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The Walking Dead: Saints & Sinners Chapter 2: Retribution - Test, Action-Adventure, PlayStation VR 2, Oculus Rift S, Valve Index - 4P.de
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Veröffentlicht inTests

The Walking Dead: Saints & Sinners Chapter 2 – Retribution im Test: Endlich flüssiges Gemetzel in VR?


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© Skydance Interactive / Skydance Interactive

The Walking Dead: Saints & Sinners Chapter 2: Retribution(Action-Adventure) von Skydance Interactive Credit: Skydance Interactive / Skydance Interactive

Eine würdige Umsetzung?

Skydance Interactive hat sich mit der Quest-2-Version von The Walking Dead: Saints & Sinners – Chapter 2: Retribution keinen Gefallen getan: Fiese Ruckler störten die Handhabung und Bugs, wie auf den Straßen stehende Hosen, entwickelten ein Eigenleben. Auch grafisch konnte der mobile VR-Überlebenskampf nicht die berühmte Stimmung des Vorgängers einfangen. Als ich mich damit abgefunden hatte, entfalteten die blutigen Ausflüge ins überschwemmte New Orleans dennoch ihre typische Sogwirkung. Nach wie vor sind umsichtige Planung und Ressourcenmanagement gefragt, um in der Zombie-Apokalypse zu überleben und die finsteren Pläne des Axeman oder des Tower zu durchkreuzen.

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Das Nachladen gehört zu den Spannungs- Höhepunkten des Spiels (PSVR2). © 4P/Screenshot

Die frei zu erkundenden Stadtviertel besitzen erneut eine überschaubare Größe. Dort kämpfe ich mich mit Klingen, Schusswaffen, Bogen und ablenkenden Leuchtfackeln durch Walker sowie feindliche Fraktionen, neuerdings auch in der kniffligeren Nacht. Besonders motivierend sind das präzise manuelle Nachladen beim Ansturm der Horde sowie das Aufrüsten diverser Werkbänke. Auch kleine Entscheidungen müssen getroffen werden. Mehr zu den inhaltlichen Details und den gelungenen Komfortfunktionen erfahrt ihr im ausführlichen Test für Quest 2. In diesem Artikel geht es nun vor allem um Änderungen und technische Verbesserungen für PSVR2 und PC-VR.

Neue Glanzpunkte auf der PSVR2

Die PSVR2-Version spielt sich traumhaft flüssig: Die Entwickler haben alle Ruckler und Stotterer eliminiert, die mir auf der Quest 2 schon mal das Timing von Axt, Kettensäge & Co. vermiest haben. Selbst Streaming-Ruckler, die beim Vorgänger auf dem PC in seltenen Momenten auftraten, konnte ich nicht feststellen. Auch beim Detailreichtum ist der Unterschied enorm. Von viel schärferen Texturen an Gebäuden über weniger Treppchen an Kanten bis hin zu deutlich aufwändigeren Polygonmodellen an den Armen fallen überall sofort sehr große Unterschiede auf. Skydance Interactive hat es also nicht bei einem einfachen Quest-Port belassen. Da erneut das Grundgerüst des PC-VR-Vorgängers zum Einsatz kommt, macht Chapter 2 in dieser Hinsicht trotzdem keine großen Sprünge: Wenn ich ganz nah an Plakate, Gemälde oder Wandtexturen herangehe, wirken diese teilweise noch etwas pixelig.

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Die Fassungen für PC, PSVR2 (leicht aufgehellt) und Quest 2 im Vergleich (von links nach rechts). Auf der PSVR2 verursachte ein Glitch bei Desiree gerade wilde Kopfverrenkungen. © 4P/Screenshot

Grafische Schwergewichte wie Resident Evil Village oder Horizon Call of the Mountain spielen optisch in einer deutlich höheren Liga. Allerdings hinkt der Vergleich, denn Saints & Sinners setzt bewusst auf ein comichaft angehauchtes Artdesign. Glitches wie Grafikflackern oder der verrenkte Kopf einer Hauptfigur sind auf der Playstation VR2 nur selten zu sehen. Gelungen ist auch die haptische Umsetzung mit spürbaren Treffern am Kopf und dem realistisch nachgebenden Abzug. Die Beleuchtung wirkt auf dem HDR-Screen der PSVR2 besonders hübsch. Als mir der Widerstand bei meiner Rekrutierung eine Disc überreicht, sorgt meine Taschenlampe für einen authentisch hellen Blendeffekt auf der reflektierenden Oberfläche.

Mehr Fehler am PC

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Es wird Zeit für das gute alte Hackebeil: Das Sparen von Munition, Plündern von Ressourcen und Crafting gehört nach wie vor zu den wichtigsten Tugenden (PC). © 4P/Screenshot

Am PC bieten Ultra-Einstellungen noch etwas feinere Details, zumal insgesamt mehr Optionen zur Verfügung stehen. Auch die dynamische Beleuchtung empfinde ich hier auf höchsten Einstellungen als noch etwas natürlicher. Mit dem Kontrastumfang von Sonys neuem OLED-Panel können Valve Index und Rift S im Test natürlich nicht mithalten. Dafür sehe ich in dunklen Momenten keine unschönen Mura-Flecken. Auf dem PC laufen meine Beutezüge allerdings nicht ganz so ruckelfrei ab wie mit dem Sony-Headset. Mit meiner Nvidia GeForce 2080 Ti musste ich vor allem auf der Valve Index die Grafikoptionen herunterregeln. Selbst dann blieb es in manchen Momenten nicht ruckelfrei. Außerdem sind mir auf dem PC etwas mehr Grafikglitches aufgefallen als auf der Playstation VR2. Auf der Beleuchtungs-Einstellung “hoch” beispielsweise haben die Schatten erstaunlich grobpixelige Kanten. Auch um den Lichtkegel meiner Taschenlampe herum verschwimmt die Umgebung manchmal und erzeugt ein unruhiges Bild. Übrigens: Die Möglichkeit, Spielstände aus Kapitel 1 zu übernehmen, gibt es auf PSVR2 und PC-VR diesmal von Anfang an; bei der Quest 2 wurde sie erst später nachgereicht. Mittlerweile funktioniert das sogar plattformübergreifend: Wer Teil 1 zum Beispiel mit der ersten PSVR gespielt hat, der kann den Fortschritt auf dem PC oder der PSVR2 importieren. Eine Schritt-für-Schritt Anleitung zum Save-Transfer-Prozess gibt es hier. Pico-Support für das Feature folgt Ende des Jahres.

Hinterlassen Sie bitte einen Kommentar.


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[wp-content/plugins/fd-admo-suite/public/templates/template-parts/ads/taboola.php:31 trim(), wp-content/plugins/fd-admo-suite/public/templates/template-parts/ads/taboola.php:124 add_taboola_loader(), wp-includes/template.php:812 require('wp-content/plugins/fd-admo-suite/public/templates/template-parts/ads/taboola.php'), wp-content/plugins/fd-admo-suite/public/class-fd-admo-suite-public.php:263 load_template(), wp-content/plugins/fd-admo-suite/public/class-fd-admo-suite-public.php:1001 Fd_Admo_Suite_Public::override_template_part(), wp-content/plugins/fd-admo-suite/public/class-fd-admo-suite-public.php:221 Fd_Admo_Suite_Public->display_ad_slot(), wp-includes/class-wp-hook.php:324 Fd_Admo_Suite_Public->{closure}(), wp-includes/class-wp-hook.php:348 WP_Hook->apply_filters(), wp-includes/plugin.php:517 WP_Hook->do_action(), wp-content/plugins/fd-newspack-extension/includes/templates/single.php:69 do_action('newspack_theme_main_bottom'), wp-includes/template-loader.php:106 include('wp-content/plugins/fd-newspack-extension/includes/templates/single.php'), wp-blog-header.php:19 require_once('wp-includes/template-loader.php'), index.php:17 require('wp-blog-header.php')]


Deprecated: trim(): Passing null to parameter #1 ($string) of type string is deprecated in /var/www/wp-content/plugins/fd-admo-suite/public/templates/template-parts/ads/taboola.php on line 32
[4players.fdpub.de/test/the_walking_dead_saints__sinners_chapter_2_retribution-2/3029697]
[wp-content/plugins/fd-admo-suite/public/templates/template-parts/ads/taboola.php:32 trim(), wp-content/plugins/fd-admo-suite/public/templates/template-parts/ads/taboola.php:124 add_taboola_loader(), wp-includes/template.php:812 require('wp-content/plugins/fd-admo-suite/public/templates/template-parts/ads/taboola.php'), wp-content/plugins/fd-admo-suite/public/class-fd-admo-suite-public.php:263 load_template(), wp-content/plugins/fd-admo-suite/public/class-fd-admo-suite-public.php:1001 Fd_Admo_Suite_Public::override_template_part(), wp-content/plugins/fd-admo-suite/public/class-fd-admo-suite-public.php:221 Fd_Admo_Suite_Public->display_ad_slot(), wp-includes/class-wp-hook.php:324 Fd_Admo_Suite_Public->{closure}(), wp-includes/class-wp-hook.php:348 WP_Hook->apply_filters(), wp-includes/plugin.php:517 WP_Hook->do_action(), wp-content/plugins/fd-newspack-extension/includes/templates/single.php:69 do_action('newspack_theme_main_bottom'), wp-includes/template-loader.php:106 include('wp-content/plugins/fd-newspack-extension/includes/templates/single.php'), wp-blog-header.php:19 require_once('wp-includes/template-loader.php'), index.php:17 require('wp-blog-header.php')]