Да, стоит играть
Серьёзных проблем нет, минусы описаны ниже
Почему оценка B: большинство хвалит, но недовольных заметно больше, чем у игр с A

Серьёзных проблем нет, минусы описаны ниже
Почему оценка B: большинство хвалит, но недовольных заметно больше, чем у игр с A
Нет игроков онлайн в Steam - это не определяет готовность одиночного режима
3350 дней назад
Нет отзывов за последние 30 дн.
Русского нет · всего 1 язык
550 руб.
Сравним с вашим ПК и прикинем FPS
Подробных отзывов на русском мало - добавлены отзывы на других языках.
игра очень достойная, старая графика добавляет атмосферности, рекомендую!) тут придется проявлять внимание и включать мозги переодически, вообщем стоит поиграть, ну 249р конечно загнули для старой игры))
One of the absolute best games from the 90s. This game is an incredible quest that rewards you more and more the more time and care you put into it. I would very much like to know how to get into that secret "Jim" room in the Dwarven Fortress... :)
“Bad circumstances have a way of ruining things that would otherwise be pleasant.” ~Lemony Snicket I know, I know, a thumb down to Stonekeep. How dare I? But bear with me, it's an interesting topic to dive into. The story of Stonekeep is the story of that very specific time period when the dungeon crawler genre peaked. In the West at least, because it had a whole different story in Asia, but that's not what we are talking about here. What we are talking about is... well, I guess, it'll be the best to start with the Westwood's Eye of the Beholder. I mean, sure, the whole thing started with FTL's Dungeon Master in 1987. It was Dungeon Master that popularized real-time, first-person, multi-character, tile-based dungeon crawling with smooth movement, physics-like interactions, and an immersive atmosphere. But it was Westwood who brought things on a whole other level. EoB didn't do anything groundbreaking. It just took everything the others did and did it better. All while looking great thanks to the visuals powered by Deluxe Paint (which was a cutting-edge thing back in the 80s). Now, here comes Brian Fargo. Yeah, the Brian Fargo. The founder of Interplay and the person behind some games you've probably heard of. Like, you know, Fallout? Anyway, Brian Fargo. Also, Todd J. Camasta, Interplay's art director. While having a special place in their hearts for role-playing games, at some point they decided that they wanted to make something like that, too. It was a simple project. Heck, originally it was called just “Dungeon Game” (“Brian's Dungeon” a bit later) and had a budget of only $50,000. Which wasn't a huge sum back in the day. Spoiler alert – it ended up being at least 10x times more, but let's not get ahead of ourselves. Like I said, Stonekeep wasn't supposed to be huge. Yet it just happened that Interplay contracted Peter Oliphant. Who just happened to have a Hollywood background (for example, he was Freddie Helper in The *** Van *** Show). Peter wrote the initial storyline, handled graphics, and programmed the initial prototype. Which impressed Fargo a lot. And that was the problem. Except it didn't become obvious until much later. For now, everybody was excited. Fargo greenlit expansions in budget, scope, crew, and timeline. Stonekeep wasn't just “Brian's Dungeon” anymore. It was a high-end thing. With FMV elements, motion capture (they even had that real lab skeleton called Lucy), and system requirements that wanted you to have one of them expensive new Pentium CPUs. Moreover, Interplay went even further and made their game CD-ROM oriented. Nowadays, kids don't even know what a CD-ROM is, but back in the day? It was a revolution. The thing was, though, at the point when Stonekeep was in development, that revolution didn't even start yet. The game that made everybody want to have a CD-ROM was Cyan's MYST. Which didn't come out until Stonekeep was officially announced to the press in 1993. Yet Interplay went all in. All because of Oliphant. Fargo was against it. Oliphant pushed. Oliphant won. And that's just the thing about Stonekeep. Even if you've never played it before, when you launch it today, you can easily feel Oliphant. You instantly get the feeling of something epic (partially because of a very cool movie-like intro), something Hollywood-like. And the fact that everything here is realistic only makes things better. Even the UI (while being smart and even allowing you to enable coordinates on screen) is made in a very realistic way. Like, you'll need to manually flip the pages in order to find the right spell and when you need to equip something, you're supposed to manually drag it from your bag to a very specific part of your character's body. And yes, it involves rings, which you'll need to put on specific fingers. Like I said, this game feels epic and it's very lifelike. Visuals aged well thanks to the Pentium power and CD-ROM storage, while the attention to details... is rather incredible, really. Ex…
Да: серьёзных проблем нет. Оценка GameHealth - B: большинство хвалит, но недовольных заметно больше, чем у игр с A.
Нет, Steam не указывает русский язык у этой игры.
Нет, это однопользовательская игра.
Видеокарта: минимум - 3D graphics card compatible with DirectX 7 и 0.5 ГБ памяти; рекомендуется 3D graphics card compatible with DirectX 9 и 0.0009765625 ГБ. Сравнить со своим ПК можно в блоке системных требований выше.
550 руб. в Steam.