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{"id":3021526,"date":"2020-03-19T12:00:00","date_gmt":"2020-03-19T11:00:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/doom_64\/3021526"},"modified":"2024-07-18T10:05:52","modified_gmt":"2024-07-18T08:05:52","slug":"doom_64","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/doom_64\/3021526","title":{"rendered":"Doom 64 (Shooter) – Doom schie\u00dft gut"},"content":{"rendered":"

Doom auf Konsole<\/strong><\/p>\n

\u00a0<\/p>\n

id Software und Nintendo-Konsolen – das war selten eine innige Liebesbeziehung. Glaubt man Fabien Sanglards Ausf\u00fchrungen in seinem 2018 erschienenen Buch<\/a> \u201eGame Engine Black Book – Doom\u201c, dann war die Tatsache, dass es das erste Doom<\/a> \u00fcberhaupt auf das Super Nintendo schaffte, vor allem der Genialit\u00e4t eines Mannes zu verdanken: Dem US-Programmierer Randy Linden. Der solte sp\u00e4ter auch den PlayStation-Emulator Bleem! coden und hievte den Ego-Shooter auf Nintendos 16-Bit-Konsole – trotz deren \u00fcberschaubaren F\u00e4higkeiten im 3D-Bereich. Linden und Sculptured Software (aus denen Acclaim hervorgehen sollte) gelang es im Herbst 1995, Doom<\/a> auf einem SNES-Modul mit Super-FX-Chip zu ver\u00f6ffentlichen, gut 20 Monate nach dem urspr\u00fcnglichen MS-DOS-Release. Eine Konsolengeneration sp\u00e4ter war Midway an der Reihe: Nicht nur die Nintendo-64-Fassung des ersten Quake,<\/a> sondern auch Doom 64 wurden von dem US-Studio entwickelt.<\/p>\n

\u00a0<\/p>\n

Im Dezember 1996 verk\u00fcndete Midways Marketing-Chef Andrew Hoolan: \u201eid Software war sehr darauf bedacht, dass Doom 64 genau so in die L\u00e4den kommt, wie sie sich das vorgestellt haben. Nach zwei intensiven Wochen des Testens und Begutachtens haben sie unser Studio in San Diego voll des Lobes verlassen.\u201c Wohlwollend reagierte dann auch die Spielepresse auf Doom 64, als es im April 1997 in den USA f\u00fcr das Nintendo 64 erschien: IGN nannte den Konsolenshooter die bisher beste Inkarnation von Doom, die EGM lobte das puristische Spielprinzip. Die amerikanische GamePro z\u00fcckte ihre H\u00f6chstnote in allen Kategorien und die deutsche MAN!AC vergab im Import-Test 88% f\u00fcr die \u201egrafisch beste Version des ber\u00fcchtigten Ego-Shooters\u201c. Dabei muss angemerkt werden: Midway \u00fcberarbeitete nicht nur Grafik plus Sound von Doom und Doom 2, sondern designte und programmierte 32 neue Levels voller D\u00e4monen, Geheimt\u00fcren und Schl\u00fcsselkarten.<\/p>\n

\u00a0<\/p>\n

Wandelbare 3D-Welt<\/strong><\/p>\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=87847,id=92608595)]\"<\/figure>\n
Fliegender D\u00e4mon, Flinte und T\u00fcr, f\u00fcr die man eine Schl\u00fcsselkarte braucht. Ja, das ist Doom. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nNeben den ikonischen Waffen und den heute immer noch cool aussehenden Pixel-Monstern ist es dann auch die verschachtelte Level-Architektur, die am meisten auff\u00e4llt, wenn man im Jahr 2020 Doom 64 spielt. Die Korridore sind eng, die Areale labyrinthisch aufgebaut. St\u00e4ndig muss man G\u00e4nge nach Schaltern absuchen, zu sich schon wieder schlie\u00dfenden Toren sprinten, nach Farben sortierte Schl\u00fcsselkarten auflesen. Kaum dr\u00fcckt man einen Schalter, ver\u00e4ndert sich das Level-Layout: Treppen entstehen, ganze R\u00e4ume werden in Flackerlicht getaucht. Dann geht hinter einem ein Tor auf und schon hat man den ersten Feuerball im R\u00fccken. S\u00e4urepf\u00fctzen auf dem Boden, Medipacks und Munition in der Ecke, Teleporter und viele, viele Feinde.\n

\u00a0<\/p>

Bleib\u2019 auf dem Boden<\/strong><\/p>\n

\u00a0<\/p>\n

Was auch gravierend auff\u00e4llt und sich tats\u00e4chlich alt anf\u00fchlt: Springen ist nicht m\u00f6glich und gezielt wird nur links und rechts – die unterschiedlichen H\u00f6hen auf der Y-Achse werden automatisch anvisiert. Es mag angenehm simpel klingen, dass h\u00f6her oder tiefer platzierend Feinde automatisch getroffen werden, hat man kurz davor aber einen modernen Shooter gespielt, vermisst man diese heutzutage selbstverst\u00e4ndliche Steuerungskomponente. Und weil Doom 64 an alle Vorbesteller von Doom Eternal<\/a> verschenkt wird, dr\u00e4ngt sich ein (unfairer) Vergleich mit dem Platin-Shooter auf: Doom Eternal<\/a> ist ungleich turbulenter, spielt gekonnt mit der Vertikalit\u00e4t und l\u00e4sst den Spieler gro\u00dfe Entfernungen in der Luft im Nu \u00fcberbr\u00fccken – all das kann das Remaster von Doom 64 nat\u00fcrlich nicht liefern.<\/p>\n

\u00a0<\/p>\n

Knackscharfe Pixel<\/strong><\/p>\n

\u00a0<\/p>\n

Doppel-Schrotflinte, BFG, Plasmakanone & Co. rattern und knattern, dass es eine Freude ist, mit aktivierter Sprintfunktion fliegen die pixeligen Korridore geschmeidig und superfl\u00fcssig an mir vorbei. Die Portierung von Doom 64 ist super gelungen, auf Wunsch kann ein Filter aktiviert werden, der die pixeligen Texturen weicher darstellt und so an fr\u00fche 3dfx-Spiele erinnert. Mir pers\u00f6nlich sind die knackscharfen Pixeltapeten aber lieber – auch wenn es die seinerzeit bei einer 320 x 240er Aufl\u00f6sung auf dem N64 so nat\u00fcrlich nicht gab. Quicksave- und Quickload auf Tastendruck ist ebenfalls m\u00f6glich. Kenner des 1997er Originals freuen sich zudem \u00fcber ein paar frische Abschnitte, die Entwickler Nightdive direkt ans finale Level geh\u00e4ngt hat.<\/p>\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=87847,id=92608598)]\"<\/figure>\n
In den letzten Levels von Doom 64 geht es richtig ab – hier spuckt die H\u00f6lle ganze Heerscharen ihre garstigsten Kreaturen aus. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nNoch viel cooler aber ist: Die Cheat-Codes von damals funktionieren noch! Wer \u201e?TJL-BDFW-BFGV-JVVB\u201c als Passwort (in den Optionen versteckt) eingibt, der zaubert sich den zus\u00e4tzlichen Men\u00fcpunkt \u201eFeatures\u201c herbei. Dort kann man in Sekundenschnelle in s\u00e4mtliche Stages (auch die Bonus-Areale) springen, sich mit allen Waffen, Schl\u00fcsselkarten und Unverwundbarkeit ausr\u00fcsten und so richtig die Sau rauslassen. Leicht ist Doom 64 n\u00e4mlich ohne diesen Kniff nicht – sp\u00e4testens auf dem dritten Schwierigkeitsgrad \u201eI Own Doom\u201c nagen die Attacken der vielen Feinde kr\u00e4ftig an der eigenen Lebensleiste und man ist mit dem Suchen von Munition und Medipacks ebenso besch\u00e4ftigt wie mit dem Aufsp\u00fcren des Levelausgangs.\n

\u00a0<\/p>\n\n

\n
\n

Fazit<\/strong><\/h3>\n\n\nSch\u00f6n, dass es dieses sauber programmierte Retro-Remaster gibt. Diese Doom-Episode blieb aufgrund ihrer Nintendo-64-Exklusivit\u00e4t vielen Shooter-Fans verwehrt – oder man zockte auf dem N64 damals im Rausch der Polygone lieber das neblige Turok. Dabei sollte man Doom 64 nicht untersch\u00e4tzen: Midway holte dank ausgefeiltem Leveldesign und grafischer Politur viel aus dem \u00fcberschaubaren Rezept heraus. Aus heutiger Sicht f\u00fchlen sich die engen Korridore und das Verweigern von Sprung und vertikalem Zielen nat\u00fcrlich sehr altbacken an, trotzdem steckt noch eine Menge Ballerspa\u00df im Spiel. Auch wenn ich das Suchen von Zugangskarten und Geheimg\u00e4ngen mitunter m\u00fchevoll finde, so genie\u00dfe ich doch die derben Dauerfeuer-Gefechte mit Imp, Cacodemon & Co. Die guten alten Cheats sind f\u00fcr mich die Zuckerglasur auf dem Retro-Dessert: Nach einer aufreibenden Runde Doom Eternal<\/a> fand ich es tats\u00e4chlich entspannend, mit der BFG und ermogelter Unverwundbarkeit in Doom 64 ein paar Bosse zu pl\u00e4tten.\n<\/div>\n<\/div>\n\n

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

Technisch sauberer Port eines 23 Jahre alten Shooters. Die N64-exklusive Episode kann weder mit Doom Eternal noch mit neuen Retro-Shootern mithalten, macht aber immer noch Laune!<\/p><\/div><\/div>

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

Technisch sauberer Port eines 23 Jahre alten Shooters. Die N64-exklusive Episode kann weder mit Doom Eternal noch mit neuen Retro-Shootern mithalten, macht aber immer noch Laune!<\/p><\/div><\/div>

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

Technisch sauberer Port eines 23 Jahre alten Shooters. Die N64-exklusive Episode kann weder mit Doom Eternal noch mit neuen Retro-Shootern mithalten, macht aber immer noch Laune!<\/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

Gar nicht.<\/h4>\n\t\t\t\t\t
\n\t\t\t\t\t\t
    \n\t\t\t\t\t\t\t
  • Es gibt keine K\u00e4ufe.<\/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
    • technisch einwandfrei<\/li>\n\n\n
    • schnell und superfl\u00fcssig<\/li>\n\n\n
    • Steuerung frei belegbar<\/li>\n\n\n
    • Quicksave und Quickload<\/li>\n\n\n
    • viele Levels<\/li>\n\n\n
    • alte Cheat-Codes gehen noch<\/li>\n\n\n
    • neu programmierte Bonus-Stages<\/li>\n\n\n
    • ikonische Ballerm\u00e4nner<\/li>\n\n\n
    • knackiger Schwierigkeitsgrad<\/li>\n\n\n
    • ausgefeilte, verzweigte Areale<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
      \n

      Gef\u00e4llt mir nicht<\/h3>\n\n\n
        \n
      • kein Springen m\u00f6glich<\/li>\n\n\n
      • man vermisst vertikales Zielen<\/li>\n\n\n
      • Suchen von Schl\u00fcsselkarten teils nervig<\/li>\n\n\n
      • monotoner Spielablauf<\/li>\n\n\n
      • hatte und hat keinen Mehrspieler<\/li>\n\n\n
      • Modus<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n

        Versionen & Multiplayer<\/h3>
        • Preis zum Test: 4,99 Euro<\/li>
        • Getestete Version: deutsche digitale PS4-Version<\/li>
        • Sprachen: deutsche Texte<\/li>
        • Schnitte: Nein<\/li>
        • Splitscreen: Nein<\/li>
        • Multiplayer & Sonstiges: kein Mehrspieler-Modus<\/li><\/ul><\/div>

          Vertrieb & Bezahlinhalte<\/h3>
          • Online-Aktivierung: Ja<\/li>
          • Online-Zwang: Nein<\/li>
          • Account-Bindung: Ja<\/li>
          • Sonstiges: Alle Vorbesteller von Doom Eternal erhalten das Spiel gratis<\/li>
          • Verf\u00fcgbarkeit: Digital<\/li>
          • Hauptverf\u00fcgbarkeit: Digital,<\/li>
          • Verf\u00fcgbarkeit digital: PSN,Xbox Store,Steam,Nintendo eShop,<\/li>
          • Bezahlinhalte: Nein<\/li><\/ul><\/div><\/div>","protected":false},"excerpt":{"rendered":"

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