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Psychonauts - Test, Action-Adventure, Xbox - 4P.de
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Veröffentlicht inTests

Psychonauts (Action-Adventure) – Psychonauts


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© Double Fine Productions / THQ

Psychonauts(Action-Adventure) von THQ Credit: Double Fine Productions / THQ

Doch wie sieht es mit dem Spielprinzip aus? Natürlich erfindet Tim Schafer das Action-Adventure-Rad nicht neu, doch er hat sich die Referenz-Spiele der letzten Jahre gut angeschaut und Psychonauts mit zahlreichen bekannten Elementen angereichert. Dabei hat er das Kunststück geschafft, dem abgefahrenen Abenteuer bei allen Dèja-vus Eigenständigkeit und Seele zu verpassen.

Spielerisch verlässt sich Psychonauts größtenteils auf bekannte Elemente, setzt diese aber gut für die eigenen Zwecke ein.

Wen stört es, dass man die große Freiheit, die man in den Abschnitten genießt (samt Entdeckung haufenweise kleinerer oder größerer Gimmicks) bereits in Super Mario 64 kennen gelernt hat? Mich nicht, wenn sie sich so autark und stimmig präsentiert wie hier!
Doch gleichzeitig hat es Schafer nicht geschafft, die Klippen des “Hab-ich-schon-gesehen”-Riffs zu umschiffen. Ja: das Design der Abschnitte ist fantasievoll, immer wieder überraschend und dadurch, wie z.B. im Falle des Bosskampfes mit dem Anglerfisch ein Garant für Motivation. Auch die Kulisse kann sich sehen lassen: Abgedrehte Disco-Landschaften wechseln sich ab mit streng geometrischen Umgebungen, die dann wiederum von einer Kleinstadt abgelöst werden, in der ihr als Godzilla/King Kong im Kinderformat für Zerstörung sorgt.
Bis zum Abspann, der nach ca. zehn bis 15 Stunden über den Bildschirm flimmern wird, bekommt man immer wieder neue Umgebungen zu Gesicht, die von ebenso fantasievollen wie skurrilen, jedoch immer überzeugenden und lebendig wirkenden Figuren gefüllt werden.

Konservativ auf hohem Niveau

Allerdings hat das Design-Team beim Ausarbeiten der spielerischen Möglichkeiten weniger Fantasie an den Tag gelegt als bei der optischen Gestaltung. Denn auch das abgefahrenste Aussehen von Figuren und Umgebungen kann nicht verschleiern, dass im Kern bekannte Kost wartet: Ihr hüpft, ihr kämpft, ihr sammelt ein, ihr setzt euch hin und wieder mit einem Boss auseinander.

Ein weiteres Beispiel für das fantasievolle Design: die Blaupausen-Welt.

Einzig die nach und nach eingeführten PSI-Fähigkeiten, die Raz zu einem wahren Meister-Psychonauten machen, sind neu (zumindest im Genre) und letztlich neben dem Design dafür verantwortlich, dass Tim Schafer einen Award kassiert.
Sicher: in “normalen” Action-Spielen wie PSI-Ops oder Second Sight wurden übersinnliche Fähigkeiten bereits eingeführt und adäquat eingesetzt. Psychonauts schafft es aber, Telekinese, Levitation usw. nicht nur in einem Genre zu etablieren, sondern auch im Hinblick auf das Leveldesign clever einzusetzen – zumindest auf den ersten Blick.
Denn auf den zweiten verbirgt sich z.B. hinter dem PSI-Ball mit seiner Schwebe-Fähigkeit wenig mehr als hinter den Hubschrauber-Ohren von Rayman – Spaß macht’s trotzdem.

Wenn jetzt auch noch z.B. mehr Mini-Spiele zu finden wären oder gar alternative Abschnitte, die man nach Abschluss des Abenteuers hätte entdecken können – wer weiß, vielleicht hätte Raz sich sogar Platin angeln können.  

Hinterlassen Sie bitte einen Kommentar.

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