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Toy Story 2 - Test, Geschicklichkeit, Dreamcast - 4P.de
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Veröffentlicht inTests

Toy Story 2 (Geschicklichkeit) – Toy Story 2

4P Testbild

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© 2rogan - stock.adobe.com / Nintendo, Microsoft, Sony

Dance Dance Revolution: Hottest Party 2(Musik & Party) von Konami Credit: 2rogan - stock.adobe.com / Nintendo, Microsoft, Sony

Jump & Runs sind auf Segas Vorzeigekonsole eher Mangelware. Toy Story 2 soll da Abhilfe schaffen. Ob das Spiel zum ersten animierten Film, der einen Golden Globe erhielt (beste Komödie), auch als Spiel das Zeug zum Award hat, erfahrt Ihr hier…

Gameplay

Die Handlung ist dicht an den Film angelehnt. Nachdem die Cowboyfigur Woody vom bösen Al gestohlen wurde, um in ein Spielzeug-Museum nach Japan verkauft zu werden, macht sich Buzz Lightyear, seines Zeichens futuristische Action-Figur auf, um eine Befreiungsaktion durch fünfzehn Level klassischer Jump&Run-Action zu starten.

Die Level sind allesamt nach Locations aus dem Film gestaltet. So startet man im Kinderzimmer, kämpft und springt sich bis in den Spielwarenladen des Bösewichts und schließlich bis zum Flughafen vor. Fünfzehn Level hört sich zwar nicht nach viel an, aber die Größe der Level ist fast unglaublich. Jedesmal, wenn man glaubt, man hätte es geschafft, tut sich irgendwo ein weiterer Weg auf.

Die Abschnitte an sich sind vom Layout her sehr schön und bieten auf der Jagd nach den für die Freischaltung neuer Level notwendigen Tokens tonnenweise Geheimnisse und Mini-Spielchen. Selbstverständlich kann man nach Abschluss eines Abschnitts wieder zurückkehren, um auch das wirklich letzte Item zu finden und einzusammeln.

Die Steuerung ist Jump&Run-üblich sehr einfach gehalten: Gesteuert wird wahlweise per Digital-Kreuz oder Analog-Pad, ein Knopf dient zum Springen, einer zum Schießen, einer zum Rotieren des Torsos und einer zur 1st-Person-Ansicht zwecks besserer Zielerfassung. Die Kamera, die sich normalerweise hinter der Spielfigur befindet, kann mit den L- und R-Buttons gedreht werden.

Leider krankt das Spiel an einer übersensiblen Steuerung, die zusammen mit der gelegentlich überraschend unübersichtlichen Kamera und teilweise schwer nachvollziehbaren Kollisionsabfrage für extreme Frustmomente sorgt.
So steht man z.B. am Rande des Abgrunds vor einem schwierigen Sprung, möchte sich aber noch mal leicht umpositionieren und fällt aufgrund der radikalen Bewegungsumsetzung (egal ob analog oder digital) doch in die falsche Richtung.

Hinterlassen Sie bitte einen Kommentar.


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