This is amazing. Never seen a speedrun of this game before. Falling into the prison from the nightclub is crazy. And I love how you rescue b12 while still having the backpack thing on you
@@Anemion Wrong name, oops. Seamus clip was a trick we used to do before sleep paralysis was discovered. In the current route, you actually clip through the door to Elliot's house (15:28).
Je viens de finir le jeu deux fois. La première pour la découverte, j'ai mis plus de 7 heures, à discuter avec tous les PNJ et découvrir le plus possible le lore. La seconde, j'ai mis 1h45 et j'étais curieux de voir quel temps on pouvait faire en maximisant les skip et j'ai découvert cette vidéo. Tout celà est ultra impressionnant :o ! Chapeau sincèrement!
Some of them are patched on the latest versions but the devs gave us a way to download the old patch. This category features glitches but as usual we also have glitchless runs
Instead of letting ourselves getting pushed through the wall after triggering SP, there are a few frames to jump on ground. It doesn't change the way we activate the glitch
This was done on pc/patch2. Some glitches have been fixed since but the devs are nice and gave us an option to download patch2 as a beta branch on Steam. For consoles however there's no way to run on that version anymore
The time displayed by the savefile is a bit messed up in the context of a speedrun because it rollbacks whenever you die/reload a checkpoint. This was probably intented by the devs to help people complete the 2hours achievement but it can also make a slower run look better than a faster run. The timer also stops during certain cutscenes (hence why it's only 43:xx and not 47:xx) and never counts the final walk when we leave control room after the roof opening CS. That's why we use a separate timer that only stops during actual loadings
Is it just me or does it appear there's a mod not allowing the monsters to make contact? (@23:23 they make contact with half a dozen monsters that literally pass through the cat to no affect) And there's multiple times in the video the creatures are physically all over him making contact and yet no damage/latching on 🤔 not trying to make accusations but I started and beat the game yesterday and there was never a scenario in which the monsters get that close and don't attack/do damage, so this isn't passing the smell test here. Genuinely asking can someone enlighten me here what I'm missing or is it evidently cheating to get a fake record? Or just bad game mechanics and therefore luck for the gamer?
@@Majortrader8 Obviously no cheating here but I can see why you think it's abnormal. The Stray speedrun community allows the use of macro: one of its use case is to shake off zurks almost instantly meaning I'm not getting slowed down by them (but they do hit me). Although the macro main purpose is to speed up dialogues and doing cutscenes skips, it trivializes zurks. But to be clear, even if I didn't have a macro here, the zurks wouldn't be an issue at all, you would barely see a difference. The presence of macros in speedrun is often a very divise decision. The intent is always to try to bring more fairness between runners, but in the case of macro it aims to simplify certain aspects of the game. Sometimes its harmless but sometimes it can be seen as lowering the skill ceilling (which then strikes endless debates about whether or not runs/runners using macros are skilled, legitimate, etc.)
‘Destroyed’😂 this isnt stopping anyone from playing it, if anything people might see this video and want to replay it for a speedrun. And for ‘fame’ this video only has 21,000 views 💀
⬇ Glitches & Strats ⬇
Glitches:
01:29: Nap Skip
01:52: Pipe Clip 🐈
15:40: Sleep Paralysis 🐈
22:08: Waterun + Door Clip 🐈
26:20: Early Hat 🐈
32:32: catJam + Jail OoB 🐈
35:29: Clem Jebaited
43:19: Catroussel
Movement Strats:
05:33: Dead City (Part I)
08:22: Dead City (Part II)
10:24: Worst Room (Flat) 🙀
29:08: Drones (Midtown - Factory) 🚁
29:55: Battery Room (Midtown - Factory) 🐱
31:40: Clem's Flat & Drones (Midtown) 🚁
35:58: Laser Room (Jail) 🐱
37:39: Clem Cap Jump
38:44: Courtyard II, Bad cycle (Jail) 🚁
44:03: Keyboards (Control Room) ⌨
This is amazing. Never seen a speedrun of this game before. Falling into the prison from the nightclub is crazy. And I love how you rescue b12 while still having the backpack thing on you
i speedran this game for a bit around whenever the hat room glitch was just discovered, crazy to see how far the run has progressed!
Extremely clean routing, great Elliot door clip, first try sleep paralysis, and waterrun...wow. What a run.
Seamus Clip ? Who's that ??
@@Anemion Wrong name, oops. Seamus clip was a trick we used to do before sleep paralysis was discovered. In the current route, you actually clip through the door to Elliot's house (15:28).
i just played through this casually but this looks insane nice run dude
Je viens de finir le jeu deux fois.
La première pour la découverte, j'ai mis plus de 7 heures, à discuter avec tous les PNJ et découvrir le plus possible le lore.
La seconde, j'ai mis 1h45 et j'étais curieux de voir quel temps on pouvait faire en maximisant les skip et j'ai découvert cette vidéo.
Tout celà est ultra impressionnant :o ! Chapeau sincèrement!
Outstanding run bro
The most outrageous thing is that the cat takes B12 to rescue B12.
最离谱的是猫猫带着B12去营救B12。
Very impressive!
These glitches are INSANE
Fastest of mine was an 1 hour 35 minutes without any glitches. This is still impressive though
I'm watching this game again because I was so moved after watching the ending yesterday.
gg
gamer
cool
My fastest time speedrunning without glitches was 2 hours and 20 mins
I'm new to speed running and I'm trying with this game. And I'm trying on PS4 so can I not do some of the glitches you do because you're on PC?
That's correct. Console versions do not have access to old patches
So, do you need the glitches to get the speedrun and I wonder if they are on the PC version?
Some of them are patched on the latest versions but the devs gave us a way to download the old patch.
This category features glitches but as usual we also have glitchless runs
could u explain the sleep paralysis strat a bit more? cuz i noticed u didn't clip through the wall but still got the clip between he's legs, how so?
Instead of letting ourselves getting pushed through the wall after triggering SP, there are a few frames to jump on ground. It doesn't change the way we activate the glitch
@@Anemion ah.. I see, will practice that. Thank you!
what version did you play on
This was done on pc/patch2. Some glitches have been fixed since but the devs are nice and gave us an option to download patch2 as a beta branch on Steam. For consoles however there's no way to run on that version anymore
shouldn't it be 43:15 the final time, the same we see at the very end?
The time displayed by the savefile is a bit messed up in the context of a speedrun because it rollbacks whenever you die/reload a checkpoint. This was probably intented by the devs to help people complete the 2hours achievement but it can also make a slower run look better than a faster run. The timer also stops during certain cutscenes (hence why it's only 43:xx and not 47:xx) and never counts the final walk when we leave control room after the roof opening CS.
That's why we use a separate timer that only stops during actual loadings
Is it just me or does it appear there's a mod not allowing the monsters to make contact? (@23:23 they make contact with half a dozen monsters that literally pass through the cat to no affect) And there's multiple times in the video the creatures are physically all over him making contact and yet no damage/latching on 🤔 not trying to make accusations but I started and beat the game yesterday and there was never a scenario in which the monsters get that close and don't attack/do damage, so this isn't passing the smell test here. Genuinely asking can someone enlighten me here what I'm missing or is it evidently cheating to get a fake record? Or just bad game mechanics and therefore luck for the gamer?
@@Majortrader8 Obviously no cheating here but I can see why you think it's abnormal. The Stray speedrun community allows the use of macro: one of its use case is to shake off zurks almost instantly meaning I'm not getting slowed down by them (but they do hit me). Although the macro main purpose is to speed up dialogues and doing cutscenes skips, it trivializes zurks. But to be clear, even if I didn't have a macro here, the zurks wouldn't be an issue at all, you would barely see a difference.
The presence of macros in speedrun is often a very divise decision. The intent is always to try to bring more fairness between runners, but in the case of macro it aims to simplify certain aspects of the game. Sometimes its harmless but sometimes it can be seen as lowering the skill ceilling (which then strikes endless debates about whether or not runs/runners using macros are skilled, legitimate, etc.)
you play like a cat
Comment tuer le jeu 😢
A miracle how can a game this good destroyed just for fame 😢
‘Destroyed’😂 this isnt stopping anyone from playing it, if anything people might see this video and want to replay it for a speedrun. And for ‘fame’ this video only has 21,000 views 💀