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Jenga: World Tour - Test, Logik & Kreativität, Nintendo Wii - 4P.de
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Veröffentlicht inTests

Jenga: World Tour (Logik & Kreativität) – Jenga: World Tour


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© Atomic Planet / Atari

Jenga: World Tour(Logik & Kreativität) von Atari Credit: Atomic Planet / Atari
Er fällt einfach nicht

Kunterbunte Charakterwahl: Wer darfs sein? Spielerisch ist es egal, denn die Figuren haben keine Auswirkung auf euer Turmbaukönnen.

Irgendwo in knapp 40 cm virtueller Höhe ragt etwas bizarr aus einem Turm heraus. Der rechteckige Stein sitzt scheinbar schief. Nein, er hängt schief: Mit etwa zwei Dritteln seiner Fläche lehnt er wie ein gekrümmter Finger so weit nach unten, dass er fallen müsste. Das, was auf Mutter Erde die Schwerkraft erledigen würde, müsste hier die Physikroutine einleiten: den Fall. Und damit das Game Over. Aber hier fällt nichts. Und das ist ärgerlich.

Diese Situation beschreibt zwar einen Ausnahmefall, aber sie demonstriert, dass das wesentliche Erfolgsmerkal des Turmbauspiels Jenga, die gnadenlose Erdanziehungskraft, von Atomic Planet nicht gut genug simuliert wird. Dazu gehört auch, dass eine dampfende Kaffeetasse nicht umstürzt, wenn dutzende Klötzchen auf sie fallen – das sieht in den Zeitlupen einfach schlecht aus. Dabei hat das britische Entwicklerteam die physikalischen Elemente überzeugend visualisiert: Immer dann, wenn ich einen Stein innerhalb des Turms mit der Remote anvisiere und anklicke, wird der Quader umrandet und ein Faden erscheint in seiner Mitte – also da, wo der Schwerpunkt ruht.

Rausziehen! Rausziehen!

Das Standardszenario: Ein Turm aus Holzklötzchen wartet darauf, dass ihr ihn Stein für Stein nach oben hin erweitert. Leider sind die Hintergründe auf Dauer zu fade, zu bewegungsarm.

Ich kann die Remote jetzt in alle Richtungen bewegen, um den Stein aus dem Turm zu lösen. Und das muss ich sehr behutsam machen. Denn bewege ich mich dabei zu ruckartig oder zu stark zu den Seiten, werden benachbarte Steine angestoßen und bringen so vielleicht den ganzen Turm aus dem Gleichgewicht. Habe ich den Stein erstmal aus dem Turm filetiert, gibt es einen automatischen Kameraschwenk und ich muss den Befreiten dann die letzten Zentimeter selbst bewegen.

Wohin? Zur Turmspitze! Jeder Stein, der entfernt wird, muss danach wieder ganz oben abgelegt werden; erst dann ist der Gegner an der Reihe, und zwar so lange, bis jemand den entscheidenden Fehler macht – das ist das Spielprinzip von Jenga. Und das funktioniert auch auf Wii über weite Strecken recht gut. Auch hier hält man ab und zu den Atem an, denn der Turm wackelt bedrohlich, wenn man durch das Ablegen der Steine den Schwerpunkt verändert. Allerdings kann das virtuell zu unrealistischen Schieflagen führen. Und falls man gegen eine KI spielt, dann wird schon mal geschummelt, indem sie die oberen zwei Steine automatisch auseinander schiebt, oder es kommt zu seltsamen Endlosablegversuchen, wenn ein Stein partout nicht passen will – da muss man spätestens nach dem zehnten Versuch viel Geduld haben.

        

  1. ich bin mir schon darüber im klaren, dass dieser kritikpunkt nicht der grund dafür war, dass das spiel keinen platin-award bekommen hat :D
    und das, was ich von dem spiel gesehen hab ist jetzt nicht so wirklich der reißer - ich hoffe aber, dass ihr diesen punkt irgendwo nachvollziehen könnt :)

  2. Ich will das Spiel jetzt nicht irgendwie in Schutz nehmen oder sowas, aber...
    das mit der quicksave-funktion kann ich nicht so ganz nachvollziehen. Jenga ist ein Spiel, das mit dem Nervenkitzel spielt. wenn man jetzt nach jedem seiner züge nen QS macht, macht das den sinn des spiels kaputt. Jenga ist sowieso ein spiel, dass man entweder mit freunden, oder - was das beste - in echt spielen muss, um spaß zu haben. egal wie perfekt die grafik wäre, oder die steuerung, oder was auch immer - es wär einfach nicht das gleiche^^

Hinterlassen Sie bitte einen Kommentar.

Seite 1

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