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{"id":3024283,"date":"2006-02-08T14:06:22","date_gmt":"2006-02-08T13:06:22","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/urban_reign\/3024283"},"modified":"2024-07-18T11:51:45","modified_gmt":"2024-07-18T09:51:45","slug":"urban_reign","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/urban_reign\/3024283","title":{"rendered":"Urban Reign (Arcade-Action) – Urban Reign"},"content":{"rendered":"

Spieler, wechsele dich!<\/strong><\/p>

Brad Hawk: ein Badass, wie er im Buche steht. Gro\u00df, wortkarg, kurzhaarig, mit F\u00e4usten wie Vorschlagh\u00e4mmer. Die Stadt: Gang-verseucht, Big Brother-\u00fcberwacht, korrupt beherrscht. Die Situation: feindselig. Die L\u00f6sung: immer mitten in die Fresse rein, und zwar satte 100 Missionen lang! Die \u00bbStory\u00ab bem\u00fcht sich zwar mit nett inszenierten Zwischensequenzen und gut vorgetragenen Texttafeln um Atmosph\u00e4re, kommt dabei <\/p>

<\/p>

\"\"<\/figure><\/a><\/td><\/tr>
K\u00e4mpft ihr zu zweit, springt die Kamera st\u00e4ndig zwischen beiden Recken hin und her.<\/td><\/tr><\/tbody><\/table><\/figure><\/figure>aber nie \u00fcber \u00bbAlarm f\u00fcr Cobra 11\u00ab-Niveau hinaus. Nicht zuletzt, weil sich ausnahmslos jede Mission um \u00bbGeh da hin und haue alle Anwesenden zu Klump!\u00ab dreht. Gelegentlich wird dieses Schema auch breiter gef\u00e4chert: mal m\u00fcsst ihr die Gegner innerhalb eines Zeitlimits verpr\u00fcgeln, mal m\u00fcsst ihr eine Person sch\u00fctzen, mal einem bestimmten Feind nur die Beine brechen; alle paar Missionen wartet au\u00dferdem ein besonders starker Bossgegner auf seine verdiente Abreibung. F\u00fcr erfolgreiche K\u00e4mpfe bekommt ihr ein paar Erfahrungspunkte, die ihr in euren K\u00f6rper investieren und so eure Schlagkraft, eure Z\u00e4higkeit oder die Power eurer Spezialangriffe verbessern k\u00f6nnt. Und so geht es in einer Reihe immergleich weiter: Missionsbeschreibung, Pr\u00fcgelei, Punkte investieren, speichern, Missionsbeschreibung, Pr\u00fcgelei, uswusf. Das Ironische daran: Kaum ein Kampf dauert l\u00e4nger als zwei Minuten, daf\u00fcr bringt euch fast jede Pr\u00fcgelei dem Spielende einen Prozentpunkt n\u00e4her. Lange Rede, kurzer Sinn: L\u00e4nger als drei Stunden werdet ihr kaum brauchen, um euch zum Finale durchzuholzen.

Auf dem Weg da hin seid ihr wenigstens nicht allein: Im Laufe der Zeit f\u00fcllt sich euer Partner-Kader mit immer mehr Schl\u00e4gern diverser Kampfstile, so dass ihr vor den meisten Missionen einen Kumpanen w\u00e4hlen d\u00fcrft, der selbst\u00e4ndig loslegt. Ihr k\u00f6nnt ihm sogar rudiment\u00e4re Befehle geben, nach Hilfe schreien oder spektakul\u00e4re Team-Man\u00f6ver durchf\u00fchren. Trotzdem empfiehlt die Einsamer-Wolf-Fraktion der 4Players-Redaktion den Verzicht auf die Haudrauf-KI. Warum? Weil Namco es aus irgendeinem Grund f\u00fcr eine super Idee hielt, den K\u00e4mpfer sofort zu wechseln, sobald man niedergeschlagen wurde. Sprich: Ihr schlagt drauflos, bekommt ein paar Mal auf die M\u00fctze und schwupp \u2013\u00a0 <\/p>

<\/p>

\"\"<\/figure><\/a><\/td><\/tr>
Ihr tretet meist gegen mehrere Gegner gleichzeitig an.<\/td><\/tr><\/tbody><\/table><\/figure><\/figure>schon steckt ihr im Gewand des anderen. Die Hirnlosigkeit dieses Systems offenbart sich nicht nur in der Tatsache, dass dadurch jegliche Kampfstrategie fl\u00f6ten geht. Sondern sp\u00e4testens dann, wenn beide gleichzeitig verpr\u00fcgelt werden: Dann springt die Kamera n\u00e4mlich wie wild zwischen beiden hin und her, v\u00f6llig unkontrollierbar und v\u00f6llig unspielbar. Wie konnte dieser Schwachsinn, der selbst bei wohlwollender Betrachtung nicht den geringsten Sinn ergibt, bei der Entwicklung \u00fcbersehen werden?

Allein, zu zweit, zu dritt, zu viert<\/strong><\/p>

Das Kampfsystem kann sich dennoch sehen lassen, auch wenn es anfangs sehr simpel scheint: Ein Angriffs-, ein Zupack-, ein Ausweich- und ein Rennknopf, au\u00dferdem d\u00fcrft ihr noch recht einfach Energie fressende Spezialattacken loslassen. So weit, so einfach. Komplexer wird es dadurch, dass ihr in verschiedenen H\u00f6hen angreifen k\u00f6nnt. Konzentriert ihr euch z.B. auf die Beine, z.B. durch Kicks oder W\u00fcrfe, brecht ihr einem Gegner schon mal dieselben \u2013 zack, ein Problem weniger. <\/p>\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0Im Laufe der Zeit lernt ihr immer neue Attacken, so dass ihr auch von der Wand aus angreifen oder Feinde aus der Luft holen k\u00f6nnt. Mit geschicktem Timing lassen sich gegnerische Angriffe umgehen und kontern, mehrere Widersacher gleichzeitig attackieren und nat\u00fcrlich

<\/p>

\"\"<\/figure><\/a><\/td><\/tr>
Mit gut getimten Team-Aktionen k\u00f6nnt ihr eure Gegner schnell fertigmachen.<\/td><\/tr><\/tbody><\/table><\/figure><\/figure>auch Waffen wie Rohre oder schwere Werkzeuge benutzen. All das l\u00e4sst sich nach etwas \u00dcbung auch wunderbar miteinander verbinden, so dass man einen Gegner in einer endlosen Kombo beharken kann, bis seine Energie darnieder liegt \u2013 theoretisch jedenfalls. In der Praxis habt ihr jedoch nicht nur mit euren Feinden, sondern auch mit der Kollisionsabfrage zu k\u00e4mpfen, die wie der sonst gut rockige Soundtrack einfach ab und zu auszusetzen scheint: Gelegentlich schl\u00e4gt man ins Leere, obwohl der Gegner direkt vor einem steht und auch nicht ausweicht. Etwas lieblose Texttafeln kl\u00e4ren den Spieler \u00fcber die grundlegende Steuerung auf, mehr Praxis gibt\u2019s auf Wunsch im Trainingsmodus, bevor der harte Alltag wartet. F\u00fcnf Schwierigkeitsgrade halten Fortgeschrittene bis Profis bei der Stange, Pr\u00fcgel-Neulinge sollten ganz die Finger vom Spiel lassen: Der Schwierigkeitsgrad steigt steil an, die Gegner werden schnell hammerhart – mit reinem Kloppen kommt man schnell nicht mehr sehr weit, da m\u00fcssen Kombos, Spezialangriffe, Wandl\u00e4ufe und Doppelgegnerangriffe ran.

W\u00e4hrend ihr euch durch dreckige Bars, Hinterh\u00f6fe, Parkpl\u00e4tze, Lagerhallen, Schrottpl\u00e4tze oder U-Bahnstationen pr\u00fcgelt, spielt ihr immer mehr Figuren f\u00fcr den Multiplayermodus frei \u2013 am Ende warten satte 32 Charaktere auf Kloppkommandos eurerseits, inklusive Gastauftritte der Tekken-Helden Marshall Law und Paul Phoenix. Hier d\u00fcrfen sich via Multitap bis zu vier Spieler gleichzeitig austoben, alternativ <\/p>

<\/p>

\"\"<\/figure><\/a><\/td><\/tr>
Neben F\u00e4usten und F\u00fc\u00dfen d\u00fcrft ihr\u00a0auch allerlei Waffen einsetzen.<\/td><\/tr><\/tbody><\/table><\/figure><\/figure>d\u00fcrft ihr auch zu zweit (allein oder im Team) bzw. auf Solopfaden (gegen die variable KI) antreten. Drei unterhaltsame Spielmodi, Waffennutzung und ein generell gutes Spielgef\u00fchl machen den Multiplayermodus zum heimlichen Highlight des Spiels \u2013 auch wenn er\u00a0 nie den Nimbus eines Nebenprodukts loswird und sich nat\u00fcrlich nicht mal ansatzweise mit Tekken & Co. messen kann.

Optisch ist Urban Reign weder gut noch schlecht – \u00bbbieder\u00ab trifft es am besten: sch\u00f6n animierte, etwas schwach texturierte Figuren, die weitaus besser aussehen als ihre Beat Down-Pendants, treffen auf dunkle und dreckige Levels, die lang geladen werden. Ordentlich inszenierte Zwischensequenzen, die wie der Rest des Spiels von guter englischer Sprachausgabe inkl. deutscher Untertitel begleitet werden, stimmen frohgemut \u2013 die kontraproduktive Kamera w\u00e4hrend der Pr\u00fcgeleien d\u00e4mpft die Freude wieder: Gegner die aus dem Bild laufen, werden nicht erfasst, die Kamera zentriert sich immer auf den Protagonisten. Rennt ihr nun raus um den Feind zu verdreschen, landet ihr fast immer in seiner bereit stehenden Faust.<\/p>\u00a0\u00a0\u00a0\u00a0\n\n

\n
\n

Fazit<\/strong><\/h3>\n\n\nNamco, daf\u00fcr habt ihr echt langsam Pr\u00fcgel verdient: Erst Death by Degrees so in den Sand setzen, jetzt d\u00fcmpelt Urban Reign in der Mittelm\u00e4\u00dfigkeit daher. Das Spiel ist gerade im Multiplayermodus nicht \u00fcbel, in kleinen Dosen macht es auch solo richtig Spa\u00df. Auf Dauer ist es aber so schrecklich belanglos und eint\u00f6nig: F\u00fcr ein Pr\u00fcgelspiel viel zu simpel, f\u00fcr einen Brawler fehlt der sinnvolle Zusammenhang. Hier kloppt man sich nur in einer Arena nach der anderen, echtes Final Fight- bzw. Streets of Rage-Gef\u00fchl kommt nicht auf – in der Hinsicht hatte sogar Beat Down die Nase vorn. Es hat durchaus seinen Reiz und einige sch\u00f6ne Ideen, die aber durch einige der bl\u00f6desten Design-Entscheidungen aller Zeiten prompt wieder zunichte gemacht werden. Verdammt schade.\n<\/div>\n<\/div>\n\n\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
  • spa\u00dfiger Mehrspielermodus
    <\/li>\n\n\n
  • viele Bewegungen m\u00f6glich
    <\/li>\n\n\n
  • rasantes Kampfsystem
    <\/li>\n\n\n
  • macht in kurzen Dosen Laune
    <\/li>\n\n\n
  • gute Animationen
    <\/li>\n\n\n
  • sch\u00f6ne Zwischensequenzen<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      \n
    • schnell enorm abwechslungsarm
      <\/li>\n\n\n
    • lieblos aneinandergeklatschte Missionen
      <\/li>\n\n\n
    • lange Ladezeiten
      <\/li>\n\n\n
    • m\u00e4\u00dfige Kollisionsabfrage
      <\/li>\n\n\n
    • schwache Texturen
      <\/li>\n\n\n
    • nur wenige Schaupl\u00e4tze
      <\/li>\n\n\n
    • sehr kurz
      <\/li>\n\n\n
    • bescheuertes K\u00e4mpfer<\/li>\n\n\n
    • Umschalt<\/li>\n\n\n
    • System
      <\/li>\n\n\n
    • schwache Story<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n
      <\/div>","protected":false},"excerpt":{"rendered":"

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