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Shady Part of Me - Test, Logik & Kreativität, PC, PlayStation 4, Nintendo Switch, Xbox One - 4P.de
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Veröffentlicht inTests

Shady Part of Me (Logik & Kreativität) – Schattenspiele


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© Douze Dixièmes / Focus Home Interactive

Shady Part of Me(Logik & Kreativität) von Focus Home Interactive Credit: Douze Dixièmes / Focus Home Interactive

Diese Mechanik wird auf vielfältige, kompetente, meist logisch nachvollziehbare und manchmal sogar kreative Weise durchdekliniert: Schiebt die 3D-Figur z.B. einen Block näher an eine Lichtquelle heran, wächst er in der 2D-Ebene in die Höhe. An anderer Stelle taucht ein Schalter nur in im 2D-Scherenschnitt-Bereich auf – wird dieser aktiviert, ändert sich die Position einer Lampe in der 3D-Welt – und schon kann das Polygonmädchen weiterlaufen. Denn so wie ihre 2D-Projektion von schwarzen Schatten zerquetscht werden kann, hat sie in ihrer 3D-Welt Probleme mit hell erleuchteten Bereichen. 

 

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Die Entwickler haben, vor allem in den 3D-Bereichen, ein paar wirklich sehenswerte Szenarien erschaffen. © 4P/Screenshot

Alle paar virtuellen Meter, meist nach genau einer Kopfnuss, muss eine Art Zielbereich auf beiden Ebenen erreicht werden, damit das Spiel weitergeht. So kommt es nie vor, dass man sich verzettelt oder mit der einen Figur ewig weiterläuft – stattdessen agieren, von wenigen storytechnischen Ausnahmen abgesehen, beide Ichs immer im selben Abschnitt. Dies sorgt für ein stetes Alternieren zwischen den Spielebenen, das auf Dauer etwas monoton werden kann. Ähnliches gilt für die Rätselaufgaben: Zwar ist der Schwierigkeitsgrad für meinen Geschmack genau richtig (und niemals hart, weshalb es wohl auch kein Hilfesystem gibt), allerdings kann ich leider nicht behaupten, dass ich allzu großen Spaß mit den Schalter-, Perspektiv-, Schatten- und Aufzug-Tricksereien hatte. Von einem erfüllenden Aha-Erlebnis wie in den beiden Portals, The Talos Principle oder jüngst bei Manifold Garden ist The Shady Part of Me leider weit entfernt.

 

Noch einmal bitte!

 

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Im Bildvordergrund darf man hier nur geradeaus laufen, die 2D-Schattenfigur im Hintergrund muss derweil eine Hüpfpassage absolvieren. © 4P/Screenshot

Wer in grellem Licht erlischt oder von einem Schattenblock erschlagen wird, kann per Schultertaste beliebig oft und beliebig lange zurückspulen. So macht man Verspringer ungeschehen oder korrigiert sein Timing beim Umlegen eines Schalters. Damit wird Shady Part of Me in puncto Geschicklichkeits zu einem extrem leichten Spiel und ich fühlte mich dezent an Elikas Hilfestellungen im 2008er Prince of Persia erinnert. Gleichzeitig ist diese Lösung aber eleganter als das bloße Wiederaufsetzen am Plattformrand in kindgerechten Kirby-Hüpfern oder den Realismus untergrabenden Rückspul-Features in diversen Forzas oder jüngst sogar bei FIFA 21. Das von Art Director Marc Lericolais formulierte Ziel „jede Umgebung wie eine lebendige Skizze zu gestalten, die nur darauf wartet, erkundet zu werden“, hat das Team ledlich in puncto Optik erreicht. Tatsächlich kommt die schöne, stilvolle Grafik den „vorläufigen Zeichnungen oder Skizzen (…), die manchmal einfach in die Ecke eines Notizbuchs gekritzelt wurden“ angenehm nahe und wird trotz der stets ähnlichen Farbtöne nie langweilig. Meinen Erkundungstrieb konnten die Szenarien aber nie stillen – dafür sind die Areale viel zu eng begrenzt und linear aufgebaut.

Hinterlassen Sie bitte einen Kommentar.


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