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история серии amnesia
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00:00:00
and here it is, finally, the 3rd and currently final
00:00:09
issue of the history of the history of
00:00:11
frictional games, in which we will
00:00:13
finally talk about the game that everyone
00:00:15
has been waiting for, so requested for the very first
00:00:18
release, so let's quickly, you
00:00:20
are at the Sigmaru station in the sense of
00:00:23
stopgame.ru my name is Ivan Loev
00:00:26
we dive in
00:00:31
and there’s an unexpected twist right from the start,
00:00:42
we’ll start today’s episode with a conversation
00:00:45
about the third part of amnesia to finish
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with games about heroes who are faced with
00:00:49
memory loss
00:00:50
and also because I love broken
00:00:52
chronologies and this has its own logic and
00:00:56
so I get foals for me Jeannette I will
00:01:01
continue to call her just amnesia
00:01:03
sorry amnesia guys was announced
00:01:05
and released in damned 2020 after 10
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years of waiting
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she you finally got a sequel to the
00:01:14
game from the studio that gave us the
00:01:17
streak-raising original in the
00:01:19
good sense of the expression
00:01:21
but we were mostly
00:01:27
disappointed and What’s interesting is that the press
00:01:31
turned out to be quite favorable to the
00:01:34
project, how did it happen, what is the
00:01:37
reason for such dissonance, I can already hear the
00:01:40
cries of a suitcase from the front rows, well, the
00:01:43
little Andy studio bribed all the
00:01:46
gaming journalism, cool theory,
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great, I give it a like and a like,
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more options before the main character of the game is a
00:01:54
woman, but there is no news here so let’s
00:01:57
dismiss the same thing, in fact the reason is both
00:02:00
simpler and more complex at the same time, but in
00:02:04
order to start talking about it we
00:02:06
need to figure out what it is
00:02:08
covered up amnesia of the guys
00:02:11
tells the story of Anastasia Trianon,
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who in the game is affectionately called the sea,
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together with her husband she goes to an
00:02:18
excavation in Algeria where their plane crashes
00:02:20
in the desert some time
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later the heroine comes to her senses and
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realizes that after the fall
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quite a long period of time has passed
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about the events of which she does not remember anything
00:02:33
in Russia, so now she has to
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figure out where the survivor is
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and whether she survived Someone
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and at the same time find out what actually happened, what
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kind of other world this is, she saw
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before the crash and the problems with the game
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begin literally immediately after the
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end of the 1st cut scene after a short
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walk in the scorching heat to the cave from the
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teens on the heroine they just dumped
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war and peace from different things kind of notes,
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and for Anastasia, these are their authors, these are
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people whom she at least somehow knows, albeit
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superficially, while for the player
00:03:10
these are just letters on paper, and
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besides, they are not particularly exciting, that is,
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two bad things happen at once; the
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game cheilizes the immersion of a person the
00:03:21
monitors have what’s happening from the very start and
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it doesn’t give anything in return, no intriguing
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scenery, no mesmerizing music, not at
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least some kind of monster behind you,
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just walk and read on, it becomes
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clear that Nazia from the point of view of
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gameplay is left with amnesia,
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the heroine is still afraid of the dark, so
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If possible, we need to use matches
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and light sources of light around;
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there is also a flashlight, but the oil in it burns at
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some absolutely absurd speed; a
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weapon to fight back with a monster of which
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here, by the way, there are not many in our hands,
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as well as complex mechanics of madness
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or something like that that is,
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rib amnesia is again a walking simulator where
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instead of scaring the person at
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the monitor with the prospect of loading the
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last checkpoint, the authors
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concentrated on scaring
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him with the story itself and its themes, but
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unlike the machines for pigs guys, it still
00:04:22
has much more in common with the original
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although would be for the reason that the third part
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significantly advances the lore of the series due to
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the story and Rasik, which belonged to
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Alexander of Brandenburg, almost
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half of the game’s running time takes place on the
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territory of the extinct empire of the
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gate builders, so they will explain to us who they are
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and how they opened
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the gates and where they came from twisted
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and what a shadow really is, these explanations are
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not very detailed, in parallel, a
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very tragic story of the
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main character will develop, who at first,
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full of optimism and determination, rushes to
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look for her husband, then remembers that
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shortly before the flight, in fact, she
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became pregnant, then finds her husband dead,
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and then just trying to get out of
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this whole story alive and with a child who is
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developing unnaturally quickly, it turns out that he is faced with the
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difficult choice of giving the baby to the
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ruler of a dying empire or
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resisting her, and here
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the main regulatory mistake happens, the authors give
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the player the right to choose what to do, but
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he has too much on his hands a small
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number of clear answers for making
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some kind of decision,
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the situation in some ways reminds me of the episode
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behind the rift of the eagle,
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one of the most discussed episodes of
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season 1 of the love of death and robots where we don’t
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know whether this woman is a villain or whether her
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intentions are truly altruistic,
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the difficulty is that in the short film,
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if you think carefully, everything falls into
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place even after the finale, but this
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feature of the format is such and amnesia, this
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is a full-fledged work, but by the finale
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we have the following information, they
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tell us that the empress teana,
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because of her selfishness and desires, and at the expense of
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vito and live forever practically ruined her
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own empire, but
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she is not the only one to blame for this, and besides, now she
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repents; they tell us how she
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came to a group of
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people who survived the crash and offered salvation in
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exchange for a newborn child the sea
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because she wanted to become a mother but
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could not herself and because the baby was supposed to be
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born with some mysterious
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disease, but it’s not clear whether she was lying
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or honestly telling us how, having received
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a refusal, she gave everyone water to drink, after which the
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group members gradually began
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to turn into ghoul monsters, and here the
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slippery point is that
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actually She saved all of their
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lives in this way, otherwise everyone would have
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simply died from the heat, and in the end she
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says quite the right things, the
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converted heroine will no longer be able to
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return to a normal life, who
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dreams so much, therefore, on the basis of which coffee
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grounds to make the final decision, it is
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not even very clear to the player Knowing all the endings of the
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game, now I can’t
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formulate this, because if you follow the lead
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of the empress, the child will live from the
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axis and turn into a monster, if you
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kill the empress, everyone will die stupidly,
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and if you run away from it, it all
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just ends with an ellipsis, and this is where I break down
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because with point of view of me the
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narrative, if you look at the story as a
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metaphor, then a lot here
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fits well with the idea that what
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happens in the course of the story is a
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figurative exaggerated experience of coming to
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terms with the death of a child and this is very
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cool in the sense that it’s unusual for horror and damn it’s
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empathic, it’s [ __ ] up how tough when
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This idea first came to my mind where
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directly horinel,
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firstly, this is indicated by the backstory of the
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heroine who flew on an expedition to
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Algeria to distract herself because
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shortly before that her first daughter Alice
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died and everything that is now happening to
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Maria, her sister, and unnaturally
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fast the growth of the development of birth right during the
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course of the game is such a repeated
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experience of a bitter experience, its figurative
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rethinking, and this even
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synchronizes well with the fact that in this
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way the heroine distances herself from everyone
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around her, even from her husband, because such an event
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is a very personal topic, you
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have to experience it yourself in your head
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although damn it’s better not to, of course, but okay,
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secondly, Empress teana,
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if we look at what’s happening from
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this angle, this is death embodied in the
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characters, who lives in a dead
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world full of pain and suffering and which is
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fueled by this pain, let me remind you of this and
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it’s almost literally with
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condensed suffering, but then
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logically, the first ending should be correct,
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with humility, you need to leave
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the child in the kingdom of the dead so that the
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heroine herself can live further in the world of the living,
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but here you are and plug into the world of the living, she does not get into the world of the living
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and remains in the world of the dead
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if you look at this not as a metaphor
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but as for a more literal story about a
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mother who is ready to do anything for the sake of her
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child, then again it confuses me that the
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best ending
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is open without a clear feeling that
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everything will be fine in the future, my daughter
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may be sick, I myself drank some water
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that turns everyone into monsters, we will continue to
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live normally then there is something
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very strange as a result, on the one
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hand, I can’t help but note that
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frictional games chose a very unusual
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theme for horror, but because, as
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they say, fear of the unknown is of course
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cool, but have you ever tried
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specific maternal
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horror and again it works because that
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this is a very real fear, not just
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the fear that in the abstract darkness there
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may be a devil lurking that will prevent you from
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progressing through the game further, but on the other
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hand, this topic seems to have been missed by
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the lord; many things were not explained
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metaphorically in the form or if
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they even had such a goal and impression
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especially after the second playthrough,
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I was left with a few crumpled notes because
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I didn’t understand what the ending was trying to convey to me,
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and on the second playthrough these
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problems only intensified because the
00:11:00
first time I thought that I might have
00:11:02
missed something, forgotten because of my excitement, not
00:11:04
noticed, but no, judging by in all respects, they
00:11:08
really didn’t live up to it at all,
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that is, it’s felt throughout the game,
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for example, the
00:11:16
segmentation of the gameplay was done very carelessly,
00:11:19
I already said at the beginning when they
00:11:22
dump a whole mountain of notes on you so that you
00:11:25
get imbued with the characters around this, in
00:11:28
fact, the authors only push the player
00:11:30
out of the immersion if you I noticed that in the
00:11:33
brief retelling of the plots that was
00:11:34
above,
00:11:35
almost all the characters were omitted;
00:11:38
besides, further this does
00:11:40
not pay off in any way because it does not have
00:11:43
any tangible plot weight, but
00:11:46
the problem is not even that, as usual the
00:11:48
heroine is constantly thrown from the fire into
00:11:50
the fire
00:11:51
and back for creating emotional
00:11:53
contrasts, here is a monster chasing you, and
00:11:56
here is a hop and a quiet place where you can
00:11:58
take a breath, realize everything that
00:11:59
happened earlier, read those very
00:12:02
notes and this is normal, but there are
00:12:08
practically no transitions between these segments, the atmosphere instantly
00:12:11
switches at the click of a switch, like the
00:12:13
light in the room and this is not cool because
00:12:16
suspense, for good release, needs to be
00:12:20
built up like a cloud, before
00:12:22
spewing out thunder and lightning, you need to fly
00:12:24
over the surface of the earth and see enough of
00:12:27
what people are doing,
00:12:28
but here sometimes it comes to the point of absurdity
00:12:30
when playing keeps you in suspense,
00:12:33
running around with monsters somewhere around and then
00:12:36
you walk into a room and it’s so
00:12:38
relaxing, have some tea before fresh
00:12:40
French rolls, it’s
00:12:43
good to have such a safe
00:12:46
room somewhere in resident evil, but amnesia is about another horror game,
00:12:49
trying to get away from the gaming conventions of
00:12:52
dividing zones into clearly and dangerously safe ones
00:12:55
and all this, but the main thing The problem with
00:12:58
the story or beef is that again it all
00:13:01
happens behind the scenes, by and large, during the
00:13:04
passage the heroine simply goes from
00:13:07
point a to point b, constantly stuttering
00:13:10
but trying to survive, and along the way through
00:13:12
flashbacks and notes she
00:13:14
recalls dramatic events that
00:13:16
happened
00:13:17
before, but this is practically does not change
00:13:20
the context of the perception of what is happening now,
00:13:22
not by the player, not by the heroine herself, which is why
00:13:24
the stupor arises, the story
00:13:28
cannot be done because it is simultaneously too
00:13:31
focused on the topic of pregnancy and the
00:13:33
horrors that the heroine has to endure
00:13:35
and, on the contrary, is unfocused, but
00:13:38
because many side branches are from those
00:13:40
same notes In general,
00:13:43
I have nothing to do with what is happening, although
00:13:45
there is a certain parallel between
00:13:46
Empress Teana from her deceased empire
00:13:49
and her child, so it
00:13:52
turns out that the normative horror of amnesia
00:13:55
works, but somewhat with difficulty, it
00:13:58
has a cool and very humanly
00:14:01
scary theme, but it is expressed not in the most
00:14:04
successful way
00:14:05
and critically lacking the disclosure of
00:14:07
some supporting threads that you
00:14:09
turned this case into a rope with a powerful
00:14:12
emotional pull because there
00:14:15
is potential on this topic, however, in comparison with
00:14:18
most other modern horror
00:14:20
it is not so little but what does it do in Asia
00:14:24
as an interactive horror film, unfortunately there are not
00:14:28
many mushrooms, in fact there are only three
00:14:30
segments where the heroine meets monsters
00:14:33
for me for a few seconds at the beginning in the fort,
00:14:36
or rather under it, then in the labyrinth and even
00:14:40
closer to the end you are on the world and
00:14:42
dementors appear not literally but the design is
00:14:45
very looks like the
00:14:48
only one that works really well is Ford because right
00:14:50
here there is a clear escalation and build-up,
00:14:53
first the ghouls just scare us with their
00:14:56
sudden appearances, then one of
00:14:59
them openly approaches the heroine, she
00:15:01
escapes from the building and after
00:15:04
a while she realizes that she
00:15:07
will have to return there but the main action
00:15:10
begins after falling down into the lair of
00:15:13
monsters to seek, you have to go through
00:15:15
several unpleasant face-to-face encounters
00:15:18
that will end in a wild chase in
00:15:21
the dark and under water, the rest of the moments are
00:15:26
also quite capable of being creepy, but
00:15:29
one of the main problems, at least
00:15:32
for me, is that everything that
00:15:34
happens is
00:15:36
very choreographed,
00:15:38
every appearance of the monster is scripted,
00:15:41
where it will run out, where it will run at what
00:15:44
moment and how to make it
00:15:46
look beautiful because of this, the
00:15:49
feeling of some kind of interaction with the
00:15:52
scary one was once locked with
00:15:54
him in the same location and it was necessary not
00:15:56
just to survive, but also to find a way out; to put it
00:15:59
simply, linearity and scripting are not
00:16:03
good because already on the second
00:16:04
playthrough you know exactly where to go,
00:16:06
what to eat and where to expect what; in fact,
00:16:10
you begin to predict this even on the
00:16:12
first lap when you understand what
00:16:14
the logic is behind It’s a shame for everyone that
00:16:17
you want to replay the game because
00:16:20
the author undoubtedly did a great job of
00:16:23
at least two things: visuals and
00:16:26
sound episodes in parallel to extinct
00:16:30
miles and this is a real feast for the eyes and
00:16:35
ears that want decadence motives,
00:16:38
I don’t know art deco or something then something like this is
00:16:40
only much more angular in and you
00:16:43
believe in the peacefulness of the scenery at first
00:16:47
sight, unless, of course, you start making noise
00:16:49
about how they have very human
00:16:51
buttons that are responsible for opening doors,
00:16:53
for example, but then the conversation begins
00:16:55
about what if everything looked like
00:16:58
something at all so the players’ balls would
00:17:00
get stuck behind the rollers, but the saddest thing is
00:17:02
that the game has a mechanic for peaking them and the
00:17:06
heroine’s heads, it works in the first
00:17:08
location and obviously they wouldn’t add it for a
00:17:10
couple of minutes, and among the files with
00:17:13
cut content,
00:17:15
enthusiasts have already found a flask for there
00:17:18
should have been more water in the desert,
00:17:23
apparently it was planned that it
00:17:25
would be a large open location where
00:17:27
instead of fire we look into the water for the familiar
00:17:30
principle of survival in amnesia, but a slightly
00:17:33
different context and even a new monster
00:17:35
was supposed to appear similar to the
00:17:37
famous sandworm from dunes but
00:17:39
smaller and in general judging by the art of what
00:17:43
ultimately didn’t get to the game
00:17:46
and the locations that the authors didn’t
00:17:48
get around to designing and monsters, I can
00:17:52
predict two scenarios that explain the
00:17:54
origin of the problems I’m describing, the
00:17:57
first frictional games at some
00:17:59
point decided to stay the right path
00:18:01
of horror to step towards capturing a
00:18:04
wider audience, which is
00:18:06
why the design and monsters
00:18:08
were not too creepy and the approach to
00:18:11
how the game should work as a whole
00:18:13
became more gentle; secondly, there is a feeling
00:18:17
that the third part of
00:18:18
amnesia was originally conceived as too
00:18:21
ambitious, perhaps after success itself
00:18:23
and then thanks to the view, the developers
00:18:26
decided that it was still more important to get into the
00:18:28
timing of the slogan new amnesia 10 years
00:18:31
later than to bring the project to the point
00:18:33
as it was
00:18:35
originally conceived, which is why a huge
00:18:37
amount of content fell under the nose,
00:18:39
perhaps there were some other
00:18:42
fluctuations, perhaps both scenarios took place
00:18:45
because they are not mutually exclusive,
00:18:47
nevertheless, I want to end on a
00:18:50
positive note, despite the fact that in
00:18:53
many ways I scolded am very best the game
00:18:56
turned out to be good, imperfect, yes, but
00:18:59
not bad at all, and I grabbed onto it
00:19:03
for that reason only that five years before
00:19:07
the rebirth, the
00:19:08
studio had already released a game in which it
00:19:11
bypassed many of the mistakes made here,
00:19:15
now it’s time to talk about
00:19:23
new things and the interest around it, the new
00:19:26
project frictional games
00:19:27
began long before the release, because first
00:19:30
the studio in 2013 decided to flirt with
00:19:33
the audience, firstly it launched and
00:19:37
er ji for completing the stages of which the
00:19:40
players were shown short videos of
00:19:43
very mysterious and vague
00:19:45
content; secondly, the public was not
00:19:48
involved in solving puzzles;
00:19:50
they showed a video in which a certain
00:19:53
Imogen gives interacted with
00:19:56
mysterious objects by a robot who
00:19:59
was convinced that he was a person and by a
00:20:01
computer which did not show
00:20:04
clear pictures and the first and main
00:20:07
analogy back then in 2013, which was
00:20:11
on everyone’s minds, frictional games makes its
00:20:14
version from a chain,
00:20:16
but somehow everyone still had it, not scattered,
00:20:19
but collected together in a
00:20:22
centralized way, and then in October there
00:20:25
was an official announcement by the studio,
00:20:28
announced that the action of the new game soma
00:20:31
will take place in the future on a
00:20:33
remote scientific station ipad with two I am
00:20:36
aware that it is pathetic to read correctly,
00:20:38
this word has too emotional
00:20:40
overtones,
00:20:41
I am a cancer, so let it
00:20:43
still be phat ass and
00:20:46
this scientific remoteness for the sake of neutrality of perception we all
00:20:49
took the station as a sign that
00:20:51
frictional games wanted to launch
00:20:53
players into space, then we were shown
00:20:56
several locations that did not
00:20:57
contradict this idea, and when
00:21:01
the teaser came out under the name lambda, they will
00:21:04
never forget how crazy I was
00:21:07
from the moment when I realized that this would
00:21:09
not happen in space
00:21:11
and under water, in short, she turned her
00:21:16
brain over at the announcement stage, and how
00:21:19
she could repeat this trick
00:21:21
later was simply creepy. In general,
00:21:25
then the advertising company followed the
00:21:27
beaten path in 13, we were
00:21:29
shown a gameplay teaser with a strange
00:21:31
switch of brains and a monster in
00:21:33
corridor and similar corridors, no
00:21:36
switching of brains, as a result there will be no switching of brains in the game,
00:21:38
which the authors immediately warned about, a
00:21:40
year later we saw something similar to the
00:21:43
final product, and in 2015 there was
00:21:47
a release and the game instantly became a cult one,
00:21:50
but in narrow circles it is a
00:21:53
sci-fi horror which
00:21:56
could easily be a play adaptation of
00:21:58
some work by Philip K. Dick
00:22:01
because throughout his life
00:22:04
as a writer he was tormented by questions of
00:22:07
self-determination, what we are, why we are,
00:22:11
what is real, which is why many of his works
00:22:14
are characterized by two years,
00:22:17
firstly, we question reality
00:22:20
the reality of events the reality of the hero
00:22:23
the reality of perception the reality of the world of
00:22:26
anything individually or in combination
00:22:28
secondly everything must be very bad
00:22:35
Dick wrote practically Greek tragedies
00:22:38
in a science-fiction shell and sometimes
00:22:41
asked the readers of the program not simple
00:22:43
questions, in general, but they loved and
00:22:46
continue to love his work
00:22:48
itself essentially advances both of these characteristic
00:22:52
techniques as a basis and on them, like on
00:22:55
skis, it funnily rolls players into an abyss of
00:22:58
doubts, just as the matrix did in its time,
00:23:01
probably every generation
00:23:03
has a work like this that breaks
00:23:05
through the reinforced concrete confidence of
00:23:07
people in the unshakable objectivity of
00:23:10
reality, however we
00:23:13
will return to this later and so
00:23:15
what was it about I will try to briefly
00:23:17
retell it but at important points I will
00:23:20
do a logical zoom our days the first thing we
00:23:25
are introduced to is the main character a
00:23:27
young man named Simon
00:23:29
Jarrett who was in a car accident and
00:23:31
now he has something something strange is happening to the brain,
00:23:34
he is invited for an examination, one
00:23:36
doctor is not a charlatan,
00:23:38
to conduct a high-precision scan
00:23:40
of neurons, to understand what the problem is and find a
00:23:43
solution at the appointed time,
00:23:45
Simon arrives at the place, sits in
00:23:48
a chair and it turns out it’s not clear where, that
00:23:56
is, it’s not clear at all, at first she
00:23:59
creates only what he found himself in in a very
00:24:01
technologically advanced place where
00:24:04
a catastrophe or accident occurred, the surroundings clearly
00:24:07
look more advanced than at the beginning of the
00:24:10
21st century,
00:24:11
and an incomprehensible
00:24:14
aggressive robot walks around a little later, the hero
00:24:17
finds himself in an underwater corridor and the crap is
00:24:20
his id because a few minutes
00:24:22
ago he was in Toronto, which is clearly not
00:24:24
under water and then meets another
00:24:27
robot who, like this one from the video,
00:24:30
is convinced that he is an ordinary
00:24:33
person, just lying down,
00:24:35
and here the hero has his first
00:24:37
goal, a certain girl Katherine explains to him
00:24:40
that Simon is at the Epsilon station of the
00:24:42
research complex on Tass 2
00:24:45
and he needs to get there to Lambda where she
00:24:48
will meet him and explain everything, however, before
00:24:52
the hero has time to rejoice, the roof
00:24:54
over his head literally breaks
00:24:56
and the room is flooded with water. Simon, to
00:24:59
his unspeakable surprise, remains
00:25:02
alive, which is characteristic of the player and the hero by this
00:25:05
moment are in complete confusion,
00:25:08
no one understands what is happening
00:25:10
to the person the monitor is trying to predict
00:25:12
how it is possible from the sides to teleport
00:25:15
to the bottom of the ocean, it was played by a sick
00:25:17
imagination or some kind of special
00:25:19
virtual reality, and if not, then what the
00:25:22
hell is going on the
00:25:25
heroes, for now they are more worried about what
00:25:27
is happening at the station,
00:25:28
how he remained alive under water and what in
00:25:31
general What happens to her is that the
00:25:34
game is not in a hurry to answer most of these questions,
00:25:35
she somehow passes by and
00:25:37
reports that, in fact, the future is in the yard
00:25:39
and Simon went for a scan
00:25:41
about 100 years ago, the shock is caused by
00:25:45
another fact, a huge comet fell to the ground
00:25:48
and the entire surface turned into a
00:25:51
scorched wasteland people on Potosi 2 are the
00:25:55
last survivors on the planet and Simon is
00:25:59
also true, he is actually
00:26:02
just a walking deep-sea diving
00:26:03
suit like those that were in the
00:26:05
room where he woke up, he is
00:26:08
informed about this by the same Catherine, who herself
00:26:11
turns out to be somewhat
00:26:13
mechanized but this is not the time to despair
00:26:16
so that humanity has at least
00:26:18
some hope. Katherine
00:26:21
has been developing the ark project in recent years, as planned,
00:26:24
scanned versions of the consciousnesses of the
00:26:26
inhabitants according to TASS should have been
00:26:28
uploaded to a special server that
00:26:30
would later fly into space
00:26:32
away from this hot earth, this is in
00:26:36
idea how close the project is to
00:26:39
completion in practice, in view of the current
00:26:41
state, Madame scientist now has to
00:26:44
find out
00:26:45
Simon and, if necessary, bring the matter
00:26:47
to completion, a big obstacle immediately arises.
00:26:59
under control and monsters and not only
00:27:02
those that the hero saw, it’s all his doing
00:27:05
because even after the end of the world, he, like
00:27:08
any program, stubbornly continues to
00:27:11
follow his directive to preserve the
00:27:13
lives of all the inhabitants of the station, the rest does
00:27:16
n’t bother him,
00:27:17
together Simon and Catherine go on a
00:27:20
trip to the Theta station where the
00:27:22
living quarters are located and where the
00:27:24
scanning took place and remember I
00:27:27
said that everything must be very bad,
00:27:30
what could be worse in this situation, well, for
00:27:34
example, to find out that the people whom
00:27:36
Simon hoped to meet on 3
00:27:39
actually went crazy, most of the
00:27:41
employees decided that after undergoing
00:27:43
the scan it is necessary to commit suicide with
00:27:46
your physical embodiment and in
00:27:49
order not to produce essences, it
00:27:51
turned out that the same consciousness would be both
00:27:53
on the carrier and in the human carcass and
00:27:55
in order to break the connection with the
00:27:57
physical world,
00:27:58
existence in which for them
00:28:00
had already lost all meaning, the movement
00:28:03
took a little Isn’t it a religious turn
00:28:05
also over these two interesting
00:28:07
episodes happened: firstly, Simon scanned
00:28:10
his suit and discovered that
00:28:13
Imogen
00:28:15
Reid’s pipes were hidden inside the same girl from as if from a
00:28:18
chain of rollers; secondly, there is an interesting scene
00:28:21
when, together with Catherine, Simon finds out from
00:28:23
one of the employees password doesn’t matter
00:28:26
what the problem is that this employee
00:28:29
is her 1st channel and not a real person the
00:28:31
episode is curious because at the same time it
00:28:34
somehow reminds us
00:28:35
of the black mirror the pilot pro
00:28:37
Christmas was in a hurry because
00:28:39
strictly speaking we are mocking the scan of a
00:28:42
person’s consciousness but at the same time this is
00:28:44
again in tune with the
00:28:46
breaking of the eagle already mentioned earlier today
00:28:48
because this is a clear demonstration
00:28:50
of how difficult it is for an unprepared
00:28:53
person to give bad news especially
00:28:56
when there is a lot of it and
00:28:57
this scene largely explains
00:29:00
Catherine’s behavior towards Simon,
00:29:02
she has been here for a long time, she knows what
00:29:05
happened and with ground and with the station with
00:29:07
the employees, but so that Simon doesn’t
00:29:10
have a breakdown from the abundance of
00:29:12
this information, she has to be very
00:29:15
careful and dose it out, which is why the
00:29:18
hero constantly has a mistrust of
00:29:20
her and a feeling of being deceived, and then
00:29:24
the finale begins, first at the
00:29:27
Omega station, Simon copies your consciousness into
00:29:29
another body in a deeper-sea
00:29:31
suit, so the heroes
00:29:34
discover the hard way that copying consciousness
00:29:36
is creating a copy, they transfer roughly
00:29:40
speaking, felt the difference between
00:29:42
control c and control x while deciding
00:29:45
what to do with no bias not the top brother the
00:29:49
game trusts the player and Simon after
00:29:52
of this, it descends to the depths, finds
00:29:54
the ark and next to it the last living
00:29:56
person on earth helps him
00:29:59
get rid of the time of physical
00:30:01
existence and launches the remnants of
00:30:05
humanity into space
00:30:10
[music]
00:30:23
insert
00:30:27
on one side the final roar,
00:30:30
which consists in the fact that they will be copied onto the ark,
00:30:32
they will transfer the consciousness of
00:30:34
Simon and this means physically he will be
00:30:36
left to live out his days on the leftovers,
00:30:38
but from 2 it
00:30:40
generates a feeling of total
00:30:42
helplessness and impotence and emotionally
00:30:46
this scene was played very cool, but I
00:30:49
read and heard a huge number of opinions saying
00:30:51
that the final twist doesn’t work, how
00:30:55
can Simon be so stupid and why does
00:30:57
n’t he I understood what would happen at the end
00:30:59
literally an hour before, we were
00:31:01
shown this trick,
00:31:03
and indeed, to be honest, I’m
00:31:07
always a little sad at such moments,
00:31:09
we were shown this trick, both the player and the hero,
00:31:12
when Simon moved into a new
00:31:14
spacesuit
00:31:15
on Omega, they explained to us how
00:31:18
copying works on stations theta and before
00:31:21
this too, they talked about this moment many times,
00:31:23
there is one big thing, but
00:31:26
the player perceived this whole story from a
00:31:29
comfortable chair at a pace convenient for him,
00:31:32
taking breaks to eat, drink, sleep,
00:31:35
think about what was happening on the screen,
00:31:37
quarrel with the neighbors who are loudly
00:31:39
making noise, and Simon’s life is not literally in
00:31:43
a few hours just turned
00:31:47
upside down, he, being a simple
00:31:49
bookseller from Toronto,
00:31:51
teleported a hundred years into the future when
00:31:54
humanity had already become extinct, turned out to be a
00:31:57
revived scuba tank with a female corpse
00:31:59
inside and the last hope of humanity
00:32:02
at the same time, of
00:32:04
course, he is not able to calmly
00:32:07
assimilate information and make forecasts,
00:32:09
of course, he is everything has not yet rebuilt
00:32:12
his thinking on new tracks and is not
00:32:14
used to perceiving his own
00:32:16
consciousness as a file on a computer, and
00:32:19
naturally he still thinks in templates
00:32:21
from his favorite films and books where, at the
00:32:23
end of a difficult journey, people are sure to
00:32:26
get a happy ending, which by the way
00:32:29
is received by his copy in the ark only
00:32:32
here it’s worth asking the question, it’s so
00:32:35
easy this and considering that the satellite in
00:32:37
the long term will be gouged by
00:32:39
meteorites, asteroids, space debris,
00:32:42
or it itself will crash into something larger,
00:32:45
and even if a miracle happens, aliens will pick it up,
00:32:48
what should they do with it, the
00:32:56
story of Soma stays with the players for a long time
00:32:59
after As the final credits end, the
00:33:02
themes raised by the game are not unique,
00:33:05
but they are unusual and fresh enough
00:33:08
to catch on in the players’ brains.
00:33:13
Much has already been said about doubting the reality of reality, and about the
00:33:16
digitization of consciousness, the
00:33:18
problems and questions that arise along with this have also been talked about
00:33:20
long and persistently. artificial
00:33:22
intelligences that get out of control in a
00:33:24
decent society no longer stutter, but
00:33:27
what is important is not what is important is how
00:33:29
well these themes are presented, how tightly
00:33:33
they are woven together and how they mutually
00:33:36
evaluate
00:33:37
and complement each other, the hero’s lack of understanding of
00:33:40
who he is in this new world in
00:33:43
this new a place where he has
00:33:45
neither friends nor relatives left, not at least someone he
00:33:48
knows,
00:33:49
is in perfect harmony with the fact that at first
00:33:52
he does not understand what he is now,
00:33:55
and this harmoniously fits with one
00:33:58
of the central themes of the
00:33:59
game - the plasticity of our consciousness - its
00:34:02
ability to adapt to new
00:34:04
conditions and how our brain successfully
00:34:07
engages in self-deception, this topic, by the way, did
00:34:09
not come from science fiction at all, but from the
00:34:12
real world, because
00:34:14
there is literally such a syndrome,
00:34:16
it was created when a person without an arm
00:34:19
stubbornly believes that his hand is in
00:34:22
place, any logical proposals
00:34:25
to prove it, take her something - with a wave,
00:34:27
he gives out some absurd excuses
00:34:30
and he stubbornly believes in them, and
00:34:33
of course we can talk not only
00:34:34
about any defects in principle, both
00:34:37
physical and psychological,
00:34:40
as if raising this idea to the absolute; the
00:34:42
scriptwriters force the hero at the very
00:34:44
beginning, by inertia, to see his body when
00:34:47
he gets up in the pilot's seat to watch
00:34:50
his hands become covered with a strange black
00:34:52
mass at the moment of the collapse of the dome in the
00:34:54
communications center at epsilon and for exactly the same
00:34:57
reason, the robots at the station absolutely
00:35:00
sincerely consider themselves to be people. In parallel
00:35:02
with this, but
00:35:03
not chronologically, the theme of
00:35:06
how people are developed to the maximum emergency
00:35:08
situation and what could be more
00:35:10
urgent than the end of the world reacting to
00:35:13
what is happening around
00:35:15
because in the course of his journey Simon
00:35:17
finds many diaries and records
00:35:20
telling about how the inhabitants of the
00:35:22
tf2 stations began to behave after the
00:35:25
end of the world and especially after
00:35:28
began the process of absorption of the
00:35:29
complex with the help of a structural gel, they
00:35:34
even dedicated a separate
00:35:36
series of web maps to metro station transmissions to this particular time period in the chronology,
00:35:39
where the name John Reed, already familiar to us, together
00:35:42
with his colleagues, tries to figure out what
00:35:44
she is doing and in the end ends up
00:35:48
where she begins her journey already the main character of the
00:35:50
game - stopgame, these videos
00:35:53
were even translated and look what a
00:35:56
difference it makes where the amnesic guys simply
00:35:59
throw letters at the player, telling
00:36:01
the story of the people who survived the crash,
00:36:03
Soma carefully introduces us to them, makes it
00:36:07
clear what led them where, makes them
00:36:10
feel their confusion, and then
00:36:13
more and shows them on the screen, but the truth is,
00:36:15
if you know that transmissions
00:36:16
exist, thanks to this, the
00:36:20
banal density of events per second of
00:36:23
timing increases, which leads to an increase in the
00:36:25
player’s involvement in what is happening in the
00:36:28
person on the screen trying to understand what
00:36:30
happened to the protagonist, where he
00:36:32
ended up, and here, parallel to you, here’s another people
00:36:35
who tried to survive in this hell and here is
00:36:37
also artificial intelligence that
00:36:39
silently
00:36:40
tries to save everyone from its corner, and you
00:36:43
also need to understand the laws and rules of this
00:36:46
world in general, just have time to crunch your
00:36:48
brains and ask the right questions
00:36:50
because sooner or later the game
00:36:53
will answer them amazingly this is complemented and
00:36:56
strengthened by the way all the characters are
00:36:59
written and played,
00:37:02
frictional games finally look like living emotions have appeared, the
00:37:05
main character has not just found a voice, he
00:37:08
has acquired a personality, he willingly and naturally
00:37:12
reacts to what is happening around
00:37:16
one of the fingers 5th grade
00:37:26
and
00:37:35
sex plus 77
00:37:37
mute
00:37:39
a in moments of calm, he starts understandable and
00:37:42
appropriate conversations about what Yasha has experienced and
00:37:45
how he feels now
00:38:03
than to
00:38:05
kill winter fun to keep you like
00:38:09
your last torrent if and to fight with
00:38:16
everyone I would have raised the dark will tell
00:38:20
he even tries to joke in such conditions
00:38:28
Yuzik wolf directly 5 or people douin in short,
00:38:39
between segments of building tension and
00:38:42
fear, catfish knows how to pause and let the
00:38:46
hero speak out, which is most
00:38:48
useful both for defusing the atmosphere and for
00:38:51
creating a psychological portrait of the hero
00:38:53
in the player’s head, but speaking of fear, the
00:38:56
tension with them is probably the most a
00:39:00
somewhat ambiguous thing is that
00:39:02
she abandoned almost all purely
00:39:04
game mechanics related to
00:39:06
interaction with the world or monsters;
00:39:09
traditionally, the main character does not want and does not
00:39:11
know how to track, but on top of this, Simon is
00:39:15
not afraid of the dark, he can sit in it
00:39:17
for hours, he does not have equipment to
00:39:19
put there items are everything you
00:39:21
need to solve puzzles,
00:39:22
which are still perfectly integrated into the
00:39:25
context of the surrounding world, are always
00:39:27
within walking distance, there are also no
00:39:30
scales of physical and mental health,
00:39:31
and even more for death, the game again does
00:39:36
not punish in any way, it simply rolls the
00:39:37
character back to the last check point
00:39:39
on the other hand, the number of skirmishes with
00:39:41
monsters and their diversity itself
00:39:44
pleases each new creature behaves in a
00:39:47
new way a strange robot rumbles
00:39:50
and walks slowly a
00:39:51
naked man with something on his head feels
00:39:53
if the hero is looking at him and knows how to
00:39:55
teleport, although this is not really
00:39:57
teleportation but rather a distortion
00:39:59
perception
00:40:00
creepy squeak reacts sensitively to sound
00:40:02
so you should crawl next to him and
00:40:04
carefully look at your feet in the location there is
00:40:07
a lot of garbage scattered Khan looking for madam
00:40:10
in which it is a Cthulhu submariner and sees and
00:40:14
hears and is generally not averted each of
00:40:18
these meetings takes place in unique
00:40:20
scenery and sometimes they also
00:40:23
change on the fly because with crackers
00:40:25
in the dark, at first you have to
00:40:27
fumble around the premises of the laboratories and
00:40:29
carefully look at your feet, and then in
00:40:32
their lair where you can’t
00:40:36
see a damn thing at all; fortunately, in the rest of the game the
00:40:38
degree of darkness typical for the studio is reduced
00:40:40
therefore, such situations are an
00:40:43
unpleasant rarity, they are the rules for the
00:40:45
most general problem of hide and seek, well, the
00:40:49
monsters are not very
00:40:51
smart, so no matter how much you want to
00:40:53
savor the interaction with them,
00:40:56
the process becomes mechanical quite quickly,
00:40:57
however, I repeat,
00:41:00
these encounters are varied and direct clashes with the
00:41:02
creatures short enough to
00:41:05
complain about the tediousness of these meetings
00:41:07
or something like that, except for these
00:41:10
bastards, perhaps here it seems to me that
00:41:13
everything was delayed,
00:41:15
on the other hand, I can’t help but note that
00:41:17
the amount is simply surprisingly rich in
00:41:19
characters, let’s skip digging into the fact that
00:41:22
here it’s almost like in a pro and 2017 you can
00:41:24
find all the workers of the station and
00:41:27
trace their history and I’m talking about the fact that
00:41:29
Simon interacts with a lot of people along the way,
00:41:31
actively communicates with
00:41:34
Katherine who accompanies him to the end,
00:41:36
briefly with this cute robot with
00:41:39
other robots with surviving people and the
00:41:41
menu has been turned into what something strange in
00:41:45
general, despite the oppressive situation,
00:41:47
there is no feeling of oppressive loneliness
00:41:51
in the relatively empty and amnesic and
00:41:54
penumbra, it feels like a breath of fresh
00:41:57
air, it gives the world liveliness and
00:42:00
realism, and not everything that you
00:42:03
see on the screen wants to kill you, but this is a
00:42:07
very pleasant variety, and also
00:42:09
thanks to the departure of deep shadows to the background,
00:42:12
it was here that the surroundings began to play with all the colors
00:42:15
in several planes at once,
00:42:18
firstly, once again the pumped-up
00:42:20
home engine and spruce learned
00:42:23
to produce a very acidic picture for 2015, I
00:42:27
hope the entire timing up to this
00:42:29
point highlights this well, and
00:42:31
secondly, by itself the surroundings were very
00:42:34
picturesque and well-developed, whether it was the
00:42:37
interiors of different compartments from
00:42:39
2 to 2 or walks under the water column, this is
00:42:42
actually cool in itself
00:42:45
because the action of the games
00:42:46
would develop under water, the
00:42:49
cat would cry, but here it is also excellent and
00:42:53
stylishly executed thirdly, I will again note the
00:42:56
sound design because everything
00:42:58
in the game makes the ears very pleasant, very
00:43:02
minimalistic but waking up at the
00:43:04
right moments, the music is
00:43:05
as creepy as possible and the
00:43:08
annoying sounds of the monsters in their voices and
00:43:11
movements are annoying, how underwater everything muffles
00:43:13
clicks and other mechanical
00:43:15
tappings, it’s like this everything is put into a
00:43:19
single harmonious mix,
00:43:22
and this is rare now
00:43:23
3 in the end it turns out that she herself
00:43:26
suffers from the same disease as agnosia
00:43:29
and the pixie machine for a video game
00:43:31
horror; there is too little game in it,
00:43:33
that is, interactivity in
00:43:35
interaction with both the world and
00:43:37
its characters inhabiting either
00:43:40
friendly or hostile so we are
00:43:42
again dealing with a walking simulator
00:43:45
but Soma offers a very rich
00:43:49
story-focused horror
00:43:52
adventure with a length of 6-8 hours in which
00:43:55
there is a plot rich in characters and
00:43:57
events that are not afraid to ask
00:43:59
strange and unexpected questions that
00:44:02
have a very dense atmosphere of
00:44:04
hopelessness and skillfully presents
00:44:07
each next royal from the bushes,
00:44:08
turning the brain of the involved player
00:44:10
inside out but at the same time providing him with
00:44:13
all the answers necessary to understand what is
00:44:15
happening; there
00:44:16
is a very original and picturesque
00:44:19
environment;
00:44:26
Fail completely,
00:44:28
and the funny thing is that
00:44:31
this time the cut content no longer
00:44:34
looks like something that would make the game
00:44:36
better. Looking at the art, you can still
00:44:40
argue back and forth about which design of specific
00:44:42
monsters is better, but most of the canceled
00:44:45
concepts, such as an entire faction,
00:44:48
I teleport existing creatures that
00:44:50
would have their own religion of termite mutants in the
00:44:53
service of it is still superfluous, this
00:44:57
cut content, on the contrary, took the focus away
00:45:00
from what was necessary and important for the story or was
00:45:03
simply stalling for time, that’s why it
00:45:06
was cut out
00:45:07
and that’s why at the moment the sum
00:45:11
is the pinnacle of creativity
00:45:14
frictional games studio and at the same time
00:45:15
one of the most interesting
00:45:18
sci-fi horror games of recent
00:45:20
years or not even recent ones and maybe
00:45:23
even not only video games. In many ways, the
00:45:26
history of frictional games was built by
00:45:28
me so as to show how a small
00:45:31
Swedish studio began by
00:45:33
coming up with a cool 3D engine
00:45:35
and is now one of the main
00:45:38
proven suppliers of high-quality
00:45:41
horror games on the market like Espen Umber in
00:45:43
which the darkness worked to the advantage of the unsightly
00:45:46
Kim Model Com gone crazy and the last
00:45:50
amnesia, as for the future, everything is
00:45:53
somewhat vague here on the one hand
00:45:55
frictional games were due to their own
00:45:58
merits Now it is firmly on its feet from a financial point of
00:46:00
view. Not so long ago, the
00:46:03
number of copies sold so far
00:46:05
has exceeded a million, and this is only
00:46:07
while the
00:46:08
Amnesia series was ported to all
00:46:10
current platforms, even a switch for
00:46:13
people who are very scared, the studio
00:46:15
began to introduce an adventure mode.
00:46:18
it looks strange, for example, the
00:46:20
monsters themselves simply stop doing damage,
00:46:23
but at the same time they walk around and grumble at the
00:46:25
mushroom hero; they acted a little more radically;
00:46:28
all clashes with creatures were replaced with
00:46:30
simple ones, one might even say
00:46:32
elementary
00:46:33
riddles;
00:46:38
the game was not conceived like this,
00:46:40
as for the
00:46:43
problems the guys have, I don’t want to believe that
00:46:45
this is not something systemic and not a sign
00:46:48
that the success of Soma is not a natural
00:46:50
accident, but just the opposite, that something
00:46:53
went wrong during the production of amnesia
00:46:55
and the previous 2nd issue The history of
00:46:57
frictional games confirms this;
00:47:00
now the studio
00:47:01
has two new projects in development, the
00:47:03
only thing that is known is that one of them
00:47:06
ended pride production around the time of the release of the series,
00:47:08
and the second one has just begun
00:47:11
its active phase, well, I don’t know about you, but
00:47:14
I’ll be actively waiting new Swedish
00:47:17
horrors,
00:47:18
well, that’s all for today,
00:47:20
make sure you like,
00:47:23
subscribe and ring the bell and
00:47:26
remember, it doesn’t matter if we live in reality
00:47:29
or in a simulation, it’s important to remain human
00:47:32
and see you soon stop
00:47:36
game room

Description:

Третий и последний на данный момент выпуск истории Frictional Games наконец-то посвящён SOMA! И не только ей. Короче, двум лучшим играм студии. 00:00 — Введение 00:40 — Amnesia: Rebirth 02:10 — Сюжет 07:09 — Концовки 11:12 — Игровой процесс 19:19 — SOMA 23:22 — Сюжет 30:27 — Концовка 38:55 — Игровой процесс 45:08 — Лучшая игра студии 47:02 — Планы на будущее • Комментарии и обсуждения — https://stopgame.ru//show/121315/istoriya_frictional_games_vypusk_3_soma • Страница игры — https://stopgame.ru/game/soma • Ещё больше материалов — https://www.youtube.com/user/StopGameRu?sub_confirmation=1 *** Видеоигры на StopGame.ru — https://stopgame.ru Расписание эфиров — https://stopgame.ru/live_schedule Прямые трансляции на Twitch — https://www.twitch.tv/stopgameru/ Наши нарезки — https://www.youtube.com/c/StopKEK Футболки от StopGame — https://shop.stopgame.ru/ Мы в Дзене - https://dzen.ru/stopgame Мы ВКонтакте — https://vk.com/stopgameru Мы в Discord — https://discord.com/invite/wWFuEfeEjF Мы в Steam — https://steamcommunity.com/groups/stopgamecommunity Мы в Facebook — https://www.facebook.com/unsupportedbrowser Мы в Twitter — https://twitter.com/stopgameru Мы в Telegram (дайджест) — https://t.me/stopgameru Мы в Telegram (новости) - https://t.me/stopgamenews Мы в Instagram — https://www.facebook.com/unsupportedbrowser

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