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{"id":3027181,"date":"2015-08-20T14:34:00","date_gmt":"2015-08-20T12:34:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/beatbuddy_tale_of_the_guardians\/3027181"},"modified":"2024-07-18T12:04:38","modified_gmt":"2024-07-18T10:04:38","slug":"beatbuddy_tale_of_the_guardians","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/beatbuddy_tale_of_the_guardians\/3027181","title":{"rendered":"Beatbuddy: Tale of the Guardians (Musik & Party) – Musik im Meer"},"content":{"rendered":"Symphonia in Gefahr<\/strong>

Die wundersch\u00f6n gezeichnete und von Musik durchflutete Unterwasserwelt Symphonia hat ein riesiges Problem: Prinz Maestro hat die Macht an sich gerissen und fordert, dass nur noch sein Musikgeschmack regiert. Der wiederum scheint vorrangig nur in den Ohren von Soundparasiten und allerlei anderem garstigen Getier gut zu klingen, die Symphonia heimsuchen. In der Rolle von Beatbuddy muss man durch die feine, sich in mehreren Ebenen\u00a0 verschiebende 2D-Kulisse arbeiten, um die Welt und die zauberhafte Melody zu retten.

\n
\"[GUI_STATICIMAGE(setid=78785,id=92512140)]\"<\/figure>\n
Das sympathische Artdesign ist das Aush\u00e4ngeschild von Beatbuddy. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nDer Clou dabei ist die Verkn\u00fcpfung der Spielelemente mit der Musik des jeweiligen Abschnitts. Alles bewegt sich im Takt des Lieds, teilweise sind die fantasievollen Lebewesen essentieller Bestandteil der Musik. Gibt man den Einsiedlerkrebsen einen mit, ziehen sie sich kurzzeitig zur\u00fcck, so dass die von ihnen dirigierten Korallenschnecken auch kurzzeitig ihre t\u00f6dlichen F\u00fchler einfahren. Gleichzeitig wird auch der akustische Hintergrund d\u00fcnner, so dass je nach Level, Gegneraufkommen etc. die Intensit\u00e4t der musikalischen Untermalung variiert.\u00a0 Die integrierten R\u00e4tsel sind ebenfalls rhythmusabh\u00e4ngig, man muss Feinden z.B. im Takt ausweichen, ihnen im richtigen Rhythmus Schl\u00e4ge verpassen oder aus Luftblasen bestehende Vorh\u00e4nge durchqueren. Selbst die Abschnitte, in denen man in einer Art U-Boot unterwegs ist, bauen auf Takt-Elemente.

Schickes Artdesign, redundante R\u00e4tsel<\/strong>

Der Star von Beatbuddy ist definitiv die handgezeichnete Kulisse. F\u00fcnf abwechslungsreiche Unterwasser-Welten warten auf Erforschung, darunter H\u00f6hlen, Riffe und d\u00fcstere submarine Gew\u00f6lbe. Die Animationen von Beatbuddy und seinen Gef\u00e4hrten k\u00f6nnen sich ebenfalls sehen lassen. Allerdings zeigen sich auf der Xbox One Bildratenprobleme, die es in dieser Form auf dem PC vor etwa zwei Jahren nicht gab und die in Abh\u00e4ngigkeit zum verwendeten Speichermedium stehen. Die interne Festplatte macht nur wenige Probleme, w\u00e4hrend bei externen Varianten eine 50:50-Chance besteht.\u00a0 Was allerdings heute noch wie bei der Premiere Bestand hat, ist das R\u00e4tseldesign. Man hat sorgsam darauf geachtet, die integrierten Puzzles so gut wie m\u00f6glich mit der jeweiligen Levelmusik zu verkn\u00fcpfen. Das geht auch immer wieder auf.

\n
\"[GUI_STATICIMAGE(setid=78785,id=92512134)]\"<\/figure>\n
Alles im Level bewegt sich im Takt der Musik. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nAllerdings gibt es auf Dauer weder Abwechslung noch bis auf wenige Ausnahmen Herausforderungen. Wird ein neues Element eingef\u00fchrt, kann man sicher sein, dass es einem \u00fcber den Rest des Abschnitts wieder und wieder begegnen wird. Sowohl die prinzipielle Anzahl an R\u00e4tselideen als auch deren Verteilung sowie der Kopfnuss-Faktor sind weitaus weniger kreativ als das Artdesign, an dem sicherlich auch der legend\u00e4re Rayman seinen Spa\u00df h\u00e4tte. Zu guter Letzt ist das Design-Konzept, Musik mit Plattform-Elementen zu verkn\u00fcpfen (im Kern ist Beatbuddy ein weitgehend linearer Plattformer), von Inside My Radio mittlerweile auf eine neue Stufe gehievt worden – dort war Musik aber noch essenzieller f\u00fcr den Ablauf und konnte auch st\u00e4rker beeinflusst werden. Das soll die Leistung nicht schm\u00e4lern, die das Hamburger Team von Threaks vor zwei Jahren vollbracht hat und die prinzipiell auch immer noch z\u00fcndet. Doch seit Beatbuddys PC-Auftritt haben sich die Bem\u00fchungen vervielfacht, Rhythmus-Elemente in themenfremden Genres zu etablieren, so dass dem sympathischen Schwimmer nurmehr die Mitl\u00e4ufer-Rolle bleibt.\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nAbgesehen von ein paar technischen Schw\u00e4chen, die im Rahmen der Umsetzung auf die One Einzug gehalten haben (gelegentliche Bildratenprobleme) zeigt Beatbuddy auf Konsole die gleichen St\u00e4rken und Schw\u00e4chen wie am PC. Auf der einen Seite schmeichelt sich ein zauberhaft und sehr sympathisches handgezeichnetes 2D-Artdesign in die Herzen der Fans von Plattformern. Und auch wenn die Idee, Musik abseits von Partyspielen zu einem integralen Bestandteil der Mechanik zu machen, zwei Jahre nach Beatbuddys Premiere von zahlreichen Spielen wie z.B. Crypt of the Necrodancer, Drive Any Track oder Inside My Radio aufgegriffen wurde, zeigt der niedliche Schwimmer weiterhin, dass das Konzept aufgeht. Wenn jetzt auch noch das Level- und R\u00e4tseldesign so ansprechend w\u00e4ren wie die Kulisse, w\u00e4re Beatbuddy mehr als eine Statistenrolle im Konzert der Gro\u00dfen wie Ori oder Rayman sicher.\n<\/div>\n<\/div>\n\n

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

Das Konzept "Musik-Plattformer" geht nur in Ans\u00e4tzen auf. Der Star ist das Artdesign.<\/p><\/div><\/div>

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

Das gelungene Artdesign spielt sich in den Vordergrund, w\u00e4hrend das Konzept des "Musik-Plattformers" nur in Ans\u00e4tzen aufgeht.<\/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
  • sympathisches Artdesign<\/li>\n\n\n
  • stimmungsvolle 2D-Kulisse<\/li>\n\n\n
  • konzeptionell gelungenes Grundkonzept<\/li>\n\n\n
  • Musik ver\u00e4ndert sich dynamisch in den Abschnitten…<\/li>\n\n\n
  • gute Steuerung<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      \n
    • lineares Leveldesign<\/li>\n\n\n
    • meist vorhersehbare R\u00e4tsel<\/li>\n\n\n
    • Probleme mit der Bildrate (One)<\/li>\n\n\n
    • … bleibt aber zu monoton, um dauerhaft faszinieren zu k\u00f6nnen<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: 9,99 Euro<\/li>
      • Getestete Version: Download-Version<\/li>
      • Sprachen: Deutsch, Englisch<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Nein<\/li><\/ul><\/div><\/div>","protected":false},"excerpt":{"rendered":"

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