:56
you cannot move somewhere from starting
00:44:59
point because there are some dangerous
00:45:01
conditions there and you first need to craft
00:45:02
a weapon, for example, in order to poke
00:45:05
around somewhere because there you will have to
00:45:07
kill Wolves, here all the crafting doesn’t give
00:45:10
me any protection from the environment,
00:45:14
which doesn’t even try to attack me somehow - then to be
00:45:15
aggressive until the
00:45:18
first appearance of this kind of
00:45:21
animal floating from afar, I don’t craft
00:45:24
like food because I just pick up
00:45:27
organic matter and ice and consume them, and I don’t
00:45:31
craft some kind of armored plates for the train
00:45:33
because they are not needed, I don’t I’m crafting
00:45:35
some new weapon because I
00:45:37
have a pistol with an infinite
00:45:39
number of cartridges and in short, when I
00:45:42
realized this, I had so
00:45:44
many questions. Well, that is, if
00:45:46
it were a hook, let’s assume for the first
00:45:49
half hour of the game that you just launched it
00:45:53
you look from right to left like this Oh what kind are
00:45:56
here and as if to start
00:45:59
introducing you into the world Show you look like
00:46:01
this they collect resources here Here you have
00:46:04
a revolver, shoot at all sorts of
00:46:06
small local inhabitants get used to
00:46:09
local shooting Realize that there are
00:46:12
new people here and here you go we are introducing you into the
00:46:15
world. Now you have this
00:46:17
number of mechanics for which you
00:46:18
are responsible, working with them through
00:46:21
Crafting the collected resources, actual
00:46:24
ingenuity and the rest. But apparently,
00:46:26
for an hour and a half I could
00:46:29
simply press the pedal of the trolley to the
00:46:32
floor and accelerate forward and I wasn’t in any danger at all,
00:46:34
either I did something wrong for an hour and a half and
00:46:37
some kind of
00:46:39
Trigger didn’t work, uh, like you went through
00:46:42
conditional training Now let’s
00:46:43
start playing, or the game has some
00:46:46
very strange, very drawn out
00:46:48
game design sometime during the
00:46:50
first two hours you don’t see anything at all
00:46:52
and only then apparently
00:46:56
something starts because Looking at the trailer
00:46:58
I have a lot of questions, how many hours do I have to
00:47:01
travel to these interesting hefty
00:47:03
monsters, these people in terrible
00:47:07
red power armor and to other
00:47:10
interesting adventures
00:47:12
because I didn’t see anything of this during my timing
00:47:16
and it’s very strange. Well, apparently not
00:47:19
only for you, given the mixed
00:47:21
nature of the Steam reviews. However, in my
00:47:25
final defense, I’ll still say that Voytrain
00:47:28
is still in early access and
00:47:32
perhaps now, as if having received
00:47:35
such feedback, the developers
00:47:38
will think about it and maybe they will correct something,
00:47:42
somehow speed up the dynamics of what is happening
00:47:44
if this is required. Although it is possible that is exactly
00:47:47
what they were trying to achieve and the point is that
00:47:50
you first
00:47:51
need three or four hours there endure
00:47:54
monotonous boredom and then you begin to
00:47:58
enjoy how everything
00:48:00
around you begins to move to life, but this is
00:48:04
all hypothetical And this is all in the future in the
00:48:06
present we have such a very
00:48:09
visually seemingly attractive
00:48:11
project But how filled with
00:48:15
content it is very difficult to judge from the first
00:48:18
hours games
00:48:24
and that's all for us today, everything is as
00:48:27
usual. Thank you for your attention and
00:48:30
Andrei Maestro Berestov for his help with the
00:48:33
editing. Moreover, now he has
00:48:36
completely taken on this task. Previously, I
00:48:38
initially did the sound and Andrei put in the footage.
00:48:42
Now all the editing is on him And
00:48:44
I hope he didn’t swear at us much, cutting out
00:48:47
spoiled takes. And finally,
00:48:49
it remains only to remind us that do not
00:48:52
forget to send us
00:48:54
suggestions for games in the comments that may be
00:48:56
included in the next issue of the refund. And that’s
00:48:59
all, good luck to everyone and happily bye
00:49:05
[music]

Description:

Процедурно-сгенерированный неокорпоративный нуар, карточно-шахматное продолжение Ash of Gods, лавкрафтоидвания, осадно-разрушительные загадки, чёрно-белая пародия на Hotline: Miami, трибьют покеру под соусом Undertale и поезд, преодолевающий пустоту по рельсам. Игры выпуска: — Shadows of Doubt ( https://stopgame.ru/game/shadows_of_doubt ); — Ash of Gods: The Way ( https://stopgame.ru/game/ash_of_gods_the_way ); — The Last Case of Benedict Fox ( https://stopgame.ru/game/the_last_case_of_benedict_fox ); — Riddles And Sieges; — OTXO ( https://stopgame.ru/game/otxo ); — Dance of Cards; — Voidtrain ( https://stopgame.ru/game/voidtrain ). • Комментарии и обсуждения — https://stopgame.ru/show/134291/ischem_horoshie_igry • Ещё больше об играх — https://www.youtube.com/StopGameRu/StopGame-SUB 00:00 — Вступление 00:26 — Shadows of Doubt 08:34 — Ash of Gods: The Way 16:02 — The Last Case of Benedict Fox 23:15 — Riddles And Sieges 25:20 — OTXO 32:15 — Dance of Cards 39:55 — Voidtrain 48:23 — Заключение *** 📧 Вопросы по рекламе: [email protected] 💥 Поддержка StopGame: https://boosty.to/stopgame Расписание стримов — https://stopgame.ru/live_schedule Прямые трансляции на Twitch — https://www.twitch.tv/stopgameru/ Футболки от StopGame — https://shop.stopgame.ru/ Дзен - https://dzen.ru/stopgame BK — https://vk.com/stopgameru Discord — https://discord.com/invite/stopgameru Steam — https://steamcommunity.com/groups/stopgamecommunity Facebook — https://www.facebook.com/unsupportedbrowser Twitter — https://twitter.com/stopgameru Telegram (дайджест) — https://t.me/stopgameru Telegram (новости) - https://t.me/stopgamenews Instagram — https://www.facebook.com/unsupportedbrowser

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