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{"id":3021573,"date":"2020-03-28T16:35:00","date_gmt":"2020-03-28T15:35:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/exit_the_gungeon\/3021573"},"modified":"2024-07-18T10:05:59","modified_gmt":"2024-07-18T08:05:59","slug":"exit_the_gungeon","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/exit_the_gungeon\/3021573","title":{"rendered":"Exit the Gungeon (Arcade-Action) – Raus aus dem Pixel-Dungeon"},"content":{"rendered":"

Nomen est omen<\/strong><\/p>\n

\u00a0<\/p>\n

Diesmal ist es Aufgabe der todesmutigen Gungeoneere, so schnell wie m\u00f6glich aus dem maroden Pixelkerker zu entkommen, bevor alles zusammenbricht. Wurden die Schlachten im gefeierten Vorg\u00e4nger Enter the Gungeon<\/a> als Twinstick-Shooter aus einer Von-oben-Perspektive inszeniert, wird nun in handels\u00fcblicher 2D-Seitenansicht geballert. Die F\u00e4higkeit, in alle Richtungen zu feuern, ist aber nach wie vor essentiell. Das \u00fcbernimmt der rechte Analogstick, alle anderen Aktionen finden sich auf den vier Schultertasten: Schie\u00dfen, Smartbomb, H\u00fcpfen und Ausweichrolle. Ganz entscheidend ist: W\u00e4hrend mein Held in der Luft in Bewegung ist, k\u00f6nnen ihm die Kugelsalven der Feinde nichts anhaben. Ich kann also munter durch Bullets hindurchrollen oder -springen, ohne dass die eigene Herzleiste Schaden nimmt; nur wenn mich eine Kugel stehend oder laufend erwischt, gibt es einen Abzug.<\/p>\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=87923,id=92609368)]\"<\/figure>\n
Boss-Duell: Die Killermieze in ihrem Mobil erinnert an Dr. Robotniks Gef\u00e4hrte aus diversen Sonic-Spielen. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nAllerdings sind Feinde und rot leuchtende Projektile so zahlreich, dass das \u00dcberleben in Exit the Gungeon kein Kinderspiel ist. Ganz im Gegenteil: Schon in den ersten Szenen, ein kompletter Durchlauf dauert \u00fcbrigens nur 25 Minuten, heizen euch die niedlichen Pixelmonsterchen kr\u00e4ftig ein. Ein kurz blinkendes Fadenkreuz zeigt an, wo der n\u00e4chste Gegner spawnt – wenn er dann da ist, m\u00fcsst ihr euch auf unterschiedliche Attacken einstellen: Manche Feinde snipern oder haben Rammattacken, andere spucken bunte Kugelfluten aus, tumbe Blobs eiern nur dr\u00f6ge herum, fliegende Geister greifen aus allen Himmelsrichtungen an. Und ihr seid mittendrin und versucht, die \u00dcbermacht im Zaum zu halten, mit insgesamt \u00fcber 100 Kanonen. Viele davon kennt man aus Enter the Gungeon<\/a> – das ist aber nicht weiter schlimm, waren sie da doch schon ziemlich kreativ. Es gibt Knarren, die Knarren verschie\u00dfen, einen Tentakel-Laser, Holzwerfer, Eikanone, E-Gitarre, Blubberdrache, plus eine Vielzahl herk\u00f6mmlicher MGs, Flinten und Rocket Launcher.\n

\u00a0<\/p>\n

Keine Routine!<\/strong><\/p>\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=87923,id=92609369)]\"<\/figure>\n
Die Anzahl der 2D-Areale ist \u00fcberschaubar, h\u00fcbsch gebaut sind die Stages aber definitiv. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nKern der Spielmechanik und dazu eine schlechte Idee ist, dass eure Waffe alle circa zwanzig Sekunden automatisch durch eine neue aus dem immensen Waffenfundus ersetzt wird. Und zwar zuf\u00e4llig! Gutes Spielen ohne Gegentreffer soll zwar zum Erhalt eines besseren Ballermanns f\u00fchren, de facto bekommt man aber regelm\u00e4\u00dfig trotzdem eine bl\u00f6de Erbsenpistole, obwohl man nachweislich keinen Fehler gemacht hatte. Die st\u00e4ndige wechselnde Waffe stellt in der Tat ein unberechenbares Spielelement dar, dadurch gleicht keiner der tendenziell repetitiven Durchl\u00e4ufe ganz dem vorigen. Andererseits verhindert es ein gutes Gef\u00fchl beim Erhalt einer starken Waffe, weil man ja wei\u00df, dass sie nach wenigen Sekunden ohnehin futsch ist. Zudem sind manche Witwenmacher einfach schwach, langweilig, schlecht im Handling oder nerven mit gef\u00fchlt ewiger Aufladezeit.\n

\u00a0<\/p>

Einkaufen<\/strong><\/p>\n

\u00a0<\/p>\n

Feinde hinterlassen in Exit the Gungeon eine Standard-W\u00e4hrung, die man w\u00e4hrend eines Durchlaufs in Shops f\u00fcr simple Dinge wie Lebensenergie oder neue Smartbombs ausgibt. Wie viele seiner Roguelike-Verwandten und auch Enter the Gungeon<\/a>\u00a0nimmt Exit the Gungeon dem Spieler nach dem Tod fast alles weg. Lediglich die Zweit-W\u00e4hrung \u201eHegemony\u201c, die man f\u00fcr das Erlegen von Bossen erh\u00e4lt, bleibt erhalten. In der \u201eBresche\u201c genannten Hubwelt kann man f\u00fcr \u201eHegemony\u201c dann Waffen und andere kleine Vorteile kaufen, auf die man beim n\u00e4chsten Versuch dann vielleicht trifft. Unterm Strich ist die Progression aber marginal: Zwar finden sich in der \u201eBresche\u201c nach und nach ein paar seltsame Pixel-Gesellen und auch weitere w\u00e4hlbare Spielfiguren ein, ein echtes St\u00e4rkerwerden der Figur, eine Erweiterung der M\u00f6glichkeiten, ein kontinuierliches Profitieren vom wiederholten Scheitern findet nicht statt. Das haben \u00e4hnlich gelagerte Titel wie GoNNER<\/a> oder Downwell viel besser gel\u00f6st.<\/p>\n

\u00a0<\/p>\n

H\u00fcbsch gemacht<\/strong><\/p>\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=87923,id=92609370)]\"<\/figure>\n
Kurz Atem holen zwischen den Action-Stages: Hier shoppt ihr Herzcontainer oder kauft der dubiosen Ratte einen Schl\u00fcssel ab. Welche T\u00fcr der wohl \u00f6ffnet? \u00a9 4P\/Screenshot<\/div>\n<\/div>\nLiebloses Design kann man Exit the Gungeon ganz sicher nicht vorwerfen: Dem beliebten Vorwurf \u201eHey, hier kommt das hundertste Indie-Pixel-Game\u201c begegnet es mit verschrobenen Feinden, die mal vor Retro-Niedlichkeit strotzen, mal das allgegenw\u00e4rtige Thema der Kugeln und Waffen persiflieren. Wer kann schon einem Gegner b\u00f6se sein, der wie eine d\u00fcmmliche Patronenh\u00fclse auf zwei Beinen aussieht? Auch die Endgegner werden mit dramatischen Pixel-Artworks angek\u00fcndigt, sehen knuffig bis furchteinfl\u00f6\u00dfend aus und erweisen sich spielerisch als beinharte Pr\u00fcfungen. Praktisch ist neben Einstellungen wie Zielhilfe und Bildschirmwackeln das Diginomikon – dort werden hunderte Ballerm\u00e4nner, Feinde, Items & Co. aufgelistet.\u00a0\n

\u00a0<\/p>\n

Was Exit the Gungeon leider nicht bietet: Einen Auto-Feuer-Modus – der w\u00e4re angebracht gewesen, weil man sowieso st\u00e4ndig ballert und vor allem im Switch-Mobilbetrieb rasch \u00fcber Fingerk\u00e4mpfe klagt. Ebenfalls nicht an Bord ist ein Zweispieler-Modus, doch daf\u00fcr habe ich mir eine gut funktionierende Umleitung ausgedacht: Ein Spieler \u00fcbernimmt – wahlweise am selben Pro Controller oder aufgeteilt in zwei JoyCons – Herumlaufen, Springen und Rollen, der andere Ballern, Smartbomb und Zielen. Die Arbeitsteilung klappt erstaunlich gut: Der mit dem Ausweichen besch\u00e4ftigte Spieler kann seine Aufgabe besser bewerkstelligen, als wenn er gleichzeitig noch zielen muss. Zudem vergisst man dann in der Hitze des Gefechts die Smartbomb nicht ganz so oft!<\/p>\n\n

\n
\n

Fazit<\/strong><\/h3>\n\n\nWiederholt musste ich beim Spielen von Exit the Gungeon an eine Folge meiner Lieblings-Sitcom King of Queens denken. In einer Szene wird Lesemuffel und Couch-Kartoffel Doug gen\u00f6tigt, ein Buch zu lesen. Er schafft nur eine Seite, blickt aber weiterhin stundenlang brav ins Buch, um seiner Frau vorzut\u00e4uschen, er lese artig weiter. Stattdessen plant er in Gedanken seine n\u00e4chsten Mahlzeiten oder singt ein Lied im Kopf: \u201eIch hasse dieses Buch so sehr, ich hasse dieses Buch so sehr.\u201c Und genau dieses Liedchen, allerdings mit dem Wort \u201eSpiel\u201c anstelle des Buchs, ging mir w\u00e4hrend des Zockens von Exit the Gungeon nicht aus dem Kopf. Trotz der h\u00fcbschen Pixeloptik, trotz der vielen kreativen Waffen habe ich das repetitive Ballern, Ausweichen und eben auch Sterben wieder und wieder verflucht. Ich \u00e4rgerte mich \u00fcber den zuf\u00e4lligen Waffenwechsel, beklagte, dass viele Knarren nicht genug Bumms haben, und f\u00fchlte Versuch um Versuch um Versuch einfach nicht genug Fortschritt in meiner Ausr\u00fcstung und der Oberwelt. Und mal ehrlich: Ich habe schon genug Contras<\/a>\u00a0und Metal Slugs <\/a>durchgerockt, um zu wissen, dass ich in diesem Genre keine Niete bin – aber das Ausweich- und Smartbomb-System von Exit the Gungeon wollte mir auch nach Stunden nicht in Fleisch und Blut \u00fcbergehen. Wie gerne h\u00e4tte ich mich anstatt des Roguelike-Konzepts einfach durch viele normale, lineare Level gek\u00e4mpft, da h\u00e4tte ich auch das Waffenwechsel-Feature aktzeptieren k\u00f6nnen. Exit the Gungeon ist sicher kein schlechter Titel. Aber ich hasse dieses Spiel so sehr, ich hasse dieses Spiel so sehr\u2026\n<\/div>\n<\/div>\n\n

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

H\u00fcbsch gemachtes 2D-Jump'n'Shoot mit wenig belohnender Roguelike-Mechanik und nervigem Waffenwechsel, aber vielen kreativen Ballerm\u00e4nnern.<\/p><\/div><\/div>

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

H\u00fcbsch gemachtes 2D-Jump'n'Shoot mit wenig belohnender Roguelike-Mechanik und nervigem Waffenwechsel, aber vielen kreativen Ballerm\u00e4nnern.<\/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
    • Gungeon-Aufbau je nach Charakter unterschiedlich<\/li>\n\n\n
    • sehr sehr viele pfiffige Waffen<\/li>\n\n\n
    • h\u00fcbsche PIxel-Optik<\/li>\n\n\n
    • fordernde Bossduelle<\/li>\n\n\n
    • ulkig designte Feinde<\/li>\n\n\n
    • kreative Kugelformationen<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
      \n

      Gef\u00e4llt mir nicht<\/h3>\n\n\n
        \n
      • auch einige bl\u00f6de Waffen<\/li>\n\n\n
      • dauernder Waffenwechsel nervt<\/li>\n\n\n
      • kaum Progression nach Toden<\/li>\n\n\n
      • sehr knackiger Schwierigkeitsgrad<\/li>\n\n\n
      • f\u00fchlt sich nach wenig Spielumfang an<\/li>\n\n\n
      • gelegentliche Rucker auf Switch<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n

        Versionen & Multiplayer<\/h3>
        • Preis zum Test: 8,19 Euro (Steam), 9,99 Euro (Switch)<\/li>
        • Getestete Version: deutsche digitale Switch-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>
          • Verf\u00fcgbarkeit: Digital<\/li>
          • Hauptverf\u00fcgbarkeit: Digital,<\/li>
          • Verf\u00fcgbarkeit digital: Steam,Nintendo eShop,App Store (iOS)<\/li>
          • Bezahlinhalte: Nein<\/li><\/ul><\/div><\/div>","protected":false},"excerpt":{"rendered":"

            Vor vier Jahren verz\u00fcckte uns der Twinstick-Shooter Enter the Gungeon. Der Nachfolger Exit the Gungeon beh\u00e4lt den h\u00fcbschen Look bei, \u00e4ndert aber die Spielperspektive. Ob es sich in Seitenansicht ebenso spa\u00dfig ballert, verr\u00e4t der Test.<\/p>\n","protected":false},"author":412,"featured_media":3201634,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_yoast_wpseo_title":"Exit the Gungeon - Test, Arcade-Action, PC, Nintendo Switch","_yoast_wpseo_metadesc":"Vor vier Jahren verz\u00fcckte uns der Twinstick-Shooter Enter the Gungeon. Der Nachfolger Exit the Gungeon beh\u00e4lt den h\u00fcbschen Look bei, \u00e4ndert aber die Spielperspektive. 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