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{"id":3028015,"date":"2017-08-03T14:41:00","date_gmt":"2017-08-03T12:41:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/fantastic_contraption-2\/3028015"},"modified":"2024-07-18T12:08:52","modified_gmt":"2024-07-18T10:08:52","slug":"fantastic_contraption-2","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/fantastic_contraption-2\/3028015","title":{"rendered":"Fantastic Contraption (Logik & Kreativit\u00e4t) – Fesselnd auch ohne Roomscale?"},"content":{"rendered":"Lebensgro\u00dfe H\u00f6llenmaschinen<\/strong>

Es war schon ein besonderer Moment, als ich zum ersten Mal mit der Vive auf dem Kopf durch einen gro\u00dfen Raum stiefelte und an bizarren Vehikeln herumschraubte. Man f\u00fchlte sich dabei fast wie ein Mechaniker, der immer wieder in die Knie gehen muss, um mit ausfahrbaren St\u00e4ben, Walzen oder Klebeb\u00e4llchen das Fahrgestell zu reparieren oder aufzumotzen. Manchmal musste ich mich sogar auf die Zehenspitzen stellen, um den Bewegungscontroller weit genug in die H\u00f6he zu recken und den Kranarm der rollenden Maschine meterhoch in den Himmel zu verl\u00e4ngern. Hatte alles geklappt, polterte kurz darauf mein putziges schiefes Fahrzeug los und schubste mit seinem Kran einen roten Stein von einem Baukl\u00f6tzchenhaufen, so dass er ins Ziel purzelte.

\n
\"[GUI_STATICIMAGE(setid=82416,id=92550329)]\"<\/figure>\n
Sogar schmale Br\u00fccken lassen sich \u00fcberqueren, wenn man sie mit den rollenden Walzen entsprechend umklammert. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nDie Aufgabe besteht auch auf PSVR oft darin, ein kleines rotes Objekt in die gro\u00dfe rote Zielzone zu bef\u00f6rdern. Wie man das im Detail erledigt, bleibt der Kreativit\u00e4t und dem handwerklichen Geschick des Spielers \u00fcberlassen. Man kann z.B. ein Katapult basteln, mit dem man das fallende Objekt auff\u00e4ngt und dann ins Ziel schleudert. Oder man \u00fcberquert den klaffenden Abgrund zwischen den schwebenden Inseln mit einem entsprechend verl\u00e4ngerten Offroad-Fahrzeug. N\u00e4heres zum Spielablauf findet ihr im Test des Originals.<\/a>

Pr\u00e4zisionsm\u00e4ngel<\/strong>

Mit den hochpr\u00e4zisen Vive-Controllern funktionierte die Bedienung verbl\u00fcffend gut und auch die nachgelieferte Unterst\u00fctzung f\u00fcr Oculus Touch ging intuitiv von der Hand. Bei der PSVR-Umsetzung verh\u00e4lt es sich dagegen
\u00e4hnlich wie beim Shooter

Superhot VR<\/p><\/a>: Man merkt, dass solch ein raumf\u00fcllendes, filigranes Prinzip nicht f\u00fcr eine einzelne Kamera und die nicht ganz so verl\u00e4sslichen Move-Controller konzipiert wurde. Gl\u00fccklicherweise gibt es die M\u00f6glichkeit, jederzeit das Spielfeld frei zu verkleinern und vor den Augen zu drehen \u2013 so dass man es sich in den mittigen Bereich legen kann, der das Areal genau erfasst. Am besten funktioniert das im Stehen und mit oben auf dem Fernseher platzierter PS4-Kamera. Manchmal kam ich beim Gebastel auch hier richtig in einen Flow, der allerdings nur wenige Minuten anhielt, bis wieder mal die Kamera zickte. Dann zuckten meine Werzeuge wild durch den Raum oder schwebten immer wieder davon, wenn ich etwas anfassen, langziehen oder passgenau in eine Achse stecken wollte.

\n

\"[GUI_STATICIMAGE(setid=82416,id=92550325)]\"<\/figure>\n
Lust auf eine Klettertour? \u00a9 4P\/Screenshot<\/div>\n<\/div>\nWenn man es vom Original besser gew\u00f6hnt, ist es ziemlich m\u00fchsam, die Motivation aufrecht zu erhalten. Wer sich als Neuling von Anfang an auf die Steuerungsmacken einstellt, k\u00f6nnte aber trotzdem Spa\u00df am Erfinden haben. Davon abgesehen ist die technische Umsetzung \u00fcbrigens gelungen: Weder auf PS4 Pro noch auf einer gew\u00f6hnlichen PS4 konnten wir grafische Unterschiede zum PC ausmachen. Ein Nachteil ist, dass die Steam-Workshop-Tauschb\u00f6rse in der Sony-Fassung gestrichen wurde. Dort fand man richtig coole Konstruktionen und L\u00f6sungswege anderer Spieler, die einem bei einer Denkblockade schnell auf die Spr\u00fcnge helfen k\u00f6nnen \u2013 oder f\u00fcr Inspiration sorgten.\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nAuf Vive und Rift war Fantastic Contraption ein Roomscale-Highlight, auf PSVR musste ich mich dagegen manchmal schon dazu zwingen, weiterzuspielen. Wer das Original nicht kennt, k\u00f6nnte auch auf Sonys VR-System Freude am kreativen Mechanik-Gebastel haben. Der Ma\u00dfstab des Spielfelds l\u00e4sst sich zum Gl\u00fcck stark verkleinern, so dass man zumindest zeitweise ungest\u00f6rt direkt vorm Sichtfeld hantieren kann. Ab und zu kommt es leider trotzdem vor, dass die Controller wegdriften oder wild zucken \u2013 vor allem, wenn man sich dem Rand des erfassten Bereichs n\u00e4hert. Au\u00dferdem ist es nat\u00fcrlich bei weitem nicht so beeindruckend und vereinnahmend, an kleinen Maschinchen auf dem virtuellen Modellbautisch vor sich zu basteln, w\u00e4hrend man mit der Vive auch durchs komplette Zimmer schreiten kann, um obskure Ger\u00e4tschaften von der Gr\u00f6\u00dfe eines echten Kleinwagens zusammenzustecken. Schade auch, dass es in der Sony-Version keine Online-Tauschb\u00f6rse f\u00fcr User-Sch\u00f6pfungen mehr gibt.\n<\/div>\n<\/div>\n\n

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

Kreativer R\u00e4tselbaukasten, der auf PSVR allerdings deutlich unter den eingeschr\u00e4nkten Roomscale-M\u00f6glichkeiten leidet.<\/p><\/div><\/div>

VR<\/div>
VR<\/div><\/div>
\"\"<\/div>

Kreativer R\u00e4tselbaukasten, der auf PSVR allerdings deutlich unter den eingeschr\u00e4nkten Roomscale-M\u00f6glichkeiten leidet.<\/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
  • clevere Nutzung des Raums<\/li>\n\n\n
  • Bewegen, Langziehen und Verkn\u00fcpfen mit Bewegungscontrollern<\/li>\n\n\n
  • K\u00f6rpereinsatz macht das Ausbessern deutlich unterhaltsamer<\/li>\n\n\n
  • motivierend aufs Prinzip abgestimmte Aufgabenstellungen<\/li>\n\n\n
  • beruhigend freundliches Design der technisch sauberen Welt<\/li>\n\n\n
  • praktische, frei platzierbare Miniaturansicht der Levels<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      \n
    • Konzept passt nur sehr eingeschr\u00e4nkt zur einzelnen PSVR<\/li>\n\n\n
    • Kamera und Move<\/li>\n\n\n
    • immer wieder zuckende oder davonschwebende Controller<\/li>\n\n\n
    • beim Ausbessern verdreht man oft ungewollt andere Teile<\/li>\n\n\n
    • Werkzeugpalette und Steuerungs<\/li>\n\n\n
    • Optionen sind winzig<\/li>\n\n\n
    • Tauschb\u00f6rse f\u00fcr Nutzerlevels wurde auf PSVR gestrichen<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: 21,99 Euro<\/li>
      • Getestete Version: PSN-Version<\/li>
      • Sprachen: Deutsch, Englisch uvm.<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Nein<\/li>
      • Multiplayer & Sonstiges: kein Multiplayer<\/li><\/ul><\/div><\/div>","protected":false},"excerpt":{"rendered":"

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