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Mace Griffin - Bounty Hunter - Test, Shooter, Xbox - 4P.de
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Veröffentlicht inTests

Mace Griffin – Bounty Hunter (Shooter) – Mace Griffin – Bounty Hunter


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© Warthog / Vivendi Universal

Mace Griffin - Bounty Hunter(Shooter) von Vivendi Universal Credit: Warthog / Vivendi Universal

Zehn Jahre Knast

So schnell kann`s gehen: Gerade war man noch Mitglied einer hoch angesehenen Spezialeinheit, die auf einem havarierten Raumfrachter in einen Hinterhalt geriet, und kurze Zeit später wandert man als einziger Überlebender wegen angeblicher Befehlsmissachtung für zehn Jahre in den Knast. So geschehen in Warthogs Mace Griffin – Bounty Hunter. Doch keine Angst, damit ist das Spiel nicht vorbei und das Ende der Story verraten. Nein, nach Eurer Gefängnisstrafe geht es eigentlich erst richtig los. Schließlich wollt Ihr nach all den Jahren wissen, wer Euch das damals alles eingebrockt hat und wie Ihr Euch an den Drahtziehern rächen könnt.

Ausgeklügelter Racheplan

Als Elite-Cop könnt Ihr als verurteilter Verbrecher natürlich nicht mehr arbeiten und Eure alte Spezialeinheit wurde längst aufgelöst. So entschließt Ihr Euch zunächst als Kopfgeldjäger anzuheuern, um an Geld und Waffen für Euren Rachefeldzug zu gelangen. Das geht aber natürlich nur, wenn Ihr in Eurem neuen Job gute Arbeit leistet. Daher stellt Ihr Eure Rachegelüste zurück und erledigt diverse Auftragsarbeiten. Dabei geratet Ihr auch immer wieder an zwielichtige Gestalten, die darüber bescheid zu wissen scheinen, was damals an Bord des Frachters wirklich geschehen ist und die Story um Macht, Intrigen und Außerirdische nimmt ihren Lauf.__NEWCOL__Zwischen Colt und Bordkanone

Im Kampf gegen Mega-Konzerne, ominöse Sekten und futuristische Revolverhelden greift Griffin aber nicht nur zu diversen Handfeuerwaffen, sondern klemmt sich auch hinter das Steuer von bewaffneten Raumgleitern. Einzigartig ist dabei, dass die Übergänge zwischen Boden- und Weltraum-Einsätzen fließend sind. Ja, sogar an Bord Eures Raumschiffs könnt Ihr jederzeit das Cockpit verlassen und die übrigen Räume inspizieren, während der Auto-Pilot das Steuer übernimmt. Vor allem ein Besuch in der Waffenkammer kann sich vor der Landung als äußerst nützlich erweisen.

Eintöniger Pilotenalltag

Gelandet wird übrigens halbautomatisch, das heißt sobald Ihr eine Reihe eingeblendeter Landemarkierungen fehlerfrei durchflogen habt, macht der Auto-Pilot den Rest. Großartige Freiheiten habt Ihr beim Herumfliegen allerdings nicht. In der Regel müsst Ihr zunächst ein paar feindliche Jäger abschießen und dann einen markierten Landepunkt anfliegen oder einen Hyperraum-Sprung absolvieren. Gelegentlich müsst Ihr auch größeren Kampfschiffen die Stirn bieten oder unter Zeitdruck durch verwinkelte Höhlensysteme oder Asteroidenfelder jagen, aber Umfang und Abwechslungsreichtum der Piloteneinsätze halten sich in Grenzen und die meiste Zeit des Spiels seid Ihr definitiv zu Fuß unterwegs.

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