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{"id":3023395,"date":"2013-12-11T15:34:00","date_gmt":"2013-12-11T14:34:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/mitsurugi_kamui_hikae\/3023395"},"modified":"2024-07-18T10:13:20","modified_gmt":"2024-07-18T08:13:20","slug":"mitsurugi_kamui_hikae","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/mitsurugi_kamui_hikae\/3023395","title":{"rendered":"Mitsurugi Kamui Hikae (Arcade-Action) – Mitsurugi Kamui Hikae"},"content":{"rendered":"Reduktion<\/strong>

Suzuka mopst die “D\u00e4monenklinge”, also muss Misa das Schwert zur\u00fcckholen. Dass sie als gelernte D\u00e4monenj\u00e4gerin daf\u00fcr Dutzende B\u00f6sewichte zerschneiden muss \u2013 so ist das eben.[GUI_PLAYER(ID=108877,width=377,text=Schnelle taktische K\u00e4mpfe: Mitsurugi Kamui Hikae zeigt etablierten Actionhelden die Z\u00e4hne.)]\u00a0 Nein, das Drehbuch ist den Ausdruck nicht wert. Aber darum geht es auch nicht.

Mitsurugi Kamui Hikae dreht sich ausschlie\u00dflich um den Kampf. Es ist eine Art Konzeptstudie zu einem Abenteuer wie Devil May Cry: Es verzichtet sowohl auf eine Geschichte als auch auf das Umherlaufen zwischen Schaupl\u00e4tzen. Stattdessen reiht es Arenak\u00e4mpfe in dem immer gleichen Areal aneinander. Dass sich zumindest die Kulisse gelegentlich \u00e4ndert, ist der einzige verhaltene Gradmesser f\u00fcr das Vorankommen.

Nat\u00fcrlich kommen auch neue Gegner hinzu, Misa lernt neue F\u00e4higkeiten und wird von m\u00e4chtigen Bossen zum Duell gefordert. Wer sich auf Mitsurugi Kamui Hikae einl\u00e4sst, muss aber wissen, dass nur das Perfektionieren der Technik und die Herausforderung als solche\n
\n

Kostenlose Demo<\/strong><\/p>
Wer wissen will, was Misa auf dem Kasten hat, darf probespielen: Die Demo gibt es auf der Webseite von Publisher Playism<\/a>.

\u00dcbrigens:<\/strong> Mitsurugi Kamui Hitae wird auch auf Steam erscheinen. Und wer das DRM-freie Spiel jetzt bei
Playism<\/a> kauft, erh\u00e4lt sp\u00e4ter einen Steam-Code. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nim Vordergrund stehen

Ehrgeiz<\/strong>

Ich war ja genauso skeptisch. Ich habe dar\u00fcber gelesen, ein Video gesehen und gedacht: Das soll’s sein? Aber irgendwo m\u00fcssen die vielen begeisterten Japaner ja herkommen. Also habe ich die
Demo<\/a> installiert und stimmte zun\u00e4chst in den Chor der N\u00f6rgler und LOLer ein. Weitergespielt habe ich trotzdem \u2013 die hartn\u00e4ckigen Gegner hatten schnell meinen Ehrgeiz geweckt.

Und dann hat es Klick gemacht: W\u00e4hrend das plumpe Maltr\u00e4tieren der Angriffstasten in\n

\"Schuluniform,<\/figure>\n
Schuluniform, kurzer Rock, scharfe Klinge: Das Outfit hat Misa aus der Klischeekiste<\/strong>. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nden ersten Minuten n\u00e4mlich recht zuverl\u00e4ssig funktioniert, hei\u00dft es in den Stunden danach ohne geschicktes Taktieren “Game Over”. Von da an \u00f6ffnet sich eine Welt schneller Angriffskombinationen, gut abgepasster Blocks, rechtzeitiger Konter und Ausweichrollen.

Variation<\/strong>

Man merkt Mitsurugi kaum an, dass es sich um ein “kleines” Spiel handelt. Das Kampfsystem ist so durchdacht und so gut ausgearbeitet, dass es vielen teuren Entwicklungen \u00fcberlegen ist. Zum einen reagiert Misa direkt und pr\u00e4zise auf Eingaben, zum anderen sind ihre Aktionsm\u00f6glichkeiten clever miteinander verkn\u00fcpft. So kombiniert sie nicht nur leichte und schwere Attacken, sondern ben\u00f6tigt f\u00fcr die wichtigen schweren Angriffe Energie, die sie mit leichten aufl\u00e4dt. St\u00e4ndige Variation ist also unabdingbar, wobei sie nicht auf vorgefertigte Kombos angewiesen ist, sondern alle Bewegungen frei aneinanderreihen darf.
Spezialangriffe erg\u00e4nzen das Repertoire und mit gewonnenen Punkten st\u00e4rke ich ihre Attacken oder kaufe neue. Hilfreich ist z.B. der Gegenschlag, f\u00fcr den ich im richtigen\n
\"Von<\/figure>\n
Von der Luft aus richtet sie in einer Ansammlung von Gegnern<\/strong> den gr\u00f6\u00dften Schaden an. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nMoment einen Angriff abwehren und selbst angreifen muss. Misa kann au\u00dferdem Gesundheit wiederherstellen \u2013 je mehr Treffer sie nach der letzten Heilung ausgeteilt hat, desto wirkungsvoller ist die Erste Hilfe.

Blut<\/strong>

Ihre Feinde muss sie dabei stets im Blick behalten: Erstens ist sie sehr verletzlich und muss schnell auf unterschiedlichste Angriffsmuster reagieren. Zweitens bluten Gegner, sobald sie ausreichend Schaden eingesteckt haben. Die Attacken vieler Feinde kann Misa nur unterbrechen, wenn sie bluten. In diesem Zustand kann sie sie au\u00dferdem in die Luft werfen und mit einer speziellen Technik allen gleichzeitig Schaden zuf\u00fcgen.

Sp\u00e4testens im Duell mit den st\u00e4rksten und finalen Widersachern eines Abschnitts muss sie diese Techniken im Schlaf beherrschen. Denn die Bosse stecken viel ein und teilen m\u00e4chtig aus. Ihre Angriffsmuster k\u00f6nnten in sp\u00e4teren Phasen vielleicht st\u00e4rker variieren,\n
\"Spielerisch<\/figure>\n
Spielerisch gleichen sie die Arenen – immerhin findet der Kampf vor verschiedenen Kulissen<\/strong> statt. \u00a9 4P\/Screenshot<\/div>\n<\/div>\naber auch so habe ich mir an den Zwischengegnern im besten Sinne die Z\u00e4hne ausgebissen.

Wiederholung<\/strong>

In Bossk\u00e4mpfen genie\u00dfe ich au\u00dferdem die gute Kameraf\u00fchrung \u2013 inmitten einer Gruppe hingegen sehe ich schon mal gar nichts. Ganz allgemein fehlt mir ein wenig \u00dcberblick, so dass ich einige Angreifer nicht rechtzeitig erkennen kann. Eine weiter entfernte Perspektive h\u00e4tte die \u00dcbersicht deutlich erh\u00f6ht.

Sehr dankbar bin ich im Gegenzug f\u00fcr die M\u00f6glichkeit jederzeit zu speichern. Ich darf verschiedene Spielst\u00e4nde anlegen und wenn ich einen Spielstand lade, kann ich mich entscheiden: Will ich am letzten Checkpunkt weitermachen oder das Spiel mit s\u00e4mtlichen erworbenen F\u00e4higkeiten von vorn beginnen? Diesmal vielleicht auf dem h\u00f6chsten, unerbittlichen Schwierigkeitsgrad?\n\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nGegen Mitsurugi Kamui Hikae verblassen selbst namhafte Action-Adventures zur langweiligen Knopfdruckfolter. Selbstverst\u00e4ndlich ist die immer gleiche Kreisarena auf Dauer \u00f6de. Nat\u00fcrlich muten die wenigen Gegnertypen wie entflohene Designexperimente an. Die fehlende \u00dcbersicht kann hin und wieder sogar frustrieren. Auf Dauer fehlt der Konzeptstudie einfach der Elan eines gut erz\u00e4hlten Abenteuers. Hinter der unscheinbaren Fassade steckt allerdings anspruchsvolle Action, die selbst erfahrene Schwertk\u00e4mpfer fordert. Angriff und Verteidigung sind clever miteinander verkn\u00fcpft und in einer umfangreichen Charakterentwicklung, die nach dem ersten Durchspielen l\u00e4ngst nicht beendet ist, wird die Heldin immer st\u00e4rker. Und sp\u00e4testens, wenn sie zu ge\u00fcbter Fingerakrobatik durch Gruppen starker Gegner tanzt, ist Misa kein h\u00e4ssliches Entlein, sondern eine elegante Furie, die einem Dante durchaus Paroli bietet.\n<\/div>\n<\/div>\n\n

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

Keine Geschichte und nur eine Arena – aber schnelle fordernde Action mit einem durchdachtem Kampfsystem.<\/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
  • schnelle, taktisch fordernde K\u00e4mpfe<\/li>\n\n\n
  • umfangreiche Charakterentwicklung<\/li>\n\n\n
  • harte Bossgegner<\/li>\n\n\n
  • F\u00e4higkeiten werden bei jedem Neustart \u00fcbernommen<\/li>\n\n\n
  • speichern jederzeit m\u00f6glich<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      \n
    • nur f\u00fcnf kleine Arenen mit wenigen Gegnertypen<\/li>\n\n\n
    • Geschichte und Feinde ohne Esprit und Charakter<\/li>\n\n\n
    • fehlende \u00dcbersicht verhindert mitunter Erkennen von Angriffen<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: 14,99 Dollar<\/li>
      • Sprachen: Englisch<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Ja<\/li><\/ul><\/div>

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

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