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{"id":3027667,"date":"2017-07-18T10:04:00","date_gmt":"2017-07-18T08:04:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/deadcore\/3027667"},"modified":"2024-07-18T12:07:03","modified_gmt":"2024-07-18T10:07:03","slug":"deadcore","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/deadcore\/3027667","title":{"rendered":"DeadCore (Shooter) – Geschwindigkeitsrausch in luftiger H\u00f6he"},"content":{"rendered":"Hoch hinaus<\/strong>

Ein kilometerhoher Turm steht im Zentrum eines Sturms. Um ihn herum schweben Plattformen, gespickt mit Fallen, Sprungfeldern und Gravitationsgeneratoren. In rasender Geschwindigkeit erklimme ich das Bauwerk. Sprung f\u00fcr Sprung und Respawn f\u00fcr Respawn arbeite ich mich in der Ego-Perspektive durch drehende Lasergitter, passe im Sekundentakt unm\u00f6glich scheinende Spr\u00fcnge ab, husche dank des “Dash”-Turbos flie\u00dfend durch sich schnell schlie\u00dfende L\u00fccken und weiche Gegnern aus, die mich von den schmalen Stegen schubsen wollen.

Auch auf der Konsole spielt sich DeadCore ein wenig wie eine Mischung aus Portal<\/a> und Mirror’s Edge<\/a> auf Speed: Mit meiner Waffe kann ich Schalter bet\u00e4tigen, Gegner kurzzeitig deaktivieren und Gravitationsfelder umkehren, w\u00e4hrend ich mit hoher Geschwindigkeit \u00fcber Plattformen, rotierende Apparaturen und Bl\u00f6cke rase. Oft gibt es nur winzige L\u00fccken zwischen Laserw\u00e4nden, ich muss kleine Durchl\u00e4sse in Fallen treffen, Spr\u00fcnge und Dashbewegungen mehrfach hintereinander kombinieren oder aus gro\u00dfer H\u00f6he winzige Plattformen treffen. Echte Schalterr\u00e4tsel gibt es allerdings auch in der gegen\u00fcber dem PC inhaltlich unver\u00e4nderten Variante nicht. Vielmehr muss man eine Route erkennen und diese perfektionieren, um das Ziel zu erreichen.

\n
\"[GUI_STATICIMAGE(setid=82334,id=92549341)]\"<\/figure>\n
Auch auf der Konsole \u00fcberzeugt das minimalistische Artdesign. Die technische Umsetzung ist allerdings nicht ganz sauber. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nDabei ist das Leveldesign auch drei Jahre nach dem initalen PC-Release durchweg klasse: Viele Abschnitte sind unheimlich fordernd und ben\u00f6tigen volle Konzentration. Nicht selten brauche ich f\u00fcr einen Sektor dutzende Versuche, weil jeder Sprung, jeder Schuss und jeder Dash perfekt sitzen muss, um den rettenden Checkpunkt zu erreichen. Das kann kurzzeitig frustrieren, z.B. wenn man kurz vor dem Ziel von einer weiteren Falle \u00fcberrascht wird.\u00a0

Zudem setzen einige Abschnitte auf Trial-and-Error, nervig wird dies aber nur in seltenen F\u00e4llen. H\u00e4nge ich an einer Passage fest, liegt es meist an meinem K\u00f6nnen im Umgang mit den Bewegungsmechaniken und weniger am Leveldesign. Trotzdem k\u00f6nnen in der Endabrechnung durchaus mehr als 200 Neueinstiege pro Stunde auf der Uhr stehen. \u00a0<\/p>\n


Stylishe Speedruns<\/strong>
\u00a0
Die \u201eHandlung\u201c umfasst f\u00fcnf Level, bei denen man auf immer h\u00f6here Ebenen des Turms und schlie\u00dflich in das Herz des Sturms gelangt. Die Geschichte wird nur spr\u00f6de in sammelbaren Logb\u00fcchern erz\u00e4hlt und ist trotz des mystischen Ansatzes nicht der Rede wert. Ganz anders die gelungene Spielmechanik, die sich bis zum Schluss entwickelt. So findet man z.B. erst im vorletzten Abschnitt aktivierbare Graviationsfelder, die dem Spiel ein v\u00f6llig neues Gef\u00fchl geben und die Sprungr\u00e4tsel noch komplexer gestalten.

Sch\u00f6n: Die Bewegungssteuerung funktioniert auch mit dem Gamepad schl\u00fcssig und ist unheimlich pr\u00e4zise. Ich kann (und muss) meine Spr\u00fcnge in der Luft korrigieren und lande nach k\u00fcrzester Zeit auch sicher auf den kleinsten Plattformen. Nie habe ich das Gef\u00fchl, dass mir die Bedienung im Weg steht – auch da mir auf PS4 und Xbox One eine optionale, per Tastendruck zuschaltbare, automatische Zielfunktion zur Seite gestellt wird, die mir flie\u00dfende Bewegungen und schnelle Schalter-Aktivierungen im Sprung erm\u00f6glicht, ohne auf die Pr\u00e4zision einer Maus zur\u00fcckgreifen zu k\u00f6nnen. Ohne Auto-Aim werden die Sprungpassagen allerdings deutlich fordernder, auch wenn Sichtfeld und Empfindlichkeit an die eigenen Bed\u00fcrfnisse angepasst werden k\u00f6nnen.

<\/div>\n
<\/div>\n
Technisch unsauber

<\/strong><\/div>\n
<\/div>\n
\n
\"[GUI_STATICIMAGE(setid=82334,id=92549344)]\"<\/figure>\n
Die komplexen Plattform-R\u00e4tsel unterhalten auch mit dem Gamepad gut! \u00a9 4P\/Screenshot<\/div>\n<\/div>\nDie futuristische Kulisse \u00fcberzeugt nach wie vor durch ihr reduziertes Artdesign, obwohl sie im Detail nicht mit Portal 2 mithalten kann. Dennoch bekommt man dank der guten Hintergr\u00fcnde ein ordentliches Gef\u00fchl f\u00fcr die H\u00f6he, in der man sich bewegt. Nerviger ist da schon eher die auf beiden Konsolen nicht ganz saubere Umsetzung – zwar ruckelt DeadCore nicht, was bei dem auf Pr\u00e4zision ausgelegten Spielprinzip wohl auch verheerende Auswirkungen gehabt h\u00e4tte. Allerdings zerrei\u00dft auf PS4 und Xbox One mit sch\u00f6ner Regelm\u00e4\u00dfigkeit das Bild. Zwar st\u00f6ren Tearing und einige flimmernde Kanten nur bedingt den Spielablauf, die Probleme sind aber angesichts des Alters der Ur-Fassung unverst\u00e4ndlich. Hier h\u00e4tte sich Publisher Grip Digital, der die Umsetzung selbst in die Hand genommen hat, gerne etwas mehr M\u00fche geben k\u00f6nnen.\u00a0

<\/div>\n
<\/div>\n
Ein besonderes Schmankerl f\u00fcr Geschwindigkeitsfetischisten: Neben der Kampagne gibt es einen Speedrun-Modus, in dem die Abschnitte auf Zeit absolviert werden d\u00fcrfen. Zudem findet man in den Levels Blaupausen f\u00fcr besondere (und verdammt kniffelige) Kurse, auf denen sich die Spieler \u00fcber Ranglisten Duelle um die beste Zeit liefern k\u00f6nnen. Au\u00dferdem k\u00f6nnen neue Songs des Elektro-Soundtracks und Verbesserungen f\u00fcr die Spielerf\u00e4higkeiten aufgesammelt werden.


<\/div>\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nDie futuristische Turmbesteigung DeadCore \u00fcberzeugt auch auf der Konsole vor allem durch ihre gelungene Spielmechanik, das fordernde Leveldesign und die pr\u00e4zise sowie sinnvoll erg\u00e4nzte Gamepad-Steuerung. Da man weitestgehend auf R\u00e4tsel verzichtet und den Spieler stattdessen zum Entwurf der perfekten Route dr\u00e4ngt, ist jeder Abschnitt ein Paradies f\u00fcr Speedrunner. Das kontinuierliche Einf\u00fchren neuer Spielmechaniken sowie abwechslungsreiche Abschnitte machen die f\u00fcnf Level bis zum Ende interessant, auch wenn die Geschichte nur Beiwerk ist und man sich ab und zu ein R\u00e4tsel zur Entspannung w\u00fcnscht. Abseits der Kampagne gibt es zus\u00e4tzliche Kurse, auf denen man \u00fcber Ranglisten gegen andere Spieler antreten kann.\u00a0Dennoch \u00e4rgert die unsaubere Konsolen-Umsetzung mit Tearing und sichtbar flimmernden Kanten. Zudem gibt es ein paar einzelne Trial-and-Error-Passagen. Insgesamt ist DeadCore auch auf der Konsole allerdings ein durchweg unterhaltsamer Geschwindigkeitsrausch.\n<\/div>\n<\/div>\n\n

Wertung<\/strong><\/h3>
PS4<\/div>
PS4<\/div><\/div>
\"\"<\/div>

Auch auf der Konsole ist Deadcore ein Fest f\u00fcr Speedrunner – wenngleich Tearing und flimmernde Kanten f\u00fcr einen leichten Abzug in der B-Note sorgen. <\/p><\/div><\/div>

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

Auch auf der Konsole ist Deadcore ein Fest f\u00fcr Speedrunner – wenngleich Tearing und flimmernde Kanten f\u00fcr einen leichten Abzug in der B-Note sorgen. <\/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
  • pr\u00e4zise Steuerung, gut an die Konsole angepasst<\/li>\n\n\n
  • gutes Leveldesign<\/li>\n\n\n
  • saubere Kulisse<\/li>\n\n\n
  • schl\u00fcssiges Artdesign<\/li>\n\n\n
  • abwechslungsreiche Spielmechaniken<\/li>\n\n\n
  • Speedrun-Modus<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      \n
    • Konsolen<\/li>\n\n\n
    • Umsetzung technisch unsauber (Tearing, Kantenflimmern)<\/li>\n\n\n
    • Handlung nur Beiwerk<\/li>\n\n\n
    • teils etwas nerviges Trial<\/li>\n\n\n
    • and<\/li>\n\n\n
    • Error<\/li>\n\n\n
    • kaum klassische R\u00e4tsel<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: 7,99 Euro<\/li>
      • Getestete Version: Store-Version<\/li>
      • Sprachen: Englisch<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Nein<\/li>
      • Multiplayer & Sonstiges: Abseits der Ranglisten kein Mehrspieler-Modus. Spielzeit der Kampagne ca. 5-7 Stunden.<\/li><\/ul><\/div>

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

          Drei Jahre nach dem Steam-Release des Speedrun-Plattformers DeadCore ver\u00f6ffentlicht Publisher Grip Digital den luftigen Geschwindigkeitsrausch auch auf PS4 und Xbox One. Wir untersuchen im Test, ob die komplexen Plattform-Routen auch auf der Konsole noch \u00fcberzeugen k\u00f6nnen.<\/p>\n","protected":false},"author":479,"featured_media":3027671,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_yoast_wpseo_title":"DeadCore - Test, Shooter, PlayStation 4, Xbox One","_yoast_wpseo_metadesc":"Drei Jahre nach dem Steam-Release des Speedrun-Plattformers DeadCore ver\u00f6ffentlicht Publisher Grip Digital den luftigen Geschwindigkeitsrausch auch auf PS4 und Xbox One. 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