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Haven: Call of the King - Test, Geschicklichkeit, PlayStation 2 - 4P.de
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Veröffentlicht inTests

Haven: Call of the King (Geschicklichkeit) – Haven: Call of the King

4P Testbild

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© 2rogan - stock.adobe.com / Nintendo, Microsoft, Sony

Dance Dance Revolution: Hottest Party 2(Musik & Party) von Konami Credit: 2rogan - stock.adobe.com / Nintendo, Microsoft, Sony

Träumer als Weltretter

Der unscheinbare Minensklave Haven wird von einem immer wiederkehrenden Traum gequält, in dem die “goldene Stimme”, eine sagenumwobene Glocke, die Hauptrolle spielt. Die Legende besagt, dass diese Glocke in Zeiten der Not geläutet werden kann, um die Rettung zu bringen. Und offensichtlich ruft die “goldene Stimme” Haven zu sich. Doch bevor er sein Volk aus der Sklaverei des dunklen Imperators retten kann, liegt ein weiter, beschwerlicher Weg vor ihm, der ihn bis ans Ende der Galaxie führt.

Spiele-Eintopf

Auf den ersten Blick scheint Haven ein normales Jump&Run wie z.B. Crash Bandicoot – Zorn des Cortex zu sein. Kommt auch nicht von ungefähr, denn vor Haven hat Traveller´s Tales an dem sprunggewaltigen Beuteltier gearbeitet.
Doch bereits nach kurzer Zeit wird deutlich, dass Haven zwar zahlreiche Jump&Run-Elemente wie Sprung-Sequenzen, zahllose Items und Schalterrätsel aufweist, die Entwickler aber versucht haben, das Genre mit neuen Elementen zu verknüpfen: So findet Ihr Geschützturm-Sequenzen, Boot-Rennen, Abschnitte, in denen Ihr einen Buggy fahren müsst, Drachenfliegen, Raumschiffballereien und und und.

__NEWCOL__Die gewagte Mischung macht zwar anfangs einen merkwürdigen Eindruck, doch die spielerische Abwechslung, die dadurch erreicht wird, ist sehr interessant und lockt zum Weiterspielen. Denn die Übergänge zwischen den einzelnen Elementen sind absolut nahtlos und zudem noch passend in die Geschichte integriert, die von der Rettung der eigenen Rasse bis hin zu persönlichen Problemen Havens reicht und weitaus tiefgehender ist, als man von einem Jump&Run erwarten könnte.

Viele Köche verderben den Brei?

Einen Haken haben die verschiedenen Elemente aber trotzdem: So interessant die Mischung auch ist, im Endeffekt bleiben die einzelnen Gameplay-Anteile im Gros hinter den Spielen zurück, die sich auf die verschiedenen Elemente spezialisiert haben. Ein Beispiel: Die Drachenflugsequenz ist zweifelsfrei gelungen, anspruchsvoll und motivierend, der Nintendo-Klassiker PilotWings hat dieses Genre aber bis zum Letzten ausgenutzt und sorgt dementsprechend für mehr Spaß. Und so verhält es sich mit so ziemlich allen Elementen. Sie passen, machen eine Menge Spaß, bleiben für sich betrachtet aber hinter den “Vorbildern” zurück.

Hinterlassen Sie bitte einen Kommentar.


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