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{"id":3027036,"date":"2015-03-03T16:51:00","date_gmt":"2015-03-03T15:51:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/ironfall_invasion\/3027036"},"modified":"2024-07-18T12:04:13","modified_gmt":"2024-07-18T10:04:13","slug":"ironfall_invasion","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/ironfall_invasion\/3027036","title":{"rendered":"IronFall Invasion (Shooter) – Fast wie auf dem Handy"},"content":{"rendered":"

Gl\u00e4nzende Aussichten?<\/strong>

Kann man mit einem dreik\u00f6pfigen Team tats\u00e4chlich einen brauchbaren Gears-of-War-Klon auf die Beine stellen? Beim Programmieren der Engine hat sich das franz\u00f6sische Mini-Team VD-Dev zumindest richtig ins Zeug gelegt. Schon Anfang der Neunziger kitzelten sie im Amiga-Spiel Jim Power pr\u00e4chtig animierte Riesenbosse aus dem Grafikchip und auch diesmal wirkt die Kulisse beeindruckend \u2013 zumindest auf den ersten Blick. Die Grafiktreiber wurden laut eines Interviews<\/a> extra in Assembler neu programmiert, um richtig schmucke Effekte zu erm\u00f6glichen, die man sonst nur auf deutlich st\u00e4rkerer Hardware zu Gesicht bekommt. Und tats\u00e4chlich: Die dreckigen Steinb\u00f6den der Industriehallen bleiben selbst aus n\u00e4chster N\u00e4he knackig scharf und sehen durch feinen Glanz an Kanten und in br\u00fcchigen Rissen richtig speckig aus. Auch andere Effekte und die Echtzeitbeleuchtung sind ein Hingucker: Projektile und M\u00fcndungsfeuer beleuchten finstere R\u00e4ume und aus Rohren wabern feine Nebelschwaden. Wenn ich mit der Taschenlampe ganz nah an die Wand gehe, bildet sich um den immer kleiner werdenden Lichtkegel herum sogar ein indirekter Schimmer, der die Umgebung erhellt \u2013 beeindruckend!

<\/p>\n

\"[GUI_STATICIMAGE(setid=77707,id=92500648)]\"<\/figure>\n
Das Waffenarsenal mit Sturmgewehr, Alienknarre, Granatwerfer & Co. pr\u00e4sentiert sich \u00e4hnlich ideenarm wie der Rest des Spiels. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nSchade, dass das kleine Team offenbar kaum noch Zeit mehr f\u00fcr den Rest des Spiels \u00fcbrig hatte. Von den h\u00fcbschen Effekten abgesehen wirken die Hotel-Lobbies, Labors und W\u00fcstenabschnitte so unbelebt und unzerst\u00f6rbar wie in den Neunzigern. Nicht einmal St\u00fchle oder Pflanzen bewegen sich bei Ber\u00fchrung \u2013 Einschussl\u00f6cher oder zersplitternde Requisiten fehlen ebenfalls. Wer auf einer \u00e4lteren Konsole den 3D-Effekt aktiviert, erlebt zus\u00e4tzlich eine b\u00f6se \u00dcberraschung, denn dann ruckelt die Kulisse derart, dass die komplette Spielgeschwindigkeit in die Knie geht. Offenbar wurde der Titel prim\u00e4r f\u00fcr die neuen, technisch potenteren 3DS-Modelle entwickelt.

Ewiger Kampf gegen Invasoren und schwere Augenlider<\/strong>

Die Tristesse des Designs \u00fcbertr\u00e4gt sich direkt auf den Spielablauf: W\u00e4hrend mir in den generischen Hotel-Fluren zum 50. Mal die exakt identische Einrichtung begegnet, trotten davor zum 100. Mal die gleichen, beh\u00e4big agierenden Roboter herum. Es dauert sogar dutzende von Minuten, bis endlich mal ein neuer Gegnertyp auftaucht. Die Blecheimer wurden offenbar von Au\u00dferirdischen auf der Erde ausgesetzt, um die Menschheit mit immer gleichen Kampfformationen zu Tode zu langweilen. Okay, ganz so schlimm ist es doch nicht. Die Androiden, Metallinsekten und schwebenden Drohnen grasen zwar nur tr\u00e4ge ihre Bahnen ab, der angenehm dosierte Schwierigkeitsgrad sorgt aber immerhin ab und zu f\u00fcr spannende Gefechte.\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=77707,id=92500660)]\"<\/figure>\n
Nicht einmal die Bossk\u00e4mpfe sorgen f\u00fcr Abwechslung: Die gigantische Mech-Schlange z.B. wird durch blo\u00dfen Dauerbeschuss zerlegt. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nAllzu oft darf ich meinen Kopf dabei nicht in den Bleihagel stecken. Per Druck aufs Kn\u00f6pfchen oder ein Touchscreen-Symbol geht mein bulliger Krieger wie Marcus Fenix in Deckung. Das System wirkt hier allerdings nur bedingt sinnvoll, weil es keinen eleganten Wechsel zwischen mehreren Deckungen gibt. Gezielt wird wahlweise mit einem Stylus, dem rechten Knubbel des New 3DS oder dem Schiebepad Pro. Das Fadenkreuz bewegt sich leider etwas zu tr\u00e4ge \u2013 selbst, wen ich die Empfindlichkeit in den Optionen voll aufdrehe. Die angenehme Handhabung guter DS-Shooter wird also nicht erreicht, mit etwas \u00dcbung gehen die Schusswechsel trotzdem ordentlich von der Hand.

Stupide Minispiele<\/strong>

Auch die Hochsicherheitstrakte eines Waffenlabors haben sich die au\u00dferirdischen Blechb\u00fcchsen unter den Nagel gerissen. In v\u00f6llig witzlosen Minispiel-Puzzles m\u00fcssen dort T\u00fcrschl\u00f6sser mit manipulierten Dr\u00e4hten kurzgeschlossen und biologische Kampfstoffe vernichtet werden. Noch grausamer als jede biologische Waffe sind allerdings die eingestreuten Dialoge zwischen den Helden oder den Forschern: \u201eSie haben mich dazu gezwungen, Viren gegen die Menschheit zu entwickeln!\u201c No shit, Sherlock!

\n
\"[GUI_STATICIMAGE(setid=77707,id=92500649)]\"<\/figure>\n
Der Soundtrack bietet einen Mix aus austauschbaren Orchesterst\u00fccken und acidlastigen Electro-Tracks. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nUm das Paket komplett zu machen, wurden auch die Online-Deathmatches souver\u00e4n in den Sand gesetzt. Ein paar Minuten lang mag es ganz lustig sein, sich zu sechst \u00fcber eine Hand voll kleiner Karten zu jagen – f\u00fcr mehr taugen die schrecklich simplen Schusswechsel aber nicht. Immer wieder flutschen Gegner durch massive Tanks und andere Objekte. Oder sie stecken durch Verbindungsprobleme auch mal drei Volltreffer der Panzerfaust ein, ohne dass auch nur ein Kratzer zur\u00fcckbleibt. Die Kr\u00f6nung ist das d\u00e4mliche Punktesystem, welches nur den Sieger mit Punkten belohnt und Einsteiger konsequent abschreckt. Ich habe mich z.B. in meinen ersten drei Matches gar nicht so schlecht geschlagen und stets den zweiten von sechs Pl\u00e4tzen erreicht, was aber kein Bisschen belohnt wurde. In einem alternativen Wettspielmodus lassen sich zwar Punkte einsetzen, dort konnte mir die Spielersuche aber nie Gegner vermitteln. Wer seine Freunde hasst, kann sie \u00fcbrigens auch in eine private Lobby einladen oder ein lokales Mehrspieler-Match starten. Einen Survival-Modus mit noch mehr stupiden Robotern pro Quadratmeter gibt es ebenfalls.\n

\u00a0<\/p>\n\n

\n
\n

Fazit<\/strong><\/h3>\n\n\n

Ironfall Invasion beweist, dass man mit einem dreik\u00f6pfigen Team keine Wunder bewirken kann \u2013 m\u00f6gen die Entwickler technisch noch so versiert sein. Mit seiner eigens geschriebenen Grafik-Engine kitzelt VD-Dev zwar richtig h\u00fcbsche Effekte aus dem 3DS, dar\u00fcber hinaus erinnert aber alles an einen typischen mobilen Flie\u00dfband-Shooter von Gameloft. Wenn man hunderte stupide vor sich hin trottender Roboter in sich ewig wiederholenden G\u00e4ngen zerballern muss, macht sich schnell Tristesse breit. Manchmal sorgt immerhin der angenehm dosierte Schwierigkeitsgrad f\u00fcr ein paar spannende Schusswechsel, doch meist arbeitet man sich unmotiviert durch endlose Horden au\u00dferirdischer Blechb\u00fcchsen. Auch der misslungene Mehrspieler-Modus kann diese Schlaftablette im Gewand eines Deckungs-Shooters nicht mehr retten. Wer trotzdem hineinschnuppern will, kann sich \u00fcbrigens eine kostenlose Probierfassung herunterladen.<\/p>\n<\/div>\n<\/div>\n\n

Wertung<\/strong><\/h3>
3DS<\/div>
3DS<\/div><\/div>
\"\"<\/div>

Einfallslose Kopie gro\u00dfer Deckungs-Shooter mit Kulissen und Gegnern vom Flie\u00dfband.<\/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
  • knackig scharfe Texturen<\/li>\n\n\n
  • zahlreiche Effekte f\u00fcr gl\u00e4nzende Oberfl\u00e4chenstrukturen und feinen Rauch <\/li>\n\n\n
  • beeindruckende Echtzeit-Beleuchtung<\/li>\n\n\n
  • gut ausbalancierter Schwierigkeitsgrad sorgt immerhin manchmal f\u00fcr Spannung<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      \n
    • fades Levels<\/li>\n\n\n
    • Design mit sich st\u00e4ndig wiederholenden Objekten<\/li>\n\n\n
    • lahmarschige Roboter grasen meist simple Wege ab <\/li>\n\n\n
    • unbelebte Kulissen ohne jegliche physikalische Zerst\u00f6rung<\/li>\n\n\n
    • auf alten Modellen nur ohne 3D<\/li>\n\n\n
    • Effekt fl\u00fcssig spielbar<\/li>\n\n\n
    • stumpfe Story<\/li>\n\n\n
    • Sequenzen<\/li>\n\n\n
    • einfach gestrickte Bossk\u00e4mpfe<\/li>\n\n\n
    • witzlose Minispiele<\/li>\n\n\n
    • arg simple Online<\/li>\n\n\n
    • K\u00e4mpfe mit unausgegorener Punktevergabe<\/li>\n\n\n
    • in Mehrspieler<\/li>\n\n\n
    • Matches gelegentliche Lags und Clipping<\/li>\n\n\n
    • Fehler<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n

      Versionen & Multiplayer<\/h3>
      • Getestete Version: Deutsche Download-Version<\/li>
      • Sprachen: Deutsch, Englisch, Franz\u00f6sisch, Spanisch, Italienisch<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Nein<\/li>
      • Multiplayer & Sonstiges: Online und lokal mit bis zu sechs Spielern<\/li><\/ul><\/div><\/div>","protected":false},"excerpt":{"rendered":"

        Hurra – noch ein Smartphone-Spiel f\u00fcr den 3DS: Ironfall Invasion wurde zwar exklusiv f\u00fcr Nintendos Mobilkonsole entwickelt, erinnert beim Anspielen aber an typische Flie\u00dfband-Shooter aus dem Appstore. Ob der Kampf gegen au\u00dferirdische Blechkisten wenigstens auf lange Sicht Fahrt aufnimmt, kl\u00e4rt der Test.<\/p>\n","protected":false},"author":667,"featured_media":3203220,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_yoast_wpseo_title":"IronFall Invasion - Test, Shooter, Nintendo 3DS","_yoast_wpseo_metadesc":"Hurra \u2013 noch ein Smartphone-Spiel f\u00fcr den 3DS: Ironfall Invasion wurde zwar exklusiv f\u00fcr Nintendos Mobilkonsole entwickelt, erinnert beim Anspielen aber an typische Flie\u00dfband-Shooter aus dem Appstore. 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