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Ghost Master: The Gravenville Chronicles - Test, Taktik & Strategie, PlayStation 2 - 4P.de
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Veröffentlicht inTests

Ghost Master: The Gravenville Chronicles (Taktik & Strategie) -Warum lehrt uns ein Spiel für Sechsjährige das Gruseln?


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© Sick Puppies (PC) / Spiral House (Konsole) / Empire Interactive

Ghost Master: The Gravenville Chronicles(Taktik & Strategie) von Empire Interactive Credit: Sick Puppies (PC) / Spiral House (Konsole) / Empire Interactive
Ich bin ein Sim, holt mich hier raus!

Macht das vorgerenderte Intro durchaus noch Lust auf mehr, folgt die Ernüchterung auf dem Fuße: So wirkt die Spielgrafik wie ein Low-Budget-Klon der Sims mit plumpen Charaktermodellen 

von der Stange, unterirdisch schlechten Hampelmann-Animationen, unansehnlichen Texturtapeten

Spuk im Polizeirevier: Über das praktische Opferkarussell ermittelt ihr geeignete Zielpersonen.
und antiquierten Effekten – von unerklärlichen Einbrüchen der Bildrate ganz zu schweigen. Auch die Sound-FX sind einfach nur peinlich. Schreie und Seufzer klingen wie schlechte Parodien und wenn erschreckte Sterbliche das Weite suchen, ist dies ein audiovisuelles Trauerspiel, das sich kaum in Worte fassen lässt.

Das Schweigen der Lämmer

Sogar der Soundtrack zehrt mit seinem passablen, aber äußerst wiederholungsanfälligen Geklimper auf Dauer ziemlich an den Nerven. Die deutsche Synchro klingt hingegen ganz ordentlich, obwohl sich Sprachausgabe im Spiel eher rar macht und alle Spielfiguren wortlos ihren Beschäftigungen nachgehen. Eigentlich kommt das ganze Spiel über nur der imaginäre Erzähler zu Wort, der euch mal mehr, mal weniger klare Anweisungen gibt, die strikt zu befolgen sind, um kein vorzeitiges Scheitern des aktuellen Levels heraufzubeschwören.

Die Geister, die ich nicht rief

Was man zu Beginn des Spiels noch als Teil eines Tutorials in Kauf nimmt, geht einem im weiteren Spielverlauf immer mehr auf den Keks und irgendwann hat man es einfach satt, ständig vorgeschrieben zu bekommen, wie man wen und wann aus dem Haus vertreiben soll.

Kadett auf der Flucht: Im Schlafsaal der Kaserne schießen plötzlich dornige Ranken empor.

Auch dass man keinen Einfluss darauf hat, mit welchen Geistern man die einzelnen Szenarien beginnt, gibt einem das Gefühl, nur als Handlanger zu fungieren statt als Ghost Master tätig zu sein. Komisch auch, dass es das Spiel trotz all der peniblen Vorgaben und genau einzuhaltenden Reihenfolgen immer wieder schafft, so viele Leerlaufphasen zu generieren.

Gruseln nach Vorschrift

Selbst die Fähigkeiten der Geister sind strikt vorgegeben und beschränkt, was den Freiraum zusätzlich einengt. Doch auch wenn man sich an das lineare Aufgabenkorsett fast ohne jegliche Story-Elemente gewöhnt hat, will einfach keine Stimmung aufkommen. Die meiste Zeit ist man nur mit mühsamem Plasmasammeln beschäftigt, um genug Energie für die entscheidenden Spukaktivitäten zur Verfügung zu haben, und viele Missionsziele sind so unklar, dass man nur mit Trial&Error sowie einer Engelsgeduld weiterkommt. Abgesehen davon wirken Schwierigkeitsgrad und Spielbalance alles andere als zielgruppengerecht.      

Hinterlassen Sie bitte einen Kommentar.


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