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{"id":3020093,"date":"2017-12-21T15:00:00","date_gmt":"2017-12-21T14:00:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/hello_neighbor\/3020093"},"modified":"2024-07-18T10:00:08","modified_gmt":"2024-07-18T08:00:08","slug":"hello_neighbor","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/hello_neighbor\/3020093","title":{"rendered":"Hello Neighbor (Action-Adventure) – Bye-bye!"},"content":{"rendered":"Das Geheimnis des Kellers<\/strong>

Zugegeben: Dieser gute Anfang, den gibt es nur auf dem Papier, in dem Designdokument, das von adaptiver KI spricht, von dynamischer Stealth-Action mit zahlreichen L\u00f6sungswegen und von unvorhersehbaren Situationen. Immerhin dringt man in das Haus eines Nachbarn ein, der daraufhin Fallen aufstellt und Kameras installiert, um dem heimlichen Treiben ein Ende zu bereiten.

Warum man \u00fcberhaupt einbricht? Weil sich irgendetwas im Keller des Nachbarn abspielt. Zwei Kinder aus der Umgebung werden vermisst und man h\u00f6rt sogar Schreie! Also zerschl\u00e4gt man in den H\u00e4usern und Kellern des finsteren Gesellen Fensterscheiben, sucht Schl\u00fcssel und bet\u00e4tigt Hebel, um dem Geheimnis buchst\u00e4blich n\u00e4herzukommen.
\n
\"[GUI_STATICIMAGE(setid=83099,id=92557503)]\"<\/figure>\n
Das erste Haus besteht aus wenigen Geschossen und Zimmern. \u00a9 4P\/Screenshot<\/div>\n<\/div>\n
Weil der Nachbar w\u00e4hrenddessen durch sein Anwesen spaziert, muss man st\u00e4ndig auf der Hut sein, denn ist man einmal entdeckt, rennt man entweder weite Wege oder wird sofort gefasst. Dann hei\u00dft es zwar nicht \u201eGame Over\u201c, man beh\u00e4lt zudem alle gesammelten Gegenst\u00e4nde und bis auf reparierte Fenster wird auch die Umgebung nicht zur\u00fcckgesetzt. Trotzdem sind die Neustarts entmutigend.

Trial & Error statt dynamisches Schleichen<\/strong>

Obwohl oft mehrere Wege ans Ziel f\u00fchren, f\u00fchlt sich das schnelle Hin und Her n\u00e4mlich mehr nach Trial & Error statt abwechslungsreicher Stealth-Action an. Zum einen gibt es keinen \u00dcbergang zwischen dem Verstecktsein und Entdecktwerden, es fehlt also das f\u00fcr Stealth-Spiele typische Katz-und-Maus mit dem Nachbarn, w\u00e4hrend er aktiv nach dem Eindringling sucht. Das Betreten von Schr\u00e4nken ist dadurch etwa nahezu \u00fcberfl\u00fcssig, zumal man dort ohnehin fast immer entdeckt wird, wenn der Nachbar einmal wei\u00df, dass man sich in der N\u00e4he befindet.

Zum anderen sind Steuerung, Physik, R\u00e4tsel sowie auch das normale Verhalten des Hausbesitzers richtig schlecht! Hello Neighbor f\u00fchlt sich einfach nicht wie ein ausgewachsenes Spiel an, sondern wie ein kleines Experiment, das Modder in aller K\u00fcrze aus dem Boden gestampft haben.
Teilchenbeschleuniger und Fragezeichen<\/strong>

Als ich ganz am Anfang z.B. auf die Idee kam, mal auf das Dach des Hauses zu klettern, hat sich das so falsch angef\u00fchlt \u2013 man wird direkt nach dem Absprung in eine Richtung weg vom Haus gedr\u00fcckt, falls man sich beim Springen schon in eine Richtung bewegt \u2013 dass ich mir sicher war, ich w\u00fcrde dort nur einen Programmfehler ausnutzen und habe den Versuch deshalb abgebrochen. Ungef\u00e4hr eine geschlagene Stunde sp\u00e4ter wurde mir erst klar, dass dieses \u201eKlettern\u201c doch tats\u00e4chlich genau so gedacht ist.

\u201eWitzig\u201c auch, wie der Nachbar auf Ver\u00e4nderungen in seiner Umgebung reagiert, n\u00e4mlich entweder gar nicht, selbst wenn man einen Stuhl direkt neben ihn schmei\u00dft, oder indem er unmittelbar dorthin sprintet, von wo aus man einen Gegenstand warf \u2013 obwohl er das Werfen gar nicht mitbekommen hatte. Ich wurde jedenfalls entdeckt, w\u00e4hrend ich au\u00dferhalb seiner Sichtlinie in einer Ecke stand.

Was dagegen ganz hervorragend funktioniert ist direkt hinter seinem R\u00fccken auf und ab zu springen oder unmittelbar hinter ihm hin und her zu rennen \u2013 logisch! Man h\u00f6rt den Nachbarn \u00fcbrigens auch so schlecht, dass man vorsichtiges Schleichen oft ohnehin vergessen kann. Er springt au\u00dferdem st\u00e4ndig durch seine eigenen (geschlossenen) Fenster, anstatt T\u00fcren zu benutzen. Geworfene Gegenst\u00e4nde prallen nicht zuletzt von B\u00f6den und W\u00e4nden ab, als h\u00e4tte man sie mit einem gigantischen\n
\"[GUI_STATICIMAGE(setid=83099,id=92557501)]\"<\/figure>\n
Das gute Artdesign geht durch die mangelhafte Interaktion mit Nachbarn und Umgebung unter. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nTeilchenbeschleuniger auf ein Trampolin katapultiert. Und in der Hand gehaltene Gegenst\u00e4nde ragen gerne in die Kulisse hinein, w\u00e4hrend der Nachbar schon mal in selbiger h\u00e4ngenbleibt.

Stealth-Action auf Speed<\/strong>

Es macht einfach keinen Spa\u00df, dieses Spiel zu spielen. Und es macht auch keinen Spa\u00df, es erst mal zu entziffern. So sehr ich es liebe, Geheimnisse ohne Hinweispfeile zu entdecken, so schlecht sind in Hello Neighbor Umgebung und Gegenst\u00e4nde \u201elesbar\u201c. Sprich, ein R\u00e4tsel \u00fcberhaupt als solches zu erkennen, ist manchmal schon reines Gl\u00fccksspiel. Dabei gibt es gute Ideen, wenn man metallene Gegenst\u00e4nde z.B. mit einem Magneten zu sich heranzieht. Wenn man sich aber fragt, ob man einen Hebel nicht bedienen kann, weil das grunds\u00e4tzlich nicht geht oder weil man schlicht und ergreifend nicht auf die Idee kam, vorher auf ein Hindernis zu springen, auf das man im Normalfall nie springen w\u00fcrde, dann ergibt das spielerisch leider keinen Sinn.

Man probiert st\u00e4ndig nur, ob eine Aktion \u00fcberhaupt m\u00f6glich ist und versucht herauszufinden, was sie bewirkt, w\u00e4hrend einen der Nachbar st\u00e4ndig zur\u00fccksetzt, weil man ihm nicht schnell genug entweichen kann \u2013 oder weil es halt schneller geht, sich fangen zu lassen, um anschlie\u00dfend wieder ans Ziel zu sprinten, als darauf zu warten, dass er den Raum verl\u00e4sst. Dass man dabei gelegentlich mal wenige Sekunden von Fallen aufgehalten oder von Kameras entdeckt wird, macht \u00fcberhaupt keinen Unterschied: Anschlie\u00dfend rennt man eben noch mal von vorne los.\n\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nEs f\u00fchlt sich einfach nicht gut an, dieses unausgegorene Experiment zu spielen! Die Steuerung ist schwammig, die Aufgaben schwer als solche zu erkennen und das im Vordergrund stehende Verhalten des titelgebenden Nachbarn wird dem Anspruch an dynamische Stealth-Action \u00fcberhaupt nicht gerecht. Nat\u00fcrlich ist es interessant, dass er Kameras installiert und Fallen aufstellt, so dass man hin und wieder einen alternativen Weg suchen muss \u2013 sch\u00f6n, dass das geht. Weil er aber entweder gar nicht oder mit der Aufmerksamkeit eines hypersensiblen Programmfehlers auf den menschlichen Einbrecher reagiert, verkommt die hervorragende Spielidee schon in den ersten Minuten zu einer Art High-Speed-Variante von staubtrockenem Trial & Error. Hello Neighbor \u2013 und bye-bye!\n<\/div>\n<\/div>\n\n

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

Steuerung, KI und Spieldesign sorgen f\u00fcr staubtrockenes Trial & Error – Spa\u00df macht diese Stealth-Action zu keinem Zeitpunkt.<\/p><\/div><\/div>

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

Steuerung, KI und Spieldesign sorgen f\u00fcr staubtrockenes Trial & Error – Spa\u00df macht diese Stealth-Action zu keinem Zeitpunkt.<\/p><\/div><\/div> <\/div> \n\n

\n
\n

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

Gef\u00e4llt mir<\/h3>\n\n\n
    \n
  • gelegentlich mehre L\u00f6sungswege<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      \n
    • schwer deutbare R\u00e4tsel<\/li>\n\n\n
    • ungenaue, unhandliche und tlw. ungewohnt belegte Steuerung<\/li>\n\n\n
    • nervenaufreibendes, aber spannungsarmes Trial & Error statt spannendem Schleichen<\/li>\n\n\n
    • oberfl\u00e4chliche, leicht durchschaubare KI<\/li>\n\n\n
    • Objekte und Nachbar ragen in Kulisse hinein oder bleiben daran h\u00e4ngen<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: knapp 28 Euro<\/li>
      • Sprachen: Deutsch, Englisch u.a.<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Nein<\/li><\/ul><\/div>

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

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