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Soul Axiom - Test, Adventure, PC - 4P.de
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Veröffentlicht inTests

Soul Axiom (Adventure) – Second-Hand-Cyberspace


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© Wales Interactive / Wales Interactive

Soul Axiom(Adventure) von Wales Interactive Credit: Wales Interactive / Wales Interactive
Plüschaffen statt Badeentchen

Beinahe hätte ich meine Einleitung zu Master Reboot zitiert. In ihrer Prämisse sind sich die beiden Spiele nämlich frappierend ähnlich. Damals klang das so: “In der nahen Zukunft werden unsere Seelen in einer Onlinedatenbank festgehalten und wenn wir sterben, können unsere Verwandten so genannte “Inseln” besuchen, auf denen Momente unserer Erinnerung wie auf digitalen Bühnen festgehalten werden. Doch was, wenn die digitalen Seelen sich plötzlich nicht mehr daran erinnern können, wer und wo sie sind?”

Und so klingt es im Wesentlichen heute noch. Man erwacht, weiß weder wo noch warum, findet aber nach und nach Erinnerungen und läuft gelegentlich einer Art bösem Bewusstsein über den Weg.

Muss ja nichts Schlechtes sein. Allerdings erzählen die Entwickler einen Großteil ihrer Geschichte noch immer über starre Zeitungsartikel, Ausweise, Broschüren und andere Hinweise, die wie Fremdkörper in der Umgebung wirken.

[GUI_STATICIMAGE(setid=79637,id=92521533)]
Mal schneit es im Cyberspace, mal ist es stockdunkel, mal mystisch verklärt, mal idyllisch schön. Wie eine lebendige Welt wirken die Kulissen allerdings nie. © 4P/Screenshot

Denn versteckt sind sie in Plüschaffen, nicht an plausiblen Orten einer natürlichen Umgebung. Der Cyberspace wirkt nie wie die virtuelle Nachbildung realer Schauplätze. Man erkennt immer seinen wichtigsten Zweck: Erzählung und Kulisse sind lediglich ein Vorwand für die Aneinanderreihung von Rätselräumen.

“Klick hier zur Lösung!”


Immerhin löst man die Aufgaben in beliebiger Reihenfolge, bis sich nach einem Zwischenschritt neue Herausforderungen auftun. Wären die Puzzles nur nicht so bieder! Manch nette Kopfnuss ist zwar dabei, fast immer geht es aber lediglich darum, das richtige Objekt zu manipulieren, also den entsprechenden Knopf zu drücken – bzw. ihn lange gedrückt zu halten, denn die Steuerung ist ein träges Geduldsspiel und noch dazu ungenau. Das war schon in Master Reboot so.

“Manipulieren” heißt übrigens, Objekte verschwinden oder erscheinen zu lassen, sie zu bewegen oder zu zerstören. Klingt interessant! Aber wie spannend ist es wohl, eine Reihe Stege und Treppen an den rechten Fleck zu rücken, indem man jedes einzelne Objekt einfach auf die deutlich markierte Art anklickt? Notwendige Aktionen ergeben sich kaum aus einer erkennbaren Notwendigkeit heraus, sondern meist durch das grafische Hervorheben. Manche Aufgaben strapazieren das Wiederholen einmal erkannter Lösungswege zudem auf enervierende Art über. Und wie aufregend kann es sein, das gesamte Rätsel von vorn zu beginnen, weil man zuvor, kurz vor dem Ende eines großen Raums, das Spiel verlassen musste?

Hinterlassen Sie bitte einen Kommentar.


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