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00:00:00
do you remember your emotions When
00:00:02
GTA3 was launched for the first time, a huge world in
00:00:06
which you could do all sorts of things,
00:00:07
run around the open city at an
00:00:09
advantage with a bazooka, work as a taxi driver or
00:00:18
[music]
00:00:21
felsherin drown for many months, it was the
00:00:24
third part that, as if on a trampoline,
00:00:27
threw the GTA series up into the a popular
00:00:30
series that can be treated
00:00:32
differently, but not recognizing its contribution to the
00:00:34
development of gaming art is simply
00:00:36
impossible, but what does the GTA video have to do with it, it’s not
00:00:40
about it? What if we say that an analogue of the
00:00:43
three-dimensional GTA could have been created in Russia
00:00:46
even before Rockstar itself? And not only could
00:00:49
but they also did almost everything about how it
00:00:52
happened and why
00:00:54
many people still don’t know about it; the developers themselves will tell you the
00:00:57
author of the idea; the director, the director; the
00:01:00
written and chief artist;
00:01:03
Oleg Olav Goodvin;
00:01:14
put a like on our channel and click on
00:01:16
the bell So
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[applause] let's
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go. This story began a long
00:01:25
time ago, back at the end of VOX then
00:01:28
Vyacheslav written, the future founder of the
00:01:30
skive studio, was actively interested in
00:01:32
computer games and his favorite
00:01:34
genre was quests at the same time Oleg
00:01:37
Alaf Goodwin then Oleg Zakharov drew
00:01:41
his own comics during his geometry
00:01:43
and chemistry lessons at school in
00:01:45
1991. He came up with the idea of ​​creating a
00:01:48
series of comics about the heroes of Soviet
00:01:50
jokes Petka and Vasily Ivanovich. A
00:01:53
couple of years later, Oleg was given the idea of
00:01:55
creating a game based on his art.
00:01:58
Long struggles began
00:02:00
as Find a professional
00:02:02
development team at that time was no easier
00:02:04
than getting rich on the Mavrodi pyramid. The
00:02:07
Russian gaming industry was just
00:02:09
beginning to emerge, the first
00:02:11
development companies appeared, Doka Studios Nikita
00:02:15
Geis and the first large publishers such as
00:02:18
Buka and Akella. It was a time of searching for
00:02:21
creative ideas, so domestic
00:02:24
developers are like newborn
00:02:25
turtles. the shores of the ocean scattered
00:02:28
somewhere, someone tried to invent something
00:02:31
truly out of the ordinary, such
00:02:33
as Kdlab with his Vange or
00:02:37
Nikita with Parkan, someone followed a more
00:02:40
traditional but no less difficult
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road, like a shaft of malt, but most of
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our game makers set off into the genre of quests
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from which, through joint efforts, such a
00:02:51
special phenomenon as the Russian quest was created,
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Petka’s project also belonged to this genre. In the
00:02:58
end, Fate brought together Oleg Goodwin
00:03:01
and Vyacheslav in writing. One summer
00:03:03
day in ninety-six, Vyacheslav at
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that moment was publishing a gaming magazine
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published by sbg Magazine and in In the seventh
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issue of the magazine, the first announcement of the game was released,
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which was destined to become the main
00:03:17
founder of the Russian Quest,
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the name of the new studio, skiv as a joke in
00:03:30
1998, Petka and Vasil Ivanovich
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save the Galaxy finally came out,
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becoming one of the most hit Russian games of the
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late
00:03:39
nineties. However, inside the studio, not everything
00:03:42
went so smoothly work on the second part of the
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series began in much worse
00:03:46
conditions, to put it simply, the beech squeezed money by
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allocating half the already
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modest amount than for the first part of the beech
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simply did not believe in the success of the
00:03:56
second Petka, which undermined the inner
00:03:59
spirit,
00:04:00
nevertheless, ideas for new games
00:04:02
continued to be in full swing and the
00:04:05
developers enthusiastically spent their free time during the
00:04:07
first year and Karmageddon, it was karma that
00:04:10
became Vyacheslav’s favorite game
00:04:11
in writing, as he himself admitted. It was a
00:04:14
great way to vent his aggression,
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so in
00:04:18
1999 Vyacheslav had the idea:
00:04:22
What if we try to make the best game
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in the world in in the literal sense of this expression,
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zano Hedon and GTA and creams, this is how the
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idea of ​​Project
00:04:34
Overdrive arose from the very beginning, the scale of
00:04:37
Project Overdrive in the Russian localization of
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Outlaw served as both the main
00:04:42
motivational force and became the cause of
00:04:45
all the difficulties in development, to begin with, it was
00:04:47
necessary to simulate a huge city
00:04:50
that was supposed to reach an area at
00:04:52
16 sq km, for comparison in GTA3 this
00:04:56
area was 9
00:04:58
m since the game was initially
00:05:00
aimed at the Western market.
00:05:02
The architecture of the city, by the way, was
00:05:04
called alter City. It was made in a
00:05:07
typical American style. Oleg Goodwin, the
00:05:10
main artist, was guided by
00:05:12
photographs of cities from American and
00:05:14
European magazines. where he
00:05:21
fantasized with an eye on the newest
00:05:23
parts of Need for Speed ​​and had an abundance of
00:05:26
ikat interchanges and tunnels development of
00:05:30
tasks um that it was possible to enter any building in the game,
00:05:34
accordingly there was a
00:05:37
need to create dozens of
00:05:38
unique interiors the interior
00:05:40
decoration of weapons stores, car dealerships,
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hotel rooms and even some
00:05:45
apartments was to be to refine this,
00:05:47
of course, took a lot of effort, with all the
00:05:50
elaboration of the huge world in the game there
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were no internal Zara Blagoyar
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technologies
00:06:00
and as the player approached the new
00:06:02
sector, the old one was unloaded from memory on the
00:06:04
fly without loading, the engine
00:06:07
worked out which were in the
00:06:10
player’s frame and if, for example, some house
00:06:12
obscured the square, then this square
00:06:14
simply cannot be loaded; for this reason, the
00:06:17
streets in the city are made so that
00:06:19
nearby houses obscure as
00:06:21
large areas of the map as possible, also with the
00:06:24
interiors of the inside of the building.
00:06:34
leading companies, for example, the
00:06:38
Test Drive Overdrive programmers were proud of this
00:06:40
when they created
00:06:42
city races on the PlayStation 2. By using
00:06:45
portal technology, the developers
00:06:47
saved a lot of computer resources
00:06:49
that were used for graphical
00:06:51
goodies such as the play of light and shadow or the
00:06:54
dynamic change of weather and time
00:06:56
of day, and even such little things as turning on the
00:06:59
lights in the windows of houses at night did not go
00:07:02
unnoticed. Let's add that all this should have been
00:07:05
launched on the second Pentius with
00:07:07
maximum settings on the third. As
00:07:10
for the plot, little is known about it. The
00:07:12
main character comes out of prison
00:07:15
and immediately runs into the mafiosi who
00:07:18
give him work, everything is according to the classic
00:07:21
robberies hijackings, murders, but as he
00:07:23
moves up the career ladder, the hero
00:07:25
realizes that this is a path to nowhere and
00:07:27
thinks about his future, on the one
00:07:30
hand there are mafia groups on the other, the
00:07:32
police, and here and there he has friends and
00:07:35
enemies, and every country wants to get
00:07:38
him into their ranks before him there is a
00:07:40
difficult choice because no matter what decision he
00:07:42
makes, he will become a traitor;
00:07:45
it was planned about five action-packed
00:07:48
missions built according to the win-win
00:07:50
schemes of militants from the nineties, somewhere we
00:07:52
had to traditionally clear a
00:07:54
hotel from gangsters, somewhere we
00:07:57
defended the honor of scientists, repelling the
00:07:59
military, sneaking in
00:08:02
secret samples of computers new
00:08:05
generation Casino robbery sniper
00:08:08
missions everything you could imagine then
00:08:10
was here The plot was somewhere that
00:08:14
we found ourselves in the center of a showdown between
00:08:16
several mafia families at once. And in the final
00:08:19
mission that took place on the island, a
00:08:21
real massacre was expected between the police,
00:08:24
the military and the leader of the Mafia, and this
00:08:27
main mafia Nast showed up not just in a
00:08:30
brazen suit with a Thompson submachine gun, he
00:08:33
managed to steal a
00:08:35
prototype of a combat robot from a military base and climb inside
00:08:38
Wow, a mess There should have been, after the
00:08:41
massacre of everyone, the city was cleansed of evil,
00:08:44
our hero received a medal for courage and
00:08:46
then also found out that he was going to prison he was
00:08:48
unfairly reproached, in general, for a good
00:08:52
guy, we are playing here, of course, the
00:08:54
developers understood perfectly well that
00:08:56
the plot did not shine with originality, but it
00:08:58
allowed
00:09:00
stupid adrenaline missions filled with a
00:09:03
large number of characters, some
00:09:05
plot ideas reaped their
00:09:08
foresight, for example, it was supposed to
00:09:10
change the place of residence of the main character,
00:09:13
starting from a remote apartment somewhere in
00:09:16
the port, as he got richer, the hero could
00:09:18
buy new real estate and at the end of the
00:09:20
game he could already live in his own
00:09:22
luxurious mansion, or the fact that according to the atams
00:09:28
no one forbade other utensils. By the way, this
00:09:31
is not in GTA, it still
00:09:34
appeared online in GTA only in the
00:09:36
fourth part A in overdrive,
00:09:38
the multiplayer was planned from the very beginning
00:09:40
in two modes Death Match and the
00:09:43
struggle for dominance. And to
00:09:45
dominate both single and multiplayer was
00:09:47
with something from a banal knife and pistol to an
00:09:51
ultrasonic bazooka and a flamethrower, and some
00:09:54
types of weapons could be upgraded;
00:09:55
shootouts in the game were promised be
00:09:57
extremely spectacular The release of the matrix in March
00:10:00
1990 inspired the developers
00:10:03
to create the effects of time dilation
00:10:05
and diverging sound waves from cartridges.
00:10:09
Above are just some reliably
00:10:11
known facts emphasizing
00:10:13
the scale of the game. The overdrive project was
00:10:16
unheard of daring for that time, but the
00:10:18
developers, being still young and
00:10:20
inexperienced, decided that will be able to master
00:10:22
this in just about a year, and Buka, which had
00:10:25
previously
00:10:28
refused to sign a contract
00:10:31
for a year and allocated a small amount of
00:10:34
money, But Buka helped with resources And to
00:10:37
help the Scythians, they sent several people who
00:10:40
worked on the corsair and who had recently
00:10:42
left Akel, together with two new
00:10:45
programmers, Vyacheslav and established a new
00:10:49
company However, in essence it was the same
00:10:52
Skif with several new people in total. The
00:10:55
game was worked on by de programmers and
00:10:57
artists, and by the
00:10:59
composer and project leader in the person of
00:11:01
Vyacheslav written, it was a
00:11:03
professional team with
00:11:05
remarkable skills in their work, the
00:11:08
invited programmers did not come
00:11:10
empty-handed, but with its own engine,
00:11:12
which nevertheless had to be
00:11:14
thoroughly rewritten. And yet,
00:11:16
completing such a volume of work in such a period
00:11:19
was too optimistic a plan,
00:11:21
since the developers had nowhere to
00:11:23
take a ready-made example; they had to learn from their
00:11:26
own
00:11:27
mistakes that it would not be possible to deliver the project within the specified time frame.
00:11:31
Skip began to request a
00:11:33
delay and asked Buka to hire
00:11:36
more people to help Buka, in turn, like any
00:11:39
publisher, took into account only three
00:11:41
main factors of investment: timing and
00:11:45
possible profit, inviting new
00:11:47
people would mean new investments, which was not
00:11:49
part of their plans. As for the deadlines, the
00:11:52
publisher eventually moved them almost by
00:11:54
year in which the Armed Forces and the Scythians did not
00:11:56
fit in. Despite the fact that in the
00:11:58
end they plowed 1820 hours a day, they
00:12:02
asked for another six months, finally in Buka they came
00:12:05
to the conclusion that the project would in no way
00:12:07
pay off in Russia where, due to the low
00:12:09
solvency of the population,
00:12:11
pirates and even licensed games
00:12:14
were sold for 3 kopecks,
00:12:16
Buka also couldn’t find investments abroad,
00:12:18
as Gambling Mania writes, Buka held
00:12:21
dozens of meetings, took the game to E3 and the
00:12:24
London exhibition, and how it was carried out
00:12:29
under seven seals, since even the authors of the
00:12:32
game did not allow them to see them, even during a
00:12:35
trip to E3 in Los Angeles Vyacheslav
00:12:38
had to borrow several thousand
00:12:40
dollars to pay for his own
00:12:41
ticket and living expenses at the
00:12:44
exhibition itself Vyacheslav walked around the
00:12:46
stands alone and offered overdrive like an
00:12:48
abandoned kitten also in the minus Buka
00:12:51
can be included in the weak work with the
00:12:53
Domestic press increased attention
00:12:56
to the
00:12:57
Iraz
00:12:59
at first having published a preview in June de de
00:13:02
and then a more detailed review in July
00:13:04
2000 where the game was dubbed nothing less than the
00:13:07
Russian
00:13:09
Sims.
00:13:22
shock the whole team overdrive
00:13:25
cancel and throw all their efforts into the
00:13:28
Slavic PG game By that time it was
00:13:33
70-80 percent ready in this whole story there is also a spoonful of
00:13:36
honey in overdrive you can play of course
00:13:39
not a full-fledged game but in Build
00:13:41
dated May 2000 this Build was
00:13:45
posted 10 years ago by journalist
00:13:47
Svyatoslav Torim With permission from Buki, the game
00:13:51
from the very beginning is greeted with an abundance of
00:13:53
interesting options, just like our booster.
00:13:56
Here you can
00:13:58
get a mountain of exclusive
00:14:00
content without censorship and advertising for just 100 rubles a month a video about the
00:14:04
greedy Boby the cat life-threatening
00:14:07
streams reviews of porn games and much more
00:14:10
for 300 wooden you will have a private
00:14:13
chat with the authors. Well, for 990 whole
00:14:16
Podcasts follow the QR code and
00:14:19
fly to us returning to the game, the
00:14:22
main character in the process of
00:14:25
his birth, so to speak, undergoes
00:14:27
customization of
00:14:29
its individual parts But in this version
00:14:31
it works only one of two ready-made
00:14:33
types when choosing difficulty in addition to the
00:14:36
standard eas normal and hard, you can
00:14:39
select the settings individually
00:14:40
Using the sliders you can adjust the
00:14:42
number of NPCs of different types of police
00:14:45
bandits and civilians except for the number and
00:14:49
skill balance between foot NPCs and
00:14:52
drivers in addition to the company and non-working
00:14:55
multiplayer in Men there is a button instant
00:14:59
Action where you can select any mission from the
00:15:01
list below there is a slider with which you can
00:15:04
adjust the time of day there
00:15:07
is no full night here, and in night mode
00:15:09
only the texture of the sky changes Yes, the
00:15:11
street lights are turned on; the rest of the
00:15:13
lighting remains as during the day; in the final
00:15:16
release, the development of lighting at night was
00:15:19
planned to such an extent that one
00:15:21
could see the heated tires of
00:15:23
cars and a lit
00:15:25
cigarette by going out onto the street with the button to
00:15:28
open a mini-map that can be
00:15:30
scaled and the full map
00:15:32
shows such a good piece of an
00:15:34
interestingly designed city,
00:15:37
all the necessary mission objects are marked on the map,
00:15:39
car dealerships, stores, weapons,
00:15:42
gas stations, and so on, something that immediately catches your
00:15:45
eye that, unlike GTA, with the
00:15:47
exception of the fifth part and many
00:15:49
similar games, Overdrive is a full-fledged
00:15:51
first-person shooter and the rear view is
00:15:54
activated only when driving
00:15:55
a car. Speaking of driving,
00:15:58
unlike GTA, you can’t just pick up and
00:16:00
steal any car, even if it has just been
00:16:03
abandoned all cars have a
00:16:05
security system - a lock and an alarm system,
00:16:07
and both are divided into several
00:16:10
levels, that is, as we progress.
00:16:12
Apparently we had to level up the skill of a
00:16:14
car thief or use master keys and
00:16:17
other gadgets. First, what do you notice
00:16:19
when you find yourself behind the wheel? good
00:16:22
physics; you can feel the weight of the car, which
00:16:24
affects the acceleration and braking and in
00:16:27
turns there is even a speedometer;
00:16:29
driving a car requires
00:16:31
some skill; it is more difficult than in GTA3,
00:16:34
but not as interesting as in the first
00:16:36
driver. What you certainly don’t expect from
00:16:39
such a game is a fuel level sensor,
00:16:41
which is why they introduced gas stations for cars in the game
00:16:44
besides doors, you can
00:16:46
open the hood and trunk, but the real
00:16:49
Wow effect is caused by the damage system.
00:16:52
Even in minor accidents,
00:16:54
they are worked out better than in GTA up to
00:16:57
San Andreas, any
00:17:00
parts of the body fall off from impacts, even the smallest ones like headlights,
00:17:03
if a wheel comes off or a lever is bent, it will
00:17:06
immediately affect the control And when
00:17:08
weapons come into play, local physics
00:17:10
makes you applaud, even now, with
00:17:14
the help of a pistol, here you can break
00:17:16
the glass and riddled the body, take a shotgun
00:17:19
and the whole door flies off with one
00:17:21
shot, and if you take something heavier, you can
00:17:24
leave only Memories from the body.
00:17:27
Now let’s remember the damage in GTA
00:17:29
3, the club waves through the air and there is
00:17:32
no bullet hole left; at one moment the car
00:17:35
simply explodes and what remains is a bare skeleton;
00:17:38
boringly realistic
00:17:41
interaction physics applies not only to
00:17:42
cars but also to many other objects,
00:17:45
for example, on the facades of a building there are
00:17:47
traces of exploding shells and
00:17:49
falling or exploding objects
00:17:51
touch neighboring ones, causing a chain reaction.
00:17:55
And how do you like the fact that the people in the
00:17:57
game are anatomically correct and,
00:18:00
for example, if someone’s
00:18:02
head was blown off with a successful shot, you can observe the muscles of the
00:18:05
neck and spine? By the way, the number of
00:18:08
killed and at the same time completed tasks and
00:18:10
current reputation can be viewed by
00:18:12
pressing the button capslock without going to the menu
00:18:15
How in GTA you can get rid of some bugs,
00:18:18
for example, hit pedestrians
00:18:21
fly off like ninepins curled up in a
00:18:23
fetal position But we
00:18:25
parked unsuccessfully at a gas station and our
00:18:28
character’s head was torn off by an explosion But he doesn’t
00:18:31
give up until the end and demands a full tank of
00:18:34
gasoline, to hell with it with the head, as long as the
00:18:36
arms and legs are intact, in general, the whole game is
00:18:39
saturated with what you basically expect from the
00:18:42
creators of Petka, for example, in the first
00:18:44
task, we are warned that going out
00:18:46
into the street is dangerous. From all the cracks, the
00:18:49
armed gangs of the trenches have gone crazy And they are
00:18:52
flying even before the passport is checked, in short,
00:18:54
in order to survive we will have to become
00:18:57
Satan himself the text is for nothing that in English
00:19:00
it feels like it was written by ours But the
00:19:03
black man was wearing a California T-shirt Fear
00:19:06
and Loathing in Las Vegas again Steps is a
00:19:09
reference to the sensational one of
00:19:11
1998, the creators understood no worse than Rock Star
00:19:13
that there was no humor in such a
00:19:15
cruelty of the game you can go crazy,
00:19:18
don’t forget that this Build is very far
00:19:20
from the latest internal version of the game and
00:19:23
such close attention to detail
00:19:24
at an early stage is
00:19:27
admirable, but of course there was
00:19:30
a lot of work ahead, for example, here you can’t go
00:19:32
into any building as planned, but
00:19:35
on the roof of many buildings can be reached via the
00:19:36
company's fire escapes; individual
00:19:39
missions in this build are not completed;
00:19:41
rough ones; no video inserts; no
00:19:44
voice acting for characters; plus a large
00:19:46
number of bugs, freezes and crashes;
00:19:50
after overdrive was cancelled, skiv completely
00:19:52
switched to a new project, Eye of the
00:19:54
Dragon; the studio's last game was
00:19:57
Siege, after which the team disbanded
00:19:59
despite the disbandment of the Scythian, its
00:20:03
founders did not give up their interest in
00:20:04
games. Vyacheslav had a hand in creating the
00:20:07
seventh part of Petka. Here we will clarify that
00:20:09
starting from the third game, the
00:20:11
Saturn studio worked on Petka. Oleg Goodwin,
00:20:14
being now a famous
00:20:16
chiropractor, wrote the script for
00:20:18
several new parts of Petka, he
00:20:20
sincerely believes that this created their
00:20:22
hero will not live for a very long time, but in
00:20:26
Vyacheslav’s table there is a real design of
00:20:30
documents for cool games from simple
00:20:32
mobile games to projects no worse than overdrive,
00:20:36
but it all depends on the absence of a publisher. In
00:20:39
fairness, we note that not a single
00:20:41
beech missed its chance to wipe the nose of
00:20:44
Roxta there was also a Canon project which
00:20:48
was in development at the American
00:20:50
studio Digital anel at about the same
00:20:52
time that
00:20:53
the scale there was no less immediately renovated by
00:20:59
their ordinary life and 20 story
00:21:01
missions, screenshots and a video made them
00:21:05
open their mouths. And if you consider that
00:21:09
multiplayer was planned there, it’s just a fairy tale by the way the Scythians
00:21:12
found out about it project in the third month
00:21:14
after the start of work on Over Drive,
00:21:17
since it was probably the only
00:21:19
similar game in development at that time,
00:21:21
what differed from it was the
00:21:22
first-person view and the
00:21:25
ability to enter any building,
00:21:28
the answer given by Buki manager Nnet Morton to a
00:21:31
direct question from a journalist in one of
00:21:33
interview if you are interested in how the
00:21:35
fate of Canon turned out Let me know in
00:21:38
the comments and we will tell you in more detail
00:21:40
what about GTA, at that time it was still walking under the table,
00:21:44
it was just a load of ideas,
00:21:47
but because of the two-dimensional graphics and not
00:21:49
fancy,
00:21:58
he had been dreaming of a three-dimensional GTA for a long time
00:22:00
said Let's start again only
00:22:03
on Playstation 2 and I will help you and helped
00:22:06
in Scotland 23 people took on the work on the third GTA, about a
00:22:08
lot more
00:22:11
helped them from New York, plus dozens of
00:22:14
actors, testers, managers,
00:22:16
analysts and others, in total
00:22:18
213 people had a hand in the project 213
00:22:23
versus 17 in skiff and the total budget of GTA 3 was
00:22:28
15 times higher and even with such resources GTA3 was
00:22:32
released only in October 2001 on PS2
00:22:36
and only in May 2002 on PC Rockstar
00:22:40
lost Start and the beech lost the battle
00:22:43
Russian GTA did not happen and GTA3
00:22:45
sold out worldwide with a stunning circulation of
00:22:49
14.5 million copies and opened a new chapter in the
00:22:53
history of video games. Do you think that the
00:22:56
release of the third GTA could have eclipsed the release of the third GTA and
00:22:59
developed into a domestic multi-part
00:23:02
Mega blockbuster, or was there something missing in it?
00:23:04
Don’t be lazy Write your opinion
00:23:07
like this how the game developers see it,
00:23:10
believe them, it’s a shame that this project never
00:23:12
came out. Thank you for watching. Don’t
00:23:15
forget to like and subscribe
00:23:17
to our social networks VK tiktok Twitch discord
00:23:21
Telegram and of course, keep up our
00:23:25
story with this Has come to an end Until new
00:23:31
[music]
00:23:43
[ music]
00:23:47
meeting

Description:

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