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The Last Tinker: City of Colors - Test, Action-Adventure, PC - 4P.de
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Veröffentlicht inTests

The Last Tinker: City of Colors (Action-Adventure) – Bunte Hommage an alte Plattformer


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© Mimimi Productions / Soedesco / Daedalic

The Last Tinker: City of Colors(Action-Adventure) von Soedesco / Daedalic Credit: Mimimi Productions / Soedesco / Daedalic

Zu viel Komfort

Als ich mich damit abgefunden hatte, haben mich die Geschicklichkeitsabschnitte aber doch noch ordentlich unterhalten, weil oft passendes Timing gefragt ist. Spurte ich im falschen Moment los, zieht der Krake seinen Arm ein und ich lande in einem Tümpel. Auch kleine Schleichpassagen sind enthalten. Sie wirken nicht ganz so ausgefeilt wie bei Sly Cooper, bieten aber eine willkommene Abwechslung. Bei der Infiltration eines Turms schleiche ich z.B. auf leisen Pfaden hinter Pfeilern, Laternenkegeln und Wachen entlang.

 

Manchmal muss ich auch eines der Pilzwesen einsetzen, um den Raketen des Alarmanlagenroboters zu entwischen. Ich locke den gutmütigen, aber reizbaren Pilzkopf auf einen fetten Schalter und befeuere ihn mit roter Farbe, damit er aggressiv aufstampft und den bebenden Roboter für kurze Zeit außer Gefecht setzt. Auch die Rätsel mit dem kleineren Pilzwesen wirken gelungen: Ich lotse ihn durch schmale Durchgänge und sprenge mit Hilfe seiner Explosionskraft immer wieder Geröll aus dem Weg.



Etwas hüftsteif


[GUI_STATICIMAGE(setid=75878,id=92482726)]
Angst frisst Blobs auf: Auch die weißen Kampfmonster lassen sich erschrecken und rennen panisch in ihr Verderben. © 4P/Screenshot

 

Die Faustkämpfe machen nicht ganz so viel Spaß, weil sich die Steuerung im Gefecht etwas steif anfühlt. Auf Knopfdruck startet Koru z.B. eine ziemlich lange Ausweichrolle. Damit kann ich mich zwar aus einem Pulk in Sicherheit bringen, für einen flüssigen Schlagabtausch mit den Kombos und Kontern taugt sie aber kaum. Andere Biester spucken aus der Entfernung mit Bleiche, also düse ich von Deckung zu Deckung und schalte sie aus der Distanz mit Farbkugeln aus. Allgemein wirken die Kämpfe reichlich einfach, auch in späteren Gefechten. Immerhin lassen sich mit mittels gefundener Kristalle an Automaten einige einige Extra-Attacken freischalten – wirklich anspruchsvoll wird es aber auch damit nicht. Wer sich unterfordert fühlt, kann allerdings den Schwierigkeitsgrad erhöhen; bis hin zu einer Art Hardcore-Modus mit sofortigem Tod statt des üppigen Energiebalkens.



 

[GUI_STATICIMAGE(setid=75878,id=92482623)]
Schafft der Held es, seine Welt vor dem Zerfall zu bewahren? © 4P/Screenshot

Ein klarer Pluspunkt ist der stimmungsvolle Soundtrack, der mit Gitarren und anderen Instrumenten eingespielt wurde. Vor allem die sehr ruhigen Stücke passen gut zur von der Bleiche zerrissenen, surrealen Traumwelt, die Koru immer wieder durchqueren muss. Unter technischen Aspekten hinterlässt die Kulisse einen durchwachsenen Eindruck. Einige Texturen sind angenehm scharf, anderswo trifft man aber auch auf kantige, detailarme Polygone. Bei den kurzen Schlitter-Einlagen über das Schienensystem haben es die Entwickler den Unschärfe-Filter zu stark aufgedreht, in der Traumwelt passt der Effekt dagegen gut zu den surreal zerfallenen Hintergründen. Verwundert hat mich, wie hardwarehungrig sich das Spiel gibt: Mein Rechner mit einer Geforce GTX 770 hat es auf höchsten Einstellungen nicht geschafft, das Bild jederzeit flüssig auf den Schirm zu bringen. Ab und zu musste ich mit kleinen bis mittelstarken Rucklern leben – das Ergebnis blieb aber erträglich.  

 

 

 

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