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{"id":3007097,"date":"2014-06-06T17:03:00","date_gmt":"2014-06-06T15:03:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/xenonauts\/3007097"},"modified":"2024-07-17T13:52:19","modified_gmt":"2024-07-17T11:52:19","slug":"xenonauts","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/xenonauts\/3007097","title":{"rendered":"Xenonauts (Taktik & Strategie) – Des Oldies neue Kleider"},"content":{"rendered":"Klassiker einer vergangenen Generation<\/strong>
20 Jahre ist das schon her! Vor genau zwei Dekaden erschien mit UFO: Enemy Unknown das erste Spiel einer Serie, die in Nordamerika und bald darauf im Rest der Welt als X-Com bekannt wurde. Und die vom Start weg voll einschlug, denn das Spiel fesselte mit taktischen Gefechten gegen knallharte Au\u00dferirdische, die einen ganzen Trupp menschlicher Soldaten binnen weniger Z\u00fcge ausl\u00f6schen konnten. Der besondere Kniff: Der Verlust erfahrener K\u00e4mpfer war schmerzhaft, weil Veteranen besser zielen und sich schneller bewegen konnten. Neue Rekruten kosteten hingegen Geld und ihre Ausbildung zu f\u00e4higen K\u00e4mpfern viele nervenaufreibende Eins\u00e4tze.
Angriffsziel Erde<\/strong>
20 Jahre ist das her \u2013 und in Xenonauts scheint es, als sei kein Tag vergangen. Denn das Independentstudio Goldhawk Interactive um Chris England hatte vor allem ein Ziel: X-Com so originalgetreu wie m\u00f6glich wiederzubeleben. Und so wird die Erde auch hier von Au\u00dferirdischen angegriffen, woraufhin Nationen aller\n
<\/figure>\n
Wir schreiben das Jahr 1979: Xenonauten sind die letzte Hoffnung der Menschheit im Kampf gegen die au\u00dferirdischen Eindringlinge. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nKontinente eine Truppe finanzieren, die den Aliens den Kampf ansagt. Als Befehlshaber \u00fcber diese Xenonauten erforsche ich au\u00dferirdische Gefangene, deren Ausr\u00fcstung sowie Materialien und Energiequellen ihrer Schiffe, um mit dem Wissen eigene Waffen und R\u00fcstungen zu entwickeln.
Tats\u00e4chlich f\u00fchle ich mich dabei wie auf der Weltkarte in UFO: Enemy Unknown. Das Verteilen von Forschern und Ingenieuren auf unterschiedliche Projekte, der Verkauf \u00fcberfl\u00fcssiger Beute von Kampfeins\u00e4tzen, das Ausr\u00fcsten meiner Soldaten \u2013 das alles ist \u00fcbersichtlicher sortiert, funktioniert im Wesentlichen aber wie 1994. Ich kann sogar mehrere St\u00fctzpunkte errichten, falls ich mir deren Ausbau und Unterhalt leisten kann.
Auf der einen Seite brauche ich diese Expansion, weil das Radar einer Basis h\u00f6chstens einen knappen Kontinent abdeckt und Mitgliedsstaaten mein Budgets k\u00fcrzen, falls ich ihren Luftraum nicht frei von Ufos halte. Auf der anderen Seite kostet der Bau einer Station viel Geld; ich muss ja Quartiere einrichten, eine Radarsch\u00fcssel aufstellen, Verteidigungsanlagen installieren, Labore bauen und den St\u00fctzpunkt mit Personal, Flugzeugen und Material best\u00fccken. Schlechtes Management f\u00fchrt zu Engp\u00e4ssen und sollte der neue Abfangj\u00e4ger nicht bereit sein, wenn ein feindlicher Flieger gesichtet wird...<\/strong> Entscheidung in gro\u00dfer H\u00f6he<\/strong>
Stimmungsvoll und sinnvoll \u00fcbrigens, dass ich auch au\u00dferhalb meiner Radarreichweiten Meldungen sehe, wo ein au\u00dferirdisches Flugobjekt gesichtet wurde oder wo es Entf\u00fchrungen gab. So kann ich absch\u00e4tzen, in welcher Region ich meine n\u00e4chste Basis errichten sollte. Die Aliens greifen ja nicht mit einzelnen Schiffen an, sondern schw\u00e4rmen in Wellen aus. Dabei attackieren sie sogar meine Truppentransporter und bombardieren St\u00e4dte. So bekommt der namenlose Gegner zumindest ein strategisches Gesicht.
Weniger gut gef\u00e4llt mir der Luftkampf, den ich eigenh\u00e4ndig kommandieren darf. Treffen meine Abfangj\u00e4ger auf ein Ufo, verfolge ich die Bewegungen aller Flieger aus einer stilisierten Vogelperspektive. Ich kann bestimmen,\n
<\/figure>\n
Der Kampf Flugzeuge gegen Ufos geh\u00f6rt nicht zu den H\u00f6hepunkten. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nwelche Waffen meine Piloten einsetzen und wann sie eine Ausweichrolle fliegen sollen \u2013 an der Darstellung aller Sichtkegel erkenne ich, wann sich welches Objekt im Schussfeld eines anderen befindet.
Der geringe Einfluss auf die eindimensionalen Flugman\u00f6ver aller Piloten (\u201ein gerader Linie in Richtung Feind\u201c) vermiest mir allerdings den Spa\u00df: Die Ausweichrolle ist oft zwecklos und das Feuern aus allen Rohren meist der effektivste Plan. Gut, dass ich die Ergebnisse der Gefechte automatisch berechnen lassen kann. Das ist zuverl\u00e4ssig genug. Stehen die Chancen im Auswahlbild schon gegen mich, ist R\u00fcckzug ohnehin die beste Wahl.
Schlappschwanz oder Held?<\/strong>
Im Vordergrund stehen ja nicht die Duelle in der Luft, sondern K\u00e4mpfe am Boden \u2013 wenn die Au\u00dferirdischen eine Stadt terrorisieren oder ich eins ihrer Schiffe vom Himmel geholt habe. Oder wenn sie einen meiner St\u00fctzpunkte angreifen,\n
<\/figure>\n
Die abwechslungsreichen Gefechte am Boden sind daf\u00fcr umso spannender. \u00a9 4P\/Screenshot<\/div>\n<\/div>\ndenn auch das hat Xenonauts mit dem X-Com-Original gemeinsam. Dann bewege ich nacheinander meine Soldaten so weit ihre Bewegungspunkte reichen oder spare Letztere, damit sie automatisch schie\u00dfen, sobald die Invasoren am Zug sind.
Wichtig ist das Ausnutzen von Deckung, denn einen frei stehenden Mann treffen die Aliens mit hoher Wahrscheinlichkeit. Und jeder Treffer kann t\u00f6dlich sein. Weil das auch f\u00fcr die Menschen gilt, ist das behutsame Vortasten so spannend: Wer die Initiative hat, kann einen Feind schnell beseitigen, begibt sich aber auch in dessen Einflussbereich. In entscheidenden Momenten bange ich deshalb vor jedem meiner Sch\u00fcsse, dass er doch bitte sitzen m\u00f6ge. So werden Taugenichtse schon mal zu Helden, wenn ausgerechnet sie den letzten Au\u00dferirdischen in h\u00f6chster Not aus gro\u00dfer Distanz niederstrecken. Besonders Hartgesottene aktivieren \u00fcbrigens den \u201eIron Man\u201c und d\u00fcrfen so weder manuell speichern noch einen zweiten Spielstand anlegen. Sie m\u00fcssen mit ihren Fehlern leben \u2013 der Nervenkitzel vor m\u00f6glichen taktischen Fehlen ist dann noch gr\u00f6\u00dfer. Ein Kribbeln \u00fcbrigens, dass weder Musik noch Ger\u00e4usche so eindringlich einfangen wie das Original oder die Neuauflage von Firaxis<\/a>. Der Soundtrack ist stimmungsvoll, knistert aber nicht; manche Aktionen sind zudem nicht vertont, andere erzeugen nur einen matten Klang.