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{"id":3027626,"date":"2014-04-30T12:24:00","date_gmt":"2014-04-30T10:24:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/hitman_go\/3027626"},"modified":"2024-07-18T12:06:54","modified_gmt":"2024-07-18T10:06:54","slug":"hitman_go","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/hitman_go\/3027626","title":{"rendered":"Hitman Go (Taktik & Strategie) – Schieber\u00e4tsel im Killer-Artdesign"},"content":{"rendered":"

Killer im edlen Diorama<\/strong>
\u00a0
Hey, das sieht ja mal todschick aus! Nicht weil der Hitman wie gewohnt mit poliertem Sch\u00e4del und schniekem Zwirn unterwegs ist, sondern weil er sich wie eine Figur in einem edlen Brettspiel bewegt. Kaum startet man die erste Mission, f\u00fchlt man sich wie in einer architektonischen Designstudie: Von schr\u00e4g oben schaut man auf den Ausschnitt einer Spielfl\u00e4che, die wie ein Diorama f\u00fcr Miniaturen gestaltet ist \u2013 inklusive einem h\u00f6lzernen Rahmen.

<\/p>\n

\"[GUI_STATICIMAGE(setid=76138,id=92481437)]\"<\/figure>\n
Man bewegt den Hitman \u00fcber ein Gitternetz. Geht man direkt zum Ziel oder schnappt man sich noch den Koffer? T\u00f6tet man Wachen oder umgeht man sie? \u00a9 4P\/Screenshot<\/div>\n<\/div>\n

Square Enix Montreal beweist auch sonst Geschmack f\u00fcr reduziertes, aber markantes Artdesign. Egal ob Logos, Men\u00fcs, Artworks oder das Spiel selbst: Es gibt keinen Firlefanz, sondern klare Linien und Formen, die nat\u00fcrlich wunderbar zum Hitman passen. Und wenn dann das klassische \u201eAve Maria\u201c im Hintergrund ert\u00f6nt, ist das m\u00f6rderische Ambiente f\u00fcr die kommenden Schiebe- R\u00e4tsel fast perfekt.

Hitman als Brettspielfigur<\/strong>

Das Spiel ist denkbar simpel: Der Hitman wartet darauf, dass man ihn Schritt f\u00fcr Schritt auf einem vorgegebenen Gitternetz bewegt. Sobald er seinen Zug gemacht hat, sind die gegnerischen Figuren an der Reihe. In welche Richtung sie laufen, erkennt man an einem kleinen Pfeil an ihren Basen. Ziel ist es, von der Startposition auf ein gekennzeichnetes Feld bzw. zu einem speziellen Opfer zu gelangen, ohne dabei geschnappt zu werden. Das Spiel ist vorbei, sobald die Figuren zu nah an den Killer heran kommen.

Aber der Glatzkopf kann sich auch wehren: Wenn er von hinten oder der Seite auf eine Wache zieht, wird sie aus dem Spiel gekegelt \u2013 auch multiple<\/p>\n

\"[GUI_STATICIMAGE(setid=76138,id=92481429)]\"<\/figure>\n
Auf der Karte zieht man von Mission zu Mission. \u00a9 4P\/Screenshot<\/div>\n<\/div>\n

\u201eKills\u201c sind m\u00f6glich. Trotzdem kann man ganze Abschnitte auch ohne einen Mord meistern. Der Schwierigkeitsgrad und die Komplexit\u00e4t des Leveldesigns nehmen stetig zu, so dass man mit der Zeit immer mehr gefordert wird: W\u00e4nde sch\u00fctzen vor Sichtkontakt, Rundkurse laden zum Weglocken ein, Laufwege variieren je nach Wachentyp, so dass man sie genau studieren muss.

Multiple Wege durch das Gitternetz<\/strong>

Auf dem Weg durch die Gitternetze kann man sich in wackelnden Vasen verstecken oder Sonderaktionen einsetzen, wenn man auf die Felder mit Glas, Dosen, Gewehr oder Verkleidungen kommt: Dann blinken die optionalen Felder auf, auf die man z.B. etwas werfen kann, um die vorgegebenen Laufroutinen der Wachen zu beeinflussen \u2013 befinden sie sich im Radius des Ger\u00e4usches, erscheinen Fragezeichen \u00fcber ihren K\u00f6pfen und sie bewegen sich dorthin. Schade ist, dass man nicht mehr M\u00f6glichkeiten hinsichtlich der eigenen Bewegung sowie W\u00fcrfe hat, so dass man recht fr\u00fch in einen Trott kommt.

<\/p>\n

\"[GUI_STATICIMAGE(setid=76138,id=92481436)]\"<\/figure>\n
Wer viele Stempel hortet, schaltet weitere Missionspakte frei. \u00a9 4P\/Screenshot<\/div>\n<\/div>\n

Zu bem\u00e4ngeln ist nur tempor\u00e4r, dass die Karten zu Beginn so klein sind, dass es gerade in den ersten Missionen kaum alternative Routen gibt. Aber schon bald wird es richtig knackig: Dann muss man in Trial&Error-Manier so lange hin und her schieben, bis der eine Weg gefunden ist. Falls das nervt, darf man auch eine begrenzte Zahl an Hinweisen \u00fcber rote Fu\u00dftritte einblenden \u2013 dass man daf\u00fcr allerdings auch die Belohnungen bekommt, ist nat\u00fcrlich ein Witz. Schade auch, dass man Drehung und Zoom der Kamera nur selten \u00fcberhaupt einsetzen und nie f\u00fcr L\u00f6sungswege oder Geheimnisse nutzen kann.<\/p>\n

\u00a0<\/p>\n

F\u00fcr Perfektionisten gibt es motivierende Zusatzziele: Wer keinen oder alle Gegner t\u00f6tet, unter einer bestimmten Zugzahl ins Ziel kommt oder alle Aktenkoffer aufsammelt, erh\u00e4lt Bonusstempel. Die sind wiederum in einer bestimmten Anzahl zwingend n\u00f6tig, um sp\u00e4tere Levelpakete freizuschalten. Das kann man mit den uns\u00e4glichen, aber optionalen In-App-Purchases abk\u00fcrzen: F\u00fcr 0,89 Cent schaltet man z.B. ein Kapitel frei, f\u00fcr 1,79 Euro gibt es f\u00fcnf Hinweise, f\u00fcr 13,99 Euro tats\u00e4chlich die Komplettl\u00f6sung \u2013 alles \u00fcberfl\u00fcssiger Murks, den echte Zocker hoffentlich nicht brauchen.<\/p>\n\n

\n
\n

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

Genau so m\u00fcssen Spiele zu gro\u00dfen Serien f\u00fcr das Tablet konzipiert werden! Nicht auf Krampf versuchen, die cineastische Action von PC und Konsole nachzuahmen, sondern ein cleveres alternatives Spieldesign f\u00fcr Touch & Co entwickeln, das den Geist der Vorbilder einf\u00e4ngt. Und das gelingt Hitman GO richtig gut. Es ist zwar letztlich ein einfaches Schiebe-R\u00e4tsel mit jeder Menge Trial&Error, aber aufgrund des exzellenten Artdesigns sowie der subtilen Integration der speziellen F\u00e4higkeiten des Hitman, entsteht ein Spielgef\u00fchl, das der Tradition gerecht wird und Liebhaber des Killers zufriedenstellt. Nur den In-App-Kram f\u00fcr Freischaltweicheier h\u00e4tte man sich sparen k\u00f6nnen\u2026

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Wertung<\/strong><\/h3>
And<\/div>
And<\/div><\/div>
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So m\u00fcssen Spiele zu gro\u00dfen Serien f\u00fcr das Tablet konzipiert werden: Klasse Artdesign, unterhaltsame Schieber\u00e4tsel!<\/p><\/div><\/div>

iPad<\/div>
iPad<\/div><\/div>
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So m\u00fcssen Spiele zu gro\u00dfen Serien f\u00fcr das Tablet konzipiert werden: Klasse Artdesign, unterhaltsame Schieber\u00e4tsel!<\/p><\/div><\/div> <\/div> \n\n

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Pro & Kontra<\/strong><\/h3>\n<\/div>\n<\/div>\n\n\n
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Gef\u00e4llt mir<\/h3>\n\n\n