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{"id":3020674,"date":"2019-05-24T14:01:00","date_gmt":"2019-05-24T12:01:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/fade_to_silence\/3020674"},"modified":"2024-07-18T10:03:03","modified_gmt":"2024-07-18T08:03:03","slug":"fade_to_silence","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/fade_to_silence\/3020674","title":{"rendered":"Fade to Silence (Survival & Crafting) – \u00dcberlebenskampf mit Hindernissen"},"content":{"rendered":"Ernsthaft?<\/strong>
Ist das wirklich euer Ernst? Okay: Meine Spielfigur ist gestorben. Wieder einmal. Aber nicht jedes Mal war es meine Schuld. Ich kann auch nichts daf\u00fcr, wenn euer Kampfsystem mit Ausdauerleiste, Block, Konter und Ausweichen gerne \u201eSouls\u201c sein m\u00f6chte, aber an der Oberfl\u00e4che stecken bleibt und dazu noch Pr\u00e4zision vermissen l\u00e4sst. Doch daran konnte ich mich gew\u00f6hnen. Nicht jedoch an die Tode, die durch Designprobleme oder die sporadisch unfair platzierte Gegner verursacht wurden. Doch selbst damit k\u00f6nnte man noch fertig werden. Aber wieso werden meine letzten sechs Stunden, in denen ich mit der Hauptfigur David in der eisigen Einsamkeit einer frostigen Postapokalypse ums \u00dcberleben gek\u00e4mpft hat, vollkommen ausradiert? Wieso muss ich wieder komplett von vorne anfangen, mit den gleichen Aufgaben, der absolut identischen Spielwelt, den gleichen Gegnern, den gleichen Herausforderungen und vor allem auch den gleichen Tutorials?
Bei Spielen mit zuf\u00e4llig generierten Elementen ergibt dies vielleicht noch einigerma\u00dfen Sinn. Doch bei einem von Hand geplanten Abenteuer? Man stelle sich einmal vor, dass man bei den hier in mancher Hinsicht Pate stehenden und wesentlich besser konzipierten Titeln von From Software nach dem vierten oder f\u00fcnften oder sechsten Tod nicht am letzten Lagerfeuer erwacht, sondern komplett an den Start gesetzt wird. Ohne die Fortschritte, die man in der Zwischenzeit gemacht hat. Ohne die Ausr\u00fcstung, die man vielleicht bis hierhin sammeln konnte. Souls-Sch\u00f6pfer Hidetaka Miyazaki konnte der Versuchung bislang widerstehen, den Spieler mit einem permanenten Tod zu bestrafen.