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Tekken 5 - Test, Prügeln & Kämpfen, PlayStation 2 - 4P.de
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Veröffentlicht inTests

Tekken 5 (Prügeln & Kämpfen) – Tekken 5


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© Namco / Sony

Tekken 5(Prügeln & Kämpfen) von Sony Credit: Namco / Sony

Pro & Kontra

Gefällt mir

  • superbe Optik
  • fantastische Animationen
  • umfangreiche Kämpfer-Auswahl
  • eingängige Steuerung
  • perfektes Kombo-System
  • ausgeklügelter Arcade-Modus
  • gute Übungsmodi
  • großartige Musik
  • abwechslungsreiches Leveldesign
  • Original-Sprachausgabe
  • teilweise fantastische Renderfilme
  • motivierende Personalisierungsmöglichkeiten
  • herausfordernder Schwierigkeitsgrad
  • kurze Ladezeiten
  • Widescreen- und 60Hz-Unterstützung
  • beiliegende Arcade-Versionen von Tekken 1-3

Gefällt mir nicht

  • langweiliger »Devil Within«
  • Modus
  • nervtötender Endgegner
  • schwankende Qualität der Rendervideos
  • schwankende Animationsqualität
    zwischen alten und neuen Figuren
  • kein Online
  • Modus
  • kein Surround
  • Sound
  1. Habe Tekken 5 selber ausgiebig gespielt. Es hat mir sehr gut gefallen, Grafik war sehr gut und auch das gameplay war zufriedenstellend. Allerdings fand ich es etwas zu leicht, habe es auf den ersten 4 Schwierigkeitsgraden durchgespielt und ich fand es zu leicht. Vieleicht sollte man den nächsten Teil etwas schwieriger machen. Aber ansonsten ganz ok.

  2. Moin.
    Habe mir 'Tekken 5' unter großen Erwartungen gekauft, habe schon Teil 1 - 3 damals auf der PS1 geliebt... Aber der 5. Teil ist aus meiner Sicht (momentan, ich habe es erst seit 2 Tagen) einfach nur miserabel. Etwas dermaßen schlecht Ausbalanciertes habe ich selten im Beat 'em up-Genre gesehen. Mag sein, dass das Kampfsystem großartig designed ist... Aber was nützt mir das, wenn man als Spieler sämtliche Taktiken der Charaktere kennen muss, um sich darauf einstellen zu können, während die CPU offenbar mit jedem x-beliebigen Kämpfer wahre Kanonaden abfeuert? Da fehlt für mich irgendwo die Glaubwürdigkeit...
    Ein eigentlich eher langsamer Jack 5 macht einen flinken Hwoarang spielend fertig, selbst wenn ich mit Hwoarang auf Level '3. Dan' bin, während Jack 5 auf '2. Kyu' rumgurkt. Oder um es anders auszudrücken: Wo bleibt der Reiz, einen Charakter bis auf den höchsten Dan zu pushen, wenn man im Endeffekt keinerlei Vorteile daraus ziehen kann, bis auf das Geld, das man gewinnt, um dann in chicere Outfits zu investieren... Uiii, was für ein tolles Feature. Und dafür soll ich mein Pad quälen und mich dumm und dämlich ärgern? Ne, Freunde.
    Und warum zur Hölle fackelt die CPU mit nahezu jedem (!) Charakter extreme Kombos ab, während ich selbst im Trainings-Modus mit eigentlichen Kombo-Größen wie Yoshimitsu arg zu überlegen habe, wie ich über eine 3-Hit-Kombo hinaus komme? Gerade bei Charakteren wie Nina fällt das auf... Es ist scheißegal, welches Level sie als Gegner hat... Einmal nicht aufgepasst, schon ist's so gut wie vorbei mit der Runde für einen selbst. Das muss man sich mal vorstellen... Und wie gesagt, es ist dabei furzegal, welches Level das Blondchen hat. Stellt euch vor, ihr habt gerade mit eurem Lieblingscharakter den Story-Modus INKLUSIVE dem Endgegner durch und zockt jetzt ein wenig den Arcade-Modus. Ihr schafft es bis zum 3. Kyu ohne auf Nina zu treffen, wie auch immer. Und dann werdet ihr gnadenlos von einer Nina mit 9. Kyu aufs Parkett gelegt. Wie zum...

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Seite 1

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