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{"id":3019558,"date":"2015-10-22T10:50:00","date_gmt":"2015-10-22T08:50:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/life_is_strange_-_episode_5_polarized\/3019558"},"modified":"2024-07-18T09:58:07","modified_gmt":"2024-07-18T07:58:07","slug":"life_is_strange_-_episode_5_polarized","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/life_is_strange_-_episode_5_polarized\/3019558","title":{"rendered":"Life Is Strange – Episode 5: Polarized (Adventure) – Im Irrgarten der Zeit"},"content":{"rendered":"Gef\u00fchlschaos statt Zombies<\/strong>

Entwickler Dontnod (Remember Me<\/a>) machte schon im Vorfeld kein Geheimnis daraus, dass Life is Strange vom hervorragenden The Walking Dead<\/a> und anderen Telltale-Spielen inspiriert ist. Und trotzdem unterscheidet sich die Geschichte um Max Caulfield ganz deutlich von den Telltale-Erz\u00e4hlungen. Denn sie dreht sich nicht um Monster oder Comicfiguren; im Vordergrund stehen ganz normale Teenager, ihre schulischen Probleme, Beziehungsschwierigkeiten \u2013 viel von dem, das gemeinhin “Erwachsenwerden” hei\u00dft.

Immer wieder l\u00e4sst Max ihre Erlebnisse Revue passieren. Es passiert dann nichts, wenn die Herbstsonne den sp\u00e4ten Nachmittag in ein warmes Rot taucht und sanfte Gitarrenmusik aus dem Alltag der jungen Frau z\u00e4hlt. Kaum ein Spiel trifft den Tonfall des ganz normalen Gef\u00fchlschaos’ so gut wie Life is Strange in diesen Augenblicken.

Alle Zeit der Welt<\/strong>

Im Vordergrund steht Max’ Beziehung zu ihrer besten Freundin Chloe, die sie vor f\u00fcnf Jahren auf dem Weg nach Seattle in dem verschlafenen Arcadia Bay zur\u00fccklie\u00df. Im Mittelpunkt steht aber auch das gro\u00dfe Geheimnis um ihre Vision, in der ein riesiger Tornado die Stadt zu zerst\u00f6ren droht \u2013 und die Tatsache, dass Max mit einem Mal die Zeit\n
\"[GUI_STATICIMAGE(setid=79050,id=92515228)]\"<\/figure>\n
Von Beginn an hatte Max den Tornado vorhergesehen – jetzt bewahrheitet sich ihre Vision. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nzur\u00fcckdrehen kann. Vier Episoden lang nutzt sie ihre neue F\u00e4higkeit, um Freundschaften zu schlie\u00dfen oder davon Abstand zu halten, Menschen das Leben zu retten und gemeinsam mit Chloe das Verschwinden einer Freundin aufzukl\u00e4ren.

Jederzeit kann man das Geschehen bis zum Anfang der aktuellen Szene zur\u00fcckdrehen; selbst nach wichtigen Entscheidungen beliebig oft. Immerhin hat man h\u00e4ufig die Wahl zwischen Handlungsm\u00f6glichkeiten, deren langfristige Folgen gar nicht absehbar sind. Weil Max aber stets die neue Ausgangslage nach einer Entscheidung erl\u00e4utert, ist immer klar, f\u00fcr welchen Weg sie sich entschieden hat. So entsteht kein Frust \u00fcber falsch gedeutete Optionen und man kann einen ungewollt eingeschlagenen Weg sofort r\u00fcckg\u00e4ngig machen. Auch durch den Verzicht auf zeitkritische Entscheidungen ist das Einf\u00fchlen in die jeweilige Situation wichtiger als die knisternde Spannung des Augenblicks in den Abenteuern von Telltale.

Zuschauer oder Handelnder?<\/strong>

Bis zuletzt nutzt Dontnod das Manipulieren der Zeit allerdings nicht f\u00fcr anspruchsvolle R\u00e4tsel. Echte Kopfn\u00fcsse knackt man nicht, wenn Max etwa zu einem fr\u00fcheren Zeitpunkt an einem anderen Fleck stehen muss, um dort rechtzeitig ein Missgeschick zu verhindern. Schade, dass der spielerischer Anspruch so niedrig ist.

Zumindest darf man sich an zahlreichen Schaupl\u00e4tzen frei umsehen, etliche Fotos, Computer sowie andere Gegenst\u00e4nde untersuchen und erf\u00e4hrt auf diesem Weg viel \u00fcber das Leben in Arcadia Bay und das seiner Bewohner. Dieses Dabeisein verleiht der Erz\u00e4hlung eine plastische Dimension, die z.B. The Walking Dead zwei Staffeln lang fehlte.

Durch den Irrgarten der Zeit<\/strong>

Und gerade gegen Ende der f\u00fcnften und letzten Episode der ersten Staffel (die Entwickler sprechen offen von einer “Staffel”, eine zweite d\u00fcrfte in Anbetracht des Erfolgs also l\u00e4ngst geplant, wenn nicht gar schon in Arbeit sein) spielt Dontnod geschickt mit den Kulissen, nutzt sie f\u00fcr surreale R\u00fcckblicke und sich st\u00e4ndig ver\u00e4ndernde Kulissen. Mal erinnert das an
Batman: Arkham Asylum<\/a>, mal an BioShock Infinite<\/a> \u2013 nicht im technischen Aufwand, aber in der Art, wie sie den Spieler in Max’ von der Zeit verschobene Wahrnehmung hineinziehen. \u00c4hnlich wie das abschlie\u00dfende BioShock-Kapitel ruft Life is Strange wichtige Ereignisse ins Ged\u00e4chtnis zur\u00fcck, bevor es die F\u00e4den zu einem starken Ende zusammenf\u00fchrt \u2013 egal, f\u00fcr welches man sich entscheidet. Es wird viele geben, denen eine der Aufl\u00f6sungen allzu bekannt vorkommt. Dennoch gelingt dem Pariser Studio in jedem Fall ein guter, logischer Abschluss seiner Geschichte.

Zumal schon vorherige Szenen durch interessante Zeitspr\u00fcnge f\u00fchren. W\u00e4hrend sich Max in den ersten Minuten der letzten Folge etwa aus der Gewalt eines M\u00f6rders befreit, reicht ihr kein einfaches Zur\u00fcckspulen mehr, um eine f\u00fcr sie bessere Realit\u00e4t zu schaffen. Es f\u00e4llt ihr immer schwerer, zwischen dem gew\u00fcnschten Ergebnis und den damit\n
\"[GUI_STATICIMAGE(setid=79050,id=92515237)]\"<\/figure>\n
Max’ Beziehung zu ihrer besten Freundin steht im Mittelpunkt des emotionalen Dramas. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nverbundenen Folgen zu leben; mehr und mehr Kraft kostet sie der Einsatz ihrer F\u00e4higkeit. Als der von Beginn an prophezeite Tornado endlich Arcadia Bay erreicht, kann sie au\u00dferdem einige Menschen vor dem Tod bewahren \u2013 falls man herausfindet, wie. Inhaltlich inszeniert Dontnod also ein packendes Finale…

Der richtige Ton<\/strong>

\u2026 erz\u00e4hlerisch unterstreicht das Spiel aber ausgerechnet in der abschlie\u00dfenden Episode auch seine gr\u00f6\u00dften Schw\u00e4chen: der fehlende spielerische Anspruch und die \u00fcber weite Strecken seltsam aufgesetzten Dialoge. Kein Teenager w\u00fcrde so sprechen, wie es die Figuren dieses Dramas tun, und das steht gerade den jetzt so wichtigen gro\u00dfen Gef\u00fchlen nicht gut. Mal fehlt den Sprechern der passende Ton, mal das richtige Timing und gelegentlich auch der Mut einfach nichts zu sagen.

Vor allem aber leidet “Polarized” unter dem Zwang, s\u00e4mtliche Handlungsf\u00e4den auf einen Schlag zu Ende zu f\u00fchren. Eine oder mehr zus\u00e4tzliche Folgen h\u00e4tten der ersten Staffel gut getan, denn dann h\u00e4tten die Autoren ihre Erkl\u00e4rungen st\u00fcckweise einstreuen k\u00f6nnen, anstatt sie in gef\u00fchlt ellenlangen Quasi-Monologen “vorzulesen”. Dass sich die Figuren stets gegen\u00fcber sitzen oder stehen, unterstreich den starren Eindruck nur: Die Charaktere bewegen sich nicht innerhalb der Kulisse oder interagieren gar mit ihr – schade. Manche Offenbarung h\u00e4tte Dontnod zudem mit dem interaktiven Erleben verbinden sollen, anstatt seinen Spielern fast jede Aufl\u00f6sung wie ein visuelles H\u00f6rspiel vorzutragen. Beides ist erm\u00fcdend und raubt ausgerechnet dem Finale einen Teil der erlebten Spannung.\n

Fazit<\/strong><\/h3>Es ist symptomatisch f\u00fcr Life is Strange, dass die leidenschaftliche Fotografin Max Caulfield kein Foto eines am Boden liegenden, l\u00e4ngst unsch\u00e4dlichen M\u00f6rders macht: Auf der Zielgeraden l\u00e4sst das starke emotionale Abenteuer zu viel liegen. Sein ganzes Potential sch\u00f6pft das Spiel einfach nicht aus. Es sind vor allem die Worte seiner Protagonisten, die sich zu sehr auf vermeintliche Klischees der Jugendsprache st\u00fctzen, anstatt wie glaubw\u00fcrdige Teenager zu klingen. Und zu viele lange S\u00e4tze m\u00fcssen s\u00e4mtliche Fragen binnen einer Episode kl\u00e4ren. Ein Videospiel sollte mich zum Handelnden machen, nicht zum Zuschauer. Zumal gerade das dem Spiel an anderer Stelle auch in seiner abschlie\u00dfenden Episode besser gelingt als den Telltale-Abenteuern: Das ruhige Erkunden vieler Schaupl\u00e4tze und Aufdecken zahlreicher Hintergr\u00fcnde macht die Erz\u00e4hlung vielschichtiger und damit interessanter. Bevor Max endlich am Leuchtturm ihrer Vorhersehung ankommt, jagt Life is Strange seine Protagonistin schlie\u00dflich durch ein faszinierendes Labyrinth zwischen dem wirklich Erlebten und den Irrungen eines Zeitwanderers, gef\u00fchlvolle Pausen und viele bodenst\u00e4ndige Erlebnisse erden den Mystery-Krimi als glaubhaftes, sehr pers\u00f6nliches Drama. Das ganz gro\u00dfe Abenteuer mag Dontnod nicht gelungen sein. Dennoch erz\u00e4hlt Life is Strange eine bemerkenswerte Geschichte mit einer starken, ganz allt\u00e4glichen Heldin.<\/div><\/div>

Wertung<\/strong><\/h3>
360<\/div>
360<\/div><\/div>
\"\"<\/div>

Starkes emotionales Finale eines spannenden Mystery-Krimis, das zu viele R\u00e4tsel binnen kurzer Zeit aufl\u00f6st.<\/p><\/div><\/div>

PC<\/div>
PC<\/div><\/div>
\"\"<\/div>

Starkes emotionales Finale eines spannenden Mystery-Krimis, des zu viele R\u00e4tsel binnen kurzer Zeit aufl\u00f6st.<\/p><\/div><\/div>

PS3<\/div>
PS3<\/div><\/div>
\"\"<\/div>

Starkes emotionales Finale eines spannenden Mystery-Krimis, des zu viele R\u00e4tsel binnen kurzer Zeit aufl\u00f6st.<\/p><\/div><\/div>

PS4<\/div>
PS4<\/div><\/div>
\"\"<\/div>

Starkes emotionales Finale eines spannenden Mystery-Krimis, des zu viele R\u00e4tsel binnen kurzer Zeit aufl\u00f6st.<\/p><\/div><\/div>

One<\/div>
One<\/div><\/div>
\"\"<\/div>

Starkes emotionales Finale eines spannenden Mystery-Krimis, des zu viele R\u00e4tsel binnen kurzer Zeit aufl\u00f6st.<\/p><\/div><\/div> <\/div>

Pro & Kontra<\/strong><\/h3><\/div><\/div>

Gef\u00e4llt mir<\/h3>
  • zwei starke emotionale Enden<\/li>
  • stilistisch interessanter Irrgarten \u00e4hnlich Batman: Arkham Asylum und BioShock Infinite<\/li>
  • ruhiges Entdecken aller Schaupl\u00e4tze<\/li>
  • Max schaut zahlreiche Gegenst\u00e4nde an und kommentiert sie<\/li>
  • umfangreiches Tagebuch mit interessanten Einblicken \u00e2\u20ac\u201c auch in alternativen Zeitlinien<\/li>
  • schwierige Entscheidungen im Finale<\/li>
  • beliebiges Zur\u00fcckdrehen der Zeit bringt Ruhe in Entscheidungen<\/li>
  • gute Kameraarbeit mit vielen gelungenen Einstellungen\t <\/li>
  • Soundtrack, meist mit sanfter Gitarrenmusik<\/li>
  • optionales Suchen von Sammelgegenst\u00e4nden ohne getroffene Entscheidungen zu beeinflussen<\/li><\/ul><\/div>

    Gef\u00e4llt mir nicht<\/h3>
    • fast ausschlie\u00dflich in langen Gespr\u00e4chen vorgetragene Aufl\u00f6sungen aller R\u00e4tsel<\/li>
    • Geschichte bedient sich allzu deutlich bei klar erkennbarer Inspirationsquelle<\/li>
    • gek\u00fcnstelte Dialoge fallen bei emotional starken Szenen noch st\u00e4rker auf<\/li>
    • \u00fcberm\u00e4\u00dfig viele Unterhaltungen wirken erm\u00fcdend<\/li>
    • R\u00e4tsel nach wie vor weitgehend trivial<\/li>
    • ausschlie\u00dflich Englische Sprache und Texte<\/li><\/ul><\/div><\/div>

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: etwa 20 Euro f\u00fcr gesamte Staffel<\/li>
      • Sprachen: komplett Englisch, wahlweise mit franz\u00f6sischen Texten<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Ja<\/li><\/ul><\/div>

        Vertrieb & Bezahlinhalte<\/h3>
        • Online-Aktivierung: Ja<\/li>
        • Online-Zwang: Nein<\/li>
        • Account-Bindung: Ja<\/li>
        • Verf\u00fcgbarkeit: Steam<\/li>
        • Hauptverf\u00fcgbarkeit: Digital<\/li>
        • Verf\u00fcgbarkeit digital: Steam<\/li>
        • Bezahlinhalte: Nein<\/li><\/ul><\/div><\/div>","protected":false},"excerpt":{"rendered":"

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