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{"id":3021234,"date":"2019-08-29T16:26:00","date_gmt":"2019-08-29T14:26:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/oninaki\/3021234"},"modified":"2024-07-18T10:05:11","modified_gmt":"2024-07-18T08:05:11","slug":"oninaki","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/oninaki\/3021234","title":{"rendered":"Oninaki (Rollenspiel) – W\u00e4chter der Toten"},"content":{"rendered":"Ein Leben ohne Trauer<\/strong>

Oninaki entf\u00fchrt in eine Welt, in der Sterbende nicht betrauert werden d\u00fcrfen, damit sie wiedergeboren werden k\u00f6nnen. Ansonsten drohen ihre Seelen vom Weg abzukommen und verloren zu gehen. Damit das nicht passiert, sorgen W\u00e4chter, die verlorene Seelen als Waffen benutzen, f\u00fcr einen m\u00f6glichst reibungsfreien \u00dcbergang vom Dies- ins Jenseits.\n
\"[GUI_STATICIMAGE(setid=86638,id=92595118)]\"<\/figure>\n
Hartes Schicksal: Protagonist Kagachi verliert bereits in jungen Jahren seine Eltern. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nEiner dieser zwischen dem Reich der Lebenden und der Toten wandelnden W\u00e4chter ist Kagachi, der schon fr\u00fch seine Eltern verlor und zum Waisen wurde.

Zusammen mit W\u00e4chterkollegin und Kindheitsfreundin Mayura hilft er Seelen, die aus irgendeinem Grund nicht loslassen k\u00f6nnen, sich dem Reinkarnationsprozess zu f\u00fcgen – mal als Sprachrohr f\u00fcr Hinterbliebene, mal als Erf\u00fcller unvollendeter Aufgaben, mal als eiskalter Vollstrecker. Allerdings gibt es auch Missbrauch durch Sekten, die ihre Mitglieder mit leeren Versprechungen in den Freitod schicken. Zudem kursieren Ger\u00fcchte \u00fcber einen untoten Schl\u00e4chter namens Nachtteufel, der durch seinen grenzenlosen Hass in die Welt der Lebenden eindringen k\u00f6nne. Und Kagachi, der selbst ein dunkles Geheimnis in sich tr\u00e4gt, wird es mit beiden zu tun bekommen…

Ausfl\u00fcge ins Jenseits<\/strong>

W\u00e4hrend der Nachforschungen reist man quer durchs Land. Die jeweiligen Schaupl\u00e4tze erreicht man \u00fcber einen Klick auf die sich stetig erweiternde Weltkarte. Vor Ort durchk\u00e4mmt man dann in klassischer Hack’n’Slay-Manier S\u00fcmpfe, W\u00e4lder, H\u00f6hlen und andere Dungeons, die allesamt in zwei Ausf\u00fchrungen besucht werden k\u00f6nnen: In der Welt der Lebenden und der der Toten. Um zwischen beiden zu wechseln, muss ein Schleier durchbrochen werden, hinter dem man selbst zu Schaden oder sogar zu Tode kommen kann, wenn kein gesicherter Zugang existiert, der meist durch das Eliminieren eines starken Monsters im Diesseits entsteht. Oft herrschen im Reich der Toten zudem regionale Besonderheiten wie ein verlangsamtes Bewegungstempo oder eine erh\u00f6hte kritische Trefferquote.

Erkundungsreize und Interaktionsm\u00f6glichkeiten halten sich trotz des zweistufigen Leveldesigns jedoch in Grenzen. Selbst das Zerst\u00f6ren von Kisten, F\u00e4ssern und \u00e4hnlichen Umgebungsobjekten wird nie mit Beute belohnt. Hier und da kann mal ein Schalter umgelegt, ein besonderer Gegner gestellt oder ein optionaler Auftraggeber gefunden werden – das war’s aber auch schon.\n
\"[GUI_STATICIMAGE(setid=86638,id=92595133)]\"<\/figure>\n
Man kann auf Knopfdruck zwischen der Welt der Lebenden und der der Toten wechseln. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nZumindest kann man \u00fcber die fair und reichlich platzierten Heil- und Speicherpunkten schnell zu bereits besuchten Orten reisen. Dreh- und Angelpunkt ist die Stadt Szaka, in deren Marktviertel sich auch ein Alchimist befindet, der Waffen aufr\u00fcsten, modifizieren und verwandeln kann.

Verstorbene als Waffen<\/strong>

Dabei sind die Waffen an sich schon besonders, werden sie doch von verlorenen Seelen zur Verf\u00fcgung gestellt, die man als Daemonen an sich gebunden hat. Bis zu vier solcher Daemonen kann man gleichzeitig im Schlepptau haben und selbst mitten im Kampf munter zwischen ihnen wechseln. Wenn sich Kagachi mit Aisha verbindet, f\u00fchrt er ein Schwert, w\u00e4hrend ihm Wil eine Axt und Dia Armbrust und Pistole zur Verf\u00fcgung stellen.Insgesamt k\u00f6nnen elf Daemonen in der Spielwelt gefunden und an Kagachi gebunden werden. Mit zunehmender Kampfdauer erh\u00f6ht sich die aktuelle Bindung, was Angriffe immer st\u00e4rker macht, die Verteidigung ab einem gewissen Grad jedoch schw\u00e4cht. Das damit verbundene Risiko gilt es stets abzuw\u00e4gen. Zudem sind je nach verbundenem Daemon unterschiedliche Abwehrman\u00f6ver wie Blocks, Spr\u00fcnge oder Ausweichschritte sowie tempor\u00e4re, mit Boni behaftete Erscheinungsformen m\u00f6glich.

Hack’n’Slay statt ATB<\/strong>

\n
\"[GUI_STATICIMAGE(setid=86638,id=92595137)]\"<\/figure>\n
Jeder Daemon, dessen Waffe man sich zunutze macht, verf\u00fcgt \u00fcber einen eigenen Skill-Tree. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nDie K\u00e4mpfe gegen die an sich eher bewegungsfaulen Gegner finden im Gegensatz zu I am Setsuna<\/a> und Lost Sphear<\/a> nicht in Active-Time-Battle-Manier (ATB), sondern direkt an Ort und Stelle in Echtzeit statt. Eine universelle Zielerfassung gibt es nicht. Stattdessen k\u00f6nnen bei manchen Angriffen Gegner manuell anvisiert werden, um St\u00e4rke und Effektivit\u00e4t der jeweiligen Attacke zu erh\u00f6hen, w\u00e4hrend man sonst lediglich von einer automatischen Zielhilfe unterst\u00fctzt wird. Neben Standardangriffen k\u00f6nnen jedem Daemon bis zu vier Kampffertigkeiten zugeteilt werden, die sich \u00fcber individuelle Skill-Trees freischalten, beliebig wechseln und sp\u00e4ter auch modifizieren lassen. Dar\u00fcber hinaus k\u00f6nnen in den Ver\u00e4stelungen der Skill-B\u00e4ume auch passive Talente und verborgenen Erinnerungen erweckt werden. Letztere geben interessante Einblicke in das Leben der Daemonen und wie es zu ihrem Tod kam.

Die deutschen Texte sind dabei sogar mit durchgehender japanischer Sprachausgabe unterlegt. Im \u00fcbrigen Spiel wurden die meisten Dialoge hingegen nur bruchst\u00fcckhaft vertont, w\u00e4hrend auf anderssprachige Tonspuren, wie etwa englisch verzichtet wurde. Daf\u00fcr werden Infos zu allen m\u00f6glichen Inhalten wie Geschichte, Charaktere, Schaupl\u00e4tze, Gegner oder Nebenaufgaben automatisch in praktischen Enzyklop\u00e4dien festgehalten, die sich jederzeit einsehen lassen.

Ma\u00dfgeschneiderte Herausforderung<\/strong>

Zudem kann man an Speicherpunkten und auf der Weltkarte jederzeit den Schwierigkeitsgrad in drei Stufen anpassen. Die gr\u00f6\u00dften Herausforderungen stellen nat\u00fcrlich die K\u00e4mpfe gegen oftmals viel gr\u00f6\u00dfere Bossgegner dar.\n
\"[GUI_STATICIMAGE(setid=86638,id=92595126)]\"<\/figure>\n
Die K\u00e4mpfe werden im Gegensatz zu I am Setsuna und Lost Sphear in Echtzeit bestritten. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nAber auch z\u00e4he Schleierw\u00e4chter, Monsternester, zuf\u00e4llig erscheinende Schattengegner oder sich pl\u00f6tzlich manifestierende Kampfarenen, in denen einem wenig Bewegungsfreiheit gelassen wird, sind mitunter nicht ohne. Verletzungen k\u00f6nnen an Speicherpunkten, mit nur begrenzt mitf\u00fchrbaren R\u00e4ucherst\u00e4bchen oder, wenn gerade keine Gegner da sind, durch regungsloses Verharren ohne Waffe geheilt werden.

Die frei konfigurierbare Steuerung verzichtet zwar auf jegliche Touch- (Switch) bzw. Maus-Unterst\u00fctzung (PC), geht aber generell gut von der Hand. Am PC ist ein Spielen mit Controller aber auf jeden Fall angenehmer als mit Tastatur. Bez\u00fcglich Bildrate und Aufl\u00f6sung haben PC-Spieler leichte Vorteile. Die grafische Pr\u00e4sentation ist aber auf allen Plattformen \u00e4u\u00dferst unspektakul\u00e4r, das Charakterdesign generisch und klobig, Kollisionsabfrage und KI durchwachsen. Die weitestgehend lineare Handlung h\u00e4lt trotz schlichter Inszenierung hingegen ein paar bewegende und \u00fcberraschende Momente parat. Bei der Spielzeit sollte man je nach gew\u00e4hltem Schwierigkeitsgrad und pers\u00f6nlichen Sammelambitionen 30 bis 50 Stunden einplanen.\n\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nOninaki setzt im Vergleich zu I am Setsuna<\/a> und Lost Sphear<\/a> nicht l\u00e4nger auf rundenbasierte ATB-K\u00e4mpfe, sondern auf Echtzeiteins\u00e4tze in klassischer Hack’n’Slay-Manier. Daher kommen Fans von Diablo<\/a> und Co. dieses Mal eher auf ihre Kosten als Anh\u00e4nger von Final Fantasy<\/a> und Chrono Trigger<\/a>. Das Szenario, in dem Sterbende nicht betrauert werden d\u00fcrfen, damit sie wiedergeboren werden k\u00f6nnen, ist interessant, die Rolle eines W\u00e4chters zwischen Dies- und Jenseits, der verlorene Seelen als Waffen f\u00fchrt, emotional und ereignisreich. Man kann jederzeit auf Knopfdruck zwischen verschiedenen Seelen sowie der Welt der Toten und der der Lebenden wechseln. Erkundungsreize und Interaktionsm\u00f6glichkeiten halten sich trotz des zweistufigen Leveldsigns allerdings in Grenzen. Zudem ist das Charakterdesign sehr generisch, Technik und Inszenierung eher unspektakul\u00e4r. Dank individuell freischaltbarer Erinnerungen und Fertigkeiten sowie modifizierbarer Waffen und Angriffe werden Genrefans unterm Strich aber ordentlich unterhalten.\n<\/div>\n<\/div>\n\n

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

Mystisches Action-Rollenspiel der Setsuna-Macher, in dem man mit Verstorbenen als Waffen zwischen der Welt der Lebenden und der Toten pendelt.<\/p><\/div><\/div>

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

Mystisches Action-Rollenspiel der Setsuna-Macher, in dem man mit Verstorbenen als Waffen zwischen der Welt der Lebenden und der Toten pendelt.<\/p><\/div><\/div>

Switch<\/div>
Switch<\/div><\/div>
\"\"<\/div>

Mystisches Action-Rollenspiel der Setsuna-Macher, in dem man mit Verstorbenen als Waffen zwischen der Welt der Lebenden und der Toten pendelt.<\/p><\/div><\/div> <\/div> \n\t\t\t

\n\t\t\t\t

Echtgeldtransaktionen<\/strong><\/h3>\n\t\t\t\t

"Wie negativ wirken sich zus\u00e4tzliche K\u00e4ufe auf das Spielerlebnis, die Mechanik oder die Wertung aus?"<\/p>\n\t\t\t\t

\n\t\t\t\t\t
Gar nicht.<\/div>
Leicht.<\/div>
Mittel.<\/div>
Stark.<\/div>
Extrem.<\/div>\t\t\t\t<\/div> \n\t\t\t\t
\n\t\t\t\t\t

Mittel.<\/h4>\n\t\t\t\t\t
\n\t\t\t\t\t\t
    \n\t\t\t\t\t\t\t
  • Es gibt K\u00e4ufe f\u00fcr F\u00e4higkeiten, Karten, Figuren, Waffen, Geld, XP oder Spielmodi.<\/p><\/li>\t\t\t\t\t\t<\/ul> \n\t\t\t\t\t<\/div>\n\t\t\t\t\t\t\t\t\t<\/div> \n\t\t\t<\/div> \n\t\t\t\n

    \n
    \n

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

    Gef\u00e4llt mir<\/h3>\n\n\n
      \n
    • interessantes Zwei-Welten-Szenario<\/li>\n\n\n
    • zweistufiges Leveldesign (Dies- und Jenseits)<\/li>\n\n\n
    • freischaltbare Fertigkeiten und Erinnerungen<\/li>\n\n\n
    • modifizierbare Waffen und Angriffe<\/li>\n\n\n
    • praktische Nachschlagewerke und Schnellreisen<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
      \n

      Gef\u00e4llt mir nicht<\/h3>\n\n\n
        \n
      • maue Technik<\/li>\n\n\n
      • generisches Charakterdesign<\/li>\n\n\n
      • kaum Erkundungsreize und Interaktionsm\u00f6glichkeiten<\/li>\n\n\n
      • nur vereinzelt japanische Sprachausgabe<\/li>\n\n\n
      • keine Maus<\/li>\n\n\n
      • Unterst\u00fctzung (PC)<\/li>\n\n\n
      • keine Touch<\/li>\n\n\n
      • Unterst\u00fctzung (Switch)<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n

        Versionen & Multiplayer<\/h3>
        • Preis zum Test: 49,99 Euro<\/li>
        • Getestete Version: Download<\/li>
        • Sprachen: Deutsche Texte, japanische Sprachausgabe<\/li>
        • Schnitte: Nein<\/li>
        • Splitscreen: Ja<\/li>
        • Multiplayer & Sonstiges: Controller-Unterst\u00fctzung (PC)<\/li><\/ul><\/div>

          Vertrieb & Bezahlinhalte<\/h3>
          • Erh\u00e4ltlich \u00fcber: eShop \/ PSN \/ Steam<\/li>
          • Online-Aktivierung: Nein<\/li>
          • Online-Zwang: Nein<\/li>
          • Account-Bindung: Ja<\/li>
          • Sonstiges: Steam-Cloud, -Errungenschaften und -Sammelkarten (PC)<\/li>
          • Verf\u00fcgbarkeit: Digital<\/li>
          • Hauptverf\u00fcgbarkeit: Digital,<\/li>
          • Verf\u00fcgbarkeit digital: PSN,Steam,Nintendo eShop<\/li>
          • Bezahlinhalte: Ja<\/li><\/ul><\/div><\/div>","protected":false},"excerpt":{"rendered":"

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