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{"id":3027749,"date":"2016-09-14T12:15:00","date_gmt":"2016-09-14T10:15:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/rive\/3027749"},"modified":"2024-07-18T12:08:05","modified_gmt":"2024-07-18T10:08:05","slug":"rive","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/rive\/3027749","title":{"rendered":"Rive (Shooter) – Mit Krawumms durch die Arcade-H\u00f6lle"},"content":{"rendered":"Hommage an alles<\/strong>

Die Entwickler von Two Tribes scheinen Fans klassischer Action-Spiele zu sein. Von Anspielungen auf Pr\u00fcgelspiele bis hin zu klassischen Arena-K\u00e4mpfen \u00e0 la Robotron 2084 finden sich in Rive zahlreiche Verbeugungen vor den Klassikern der Videospielhistorie. Und die Liebe zur Oldschool-Action findet zeigt sich auch in der mechanischen Kombination: Mit der Paarung aus Twinstick-Ballern und Plattform-H\u00fcpfen werden zwei klassische Elemente elegant miteinander verwoben. Man kann sich das in etwa als Mischung aus Probotector bzw. der fr\u00fchen Metroids auf der einen und Geometry Wars bzw. Blue Rider auf der anderen Seite vorstellen. Dazu gesellen sich immer wieder witzige Dialoge zwischen Roughshot, dem Piloten des so genannten Spider-Tanks, und dem seinen Schrottfrachter verteidigenden Roboter DLL (kurz f\u00fcr Daryl Lloyd-Lancaster), die man jedoch h\u00e4ufig auch beenden kann, indem man DLL einfach abschie\u00dft.

\n
\"[GUI_STATICIMAGE(setid=80774,id=92533309)]\"<\/figure>\n
Roughshot und DLL im Dialog. Mit diesen meist witzigen Sequenzen wird die \u00fcberbordende Ballerei aufgelockert. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nWieso er kurz darauf wiederkehrt, geh\u00f6rt zu einem der Geheimnisse, die man im Laufe der erz\u00e4hlerisch unterhaltsamen Kampagne entschl\u00fcsselt. Man findet sich zu Beginn in einer Ballersequenz wieder, in der man im All mit dem multifunktionalen Spinnen-Panzer haufenweise Asteroiden in Staub zerbr\u00f6selt, w\u00e4hrend man sich an glei\u00dfenden sowie den Bildschirm ersch\u00fctternden Explosionen labt und im Hintergrund klassische 16Bit-Musik dudelt – die von Roughshot eingelegt wurde. Kurz darauf betritt man das Schiffswrack, in dem DLL seine Experimente durchf\u00fchrt und sich als Sch\u00f6pfer abstruser (und gef\u00e4hrlicher) Robot-Kreationen bet\u00e4tigt. Und hier prallen zwei Welten aufeinander: Der nur nach Schrott und dem schnellen Gewinn suchende Roughshot auf der einen und DLL, der sich bedroht f\u00fchlende robotische Dr. Frankenstein auf der anderen. Nat\u00fcrlich gibt es kein Zusammenkommen – und selbstverst\u00e4ndlich f\u00fchrt dies alles nur zu glei\u00dfenden Explosionen und jeder Menge Altmetall. \u00a0

Mehr als die Summe seiner Teile<\/strong>

\n
\"[GUI_STATICIMAGE(setid=80774,id=92533310)]\"<\/figure>\n
In einem Abschnitt wird sogar auf die 360-Schussrichtung verzichtet, so dass Rive zu ganz klassicher Arcade-Action wird. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nUnd der Weg, den Two Tribes innerhalb der linearen Abschnitte beschreitet, ist in vielerlei Hinsicht ungew\u00f6hnlich. Zum einen verstehen es die Holl\u00e4nder, das Tempo immer angenehm zu variieren: Frenetische Dauerfeuer-Action wechselt sich ab mit fordernden, aber dank akkurater Kollisionsabfrage sowie sehr direkter Sprungsteuerung optimal zu bew\u00e4ltigenden H\u00fcpfpassagen, nur um in einem wahnwitzigen Crescendo zusammengef\u00fchrt zu werden, bevor die n\u00e4chste Ruhephase eingestreut wird. Doch viel wichtiger: Mechanisch gibt es keine Langeweile. Man findet Arena-Gefechte, Flucht-Sequenzen und harte Bossk\u00e4mpfe. Man muss sein Gesp\u00fcr f\u00fcr Timing unter Beweis stellen, wenn man von einer zur n\u00e4chsten Zero-G-Blase h\u00fcpft, w\u00e4hrend man von Gesch\u00fctzen unter Beschuss genommen wird. Man muss gl\u00fchender Lava entkommen, sich st\u00e4ndig bewegenden Lasern ausweichen und dabei etwaige Hindernisse entweder \u00fcberspringen oder zerst\u00f6ren. Es gibt Abschnitte, in denen sich die Struktur innerhalb einer Arena nach jeder Welle \u00e4ndert. Es gibt sogar Momente, in denen man nicht auf seine Bewaffnung zur\u00fcckgreifen kann, sich aber dennoch fieser Gegner erwehren muss. In jeder Mission wartet ein neues Element, ein frischer Gegner oder eine fiese Herausforderung.

\n
\"[GUI_STATICIMAGE(setid=80774,id=92533307)]\"<\/figure>\n
Die Bossk\u00e4mpfe fordern bis zum letzten Knopfdruck. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nZum Gl\u00fcck kann man sich in bestimmte Robo-Systeme hacken und diese f\u00fcr seine Zwecke missbrauchen. Ein Medibot z.B. steht tempor\u00e4r zur Verf\u00fcgung, um Lebensenergie aufzuf\u00fcllen. Und so lange er Munition hat, wird der Gesch\u00fctzturmbot mit einem fliegen und sich als zweite Projektilquelle anbieten. Mit jedem Abschnitt bekommt man neue Herausforderungen, warten neue Gefahren, aber auch neue Frustmomente. Denn so akkurat die Steuerung auch aus den Fingern flie\u00dft, wird man immer wieder an seine Grenzen gef\u00fchrt \u2013 und mitunter sogar dar\u00fcber hinaus. Dabei bleibt Rive\u00a0 jedoch meist fair. Enorm fordernd mitunter, aber zumeist fair. Und wenn man doch kurz davor ist, angesichts des leider nicht komplett ausradierten Trial&Error das Pad ins Korn zu werfen, sorgt das liebevolle Artdesign mit seinen detailreichen Kulissen, den schicken Animation, den Partikeleffekten sowie den imposanten Explosionen, die den Bildschirm dauernd ersch\u00fcttern (dieser Effekt ist abschaltbar), immer und immer wieder daf\u00fcr, dass man den Controller\u00a0 bzw. Maus und Tastatur wieder aufnimmt und noch einen Versuch unternimmt. Und noch einen. Und wenn es sein muss, noch drei, f\u00fcnf oder zehn. F\u00fcnfzehn. Zwanzig. Und wenn alle Stricke rei\u00dfen, wird einem sogar der Weichei-Modus angeboten (hei\u00dft tats\u00e4chlich so), der sich im Pausenmen\u00fc zuschalten l\u00e4sst und die Relation von eingestecktem zu ausgeteiltem Schaden ma\u00dfgeblich ver\u00e4ndert – wenngleich zu Lasten des Egos. Ich zumindest konnte keine Ruhe finden, bis ich Roughshot auf dem normalen Schwierigkeitsgrad in sicheren Weltraumsph\u00e4ren w\u00e4hnte. Und wer danach noch eine weitere Herausforderung ben\u00f6tigt, findet diese im Speedrun-Modus bzw. der Variante, in der man nur ein Leben zur Verf\u00fcgung hat – autsch! Das Anforderungsprofil wird hier durch die Option, nur bestimmte Abschnitte in Angriff zu nehmen, nur unwesentlich abgemildert.\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nTwo Tribes verabschiedet sich aus der Spiele-Entwicklung nicht nur mit einer riesigen, sondern einer ganzen Kanonade an glei\u00dfenden Explosionen, die den Bildschirm ersch\u00fcttern. Dabei gelingt den Holl\u00e4ndern das Kunstst\u00fcck, die zwei klassischen Arcadeelemente Zweistick-Shooter und Plattform-Action zu einem rundherum gelungenen Ballervergn\u00fcgen\u00a0 zu vermengen. Zwar h\u00e4tte ich mir gew\u00fcnscht, dass man innerhalb der liebevoll designten Levelstrukturen mehr Bewegungsspielraum h\u00e4tte. Doch das abwechslungsreiche und immer wieder mit frischen Mechaniken, Anforderungen oder Gegnern \u00fcberraschende Missionsdesign h\u00e4lt einen neben dem mitunter sehr knackigen Schwierigkeitsgrad am Pad bzw. an Maus und Tastatur. Im Gro\u00dfen und Ganzen zwar fordernd, aber fair, gibt es allerdings auch die eine oder andere Situation, die sich nur durch Trial&Error bew\u00e4ltigen l\u00e4sst. Doch ungeachtet dessen geh\u00f6rt Rive f\u00fcr mich zu den fr\u00fchen Herbsthighlights dieses Jahres, das sich kein Fan von Arcade-Shootern entgehen lassen sollte. Frustresistenz sollte man allerdings mitbringen.\n<\/div>\n<\/div>\n\n

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

Kn\u00fcppelharte, aber sehr unterhaltsame Mischung aus Zweistick-Shooter und Plattform-Action f\u00fcr Frustresistente.<\/p><\/div><\/div>

PS4<\/div>
PS4<\/div><\/div>
\"\"<\/div>

Kn\u00fcppelharte, aber sehr unterhaltsame Mischung aus Zweistick-Shooter und Plattform-Action f\u00fcr Frustresistente.<\/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
  • liebevolles, detailreiches Artdesign<\/li>\n\n\n
  • fordernd, aber meist fair…<\/li>\n\n\n
  • aberwitzige Arcade-Action<\/li>\n\n\n
  • am\u00fcsante Dialoge<\/li>\n\n\n
  • akkurate Kollisionsabfrage<\/li>\n\n\n
  • gute Steuerung<\/li>\n\n\n
  • st\u00e4ndig neue \u00fcberraschende Herausforderungen<\/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
    • … dennoch gibt es gelegentlich Trial&Error<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: ca. 13 Euro (Original-Preis: etwa 15 Euro)<\/li>
      • Getestete Version: Store-Version, Steam-Version<\/li>
      • Sprachen: Sprache: Englisch, Texte: Deutsch<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Nein<\/li><\/ul><\/div><\/div>","protected":false},"excerpt":{"rendered":"

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