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{"id":3028250,"date":"2017-09-06T16:29:00","date_gmt":"2017-09-06T14:29:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/killing_floor_incursion\/3028250"},"modified":"2024-07-18T12:10:20","modified_gmt":"2024-07-18T10:10:20","slug":"killing_floor_incursion","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/killing_floor_incursion\/3028250","title":{"rendered":"Killing Floor: Incursion (Shooter) – VR-Schlachthaus f\u00fcr Oculus Rift"},"content":{"rendered":"

Der N\u00e4chste, bitte!<\/strong>

Sicher, man k\u00f6nnte auch die Schrotflinte vom R\u00fccken oder eine der zwei Pistolen aus dem Holster ziehen, doch das schnelle Wedeln erweist sich gegen die herbeistr\u00f6menden Hirntoten als deutlich effektiver. Knirsch, flatsch, knirsch \u2013 fertig ist das Mett aus Zombies, die brav wie an der Perlenkette \u00a0herbeistr\u00f6men, so dass man sich tats\u00e4chlich oft wie am Flie\u00dfband f\u00fchlt. Okay, der Name Killing Floor<\/a> verr\u00e4t gewisserma\u00dfen, womit man es zu tun hat. Andere VR-Shooter wie Farpoint<\/a> oder Until Dawn: Rush of Blood<\/a> beweisen aber, dass die Gegnermassen den Spieler deutlich kreativer und abwechslungsreicher \u00fcberraschen k\u00f6nnen. Manchmal habe ich mir sogar das schwache Arizona Sunshine<\/a> zur\u00fcckgew\u00fcnscht, denn selbst dort setzt einen die wankende Meute mehr unter Druck, indem sie den Spieler ab und zu effektiver im Pulk umzingelt.<\/p>\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=82616,id=92552290)]\"<\/figure>\n
\u00dcberraschungen gibt’s leider zu selten… \u00a9 4P\/Screenshot<\/div>\n<\/div>\nSchade, dass die Action in Tripwires Titel meist so monoton ausf\u00e4llt, denn das Drumherum wirkt durchaus gelungen: Als verwundeter Soldat der Horzine Security Forces findet man sich in einer Ausbruchs-Simulation eines gef\u00e4hrlichen Virus wieder. Die Gefahr soll ausger\u00e4uchert werden, bevor sie in die reale Welt entweichen kann. Gelegentlich dringt allerdings das Signal einer kritischen Stimme durch, die den Spieler warnen m\u00f6chte \u2013 ist man nur das Werkzeug einer Verschw\u00f6rung? \u00a0Auch die Stimmen einer humorvollen Trainings-KI und der toll synchronisierten, liebenswert unsicheren Emma Rose h\u00f6rt man immer wieder \u00fcber Funk im Headset. Eine deutsche \u00dcbersetzung hat man sich allerdings gespart.
\n

\u00a0<\/p>\n

Gelungener Rahmen<\/strong>

Emma gibt sogar auf vorbildliche Weise mehrstufige Tipps, wenn man bei R\u00e4tseln zu lange in der Umgebung herumirrt: \u201eWorauf k\u00f6nnten wir diese Sch\u00e4del platzieren?\u201c \u2013 \u201eHast du irgendwelche kopflosen Statuen gesehen?\u201c, \u201eHast du schon auf der anderen Seite der Br\u00fccke nachgeschaut?\u201c Leider beschr\u00e4nken sich die Puzzles auf simple, teils nervige Suchspielchen. Dabei schaut man mit dem Speziallicht der Taschenlampe hinter alle Ecken, bis man endlich die letzten roten \u201eViren\u201c (die teilweise sogar auf gemeine Weise ausgeblendet werden) gefunden oder abgeschossen hat. Den Rest der Zeit verbringt man mit der Action, die wie bereits erw\u00e4hnt leider meist in Flie\u00dfbandarbeit ausartet. Mal umzingeln einen die \u201eZeds\u201c-Horden auf der Wiese vor einer H\u00fctte, meist kann man sich aber gem\u00fctlich hinter einer Biegung oder am Rande der Treppe im Spukhaus platzieren, um los zu metzeln. Oder man arbeitet sich durch die Pariser Katakomben, deren schmale Korridore sich ebenfalls nicht gerade positiv auf die K\u00e4mpfe auswirken.

<\/p>\n

\"[GUI_STATICIMAGE(setid=82616,id=92552292)]\"<\/figure>\n
Dieser Gentleman mit rotierenden S\u00e4ge-Armen kann dank schwerer Knochen deutlich mehr einstecken. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nImmerhin funktioniert aber die Handhabung der Waffen dank Oculus Touch hervorragend: Per Axt lassen sich die \u201eweicheren\u201c Biester beinahe schon chirurgisch genau k\u00f6pfen und auch der Messerwurf geht erstaunlich pr\u00e4zise von der Hand. Dar\u00fcber hinaus gibt es nat\u00fcrlich einige beidh\u00e4ndig nutzbare Wummen f\u00fcr gr\u00f6\u00dfere Entfernungen, darunter zwei Pistolen, eine Schrotflinte oder ein Sturmgewehr, mit dem sich toll zweih\u00e4ndig zielen l\u00e4sst. Mal r\u00fccken einem flott h\u00fcpfende Spinnenwesen auf die Pelle, anderswo besonders drahtige, widerstandsf\u00e4hige Humanoide. In Kombination mit der Flinte oder dem Sturmgewehr sind die Nahkampfattacken aber leider zu stark. Ab und zu habe ich mich durchaus erschrocken, weil solch ein Zombie unterm VR-Headset einfach gr\u00f6\u00dfer und furchteinfl\u00f6\u00dfender wirkt. Ein Gef\u00fchl von Bedrohung kommt aber h\u00f6chstens in den Bossk\u00e4mpfen auf, wobei auch der Gro\u00dfteil dieser fetteren Kugelschw\u00e4mme keine clevere Strategie erfordert.\n

\u00a0<\/p>\n

Metzeln in Feld und Floor
<\/strong><\/p>\n


<\/strong><\/p>\n

Das ruckartige Drehen macht den Ausflug komfortabel und (zumindest in meinem Fall) \u00fcbelkeitsfrei. Die Teleportation besitzt allerdings den Haken, dass man den Cursor manchmal nur noch langsam nach vorne bewegen darf. Ich kann verstehen, dass man sich in gro\u00dfen Arealen nicht zu oft aus dem Pulk beamen soll, trotzdem geht die Umsetzung auf die Nerven.<\/p>\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=82616,id=92552291)]\"<\/figure>\n
Gespielt wird entweder sitzend, stehend, nach vorne gerichtet (f\u00fcr eine beschr\u00e4nkte Kamerazahl) oder mit Rundum-Setup. Das Tracking funktionierte stets prima; am besten gefiel uns aufgrund der Armfreiheit die stehende Roomscale-Variante mit drei Kameras. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nDie grafische Umsetzung geh\u00f6rt zu den St\u00e4rken des Spiels: Die schummrigen, felsigen H\u00f6hlen voller H\u00e4ngebr\u00fccken und verwinkelter Hohlr\u00e4ume sorgen f\u00fcr \u00e4hnlich viel Immersion wie in Farpoint. Schreitet man unter Tage nah an Maschinen und Stellw\u00e4nde heran, gibt es deutlich mehr knackig scharfe Details zu entdecken als im technisch schwachen \u00a0Arizona Sunshine. Zudem l\u00e4uft die Kulisse auch auf einem Rechner mit Oculus\u2018 Mindestspezifikationen stets sauber und fl\u00fcssig. Wer m\u00f6chte, kann kooperativ zu zweit im Netz loslegen, wobei es wie so oft in VR an Mitspielern mangelt. Immerhin haben die Entwickler aber einen sinnvolle Suche implementiert, die ohne viel Men\u00fcgewurschtel abl\u00e4uft: Zuerst wird nach den spezifischen W\u00fcnschen des Spielers gesucht, dann nach allgemein ge\u00f6ffneten Runden; bei einem Misserfolg wird schlie\u00dflich ein eigener Server er\u00f6ffnet.\n

\u00a0<\/p>\n\n

\n
\n

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

Killing Floor: Incursion beweist, wie wichtig auch in VR spannend inszenierte K\u00e4mpfe sind – oder besser gesagt: wie sehr man ihr Fehlen vermisst. Tripwire Interactive hat seinem Zombie-Gemetzel einen gelungenen Rahmen verpasst \u2013 inklusive h\u00fcbscher Kulissen, einer charmanten Story-Einbettung sowie einer komfortablen und hochpr\u00e4zisen Bewegungssteuerung. Doch all das n\u00fctzt wenig, wenn die Zombie-Horden meist schlicht wie an der Perlenkette an die Schlachtbank gef\u00fchrt werden. Es kommt einfach viel zu selten ein Gef\u00fchl der Bedrohung auf, so dass ich mich meist unmotiviert durch die Monsterhorden metzelte. Selbst das schwache Arizona Sunshine hat mich in diesem Punkt etwas st\u00e4rker ins Schwitzen gebracht.<\/p>\n<\/div>\n<\/div>\n\n

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

H\u00fcbsch pr\u00e4sentierter Zombie-Shooter, der aber stark unter stupiden K\u00e4mpfen und einem \u00f6den Level-Design leidet.<\/p><\/div><\/div>

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

H\u00fcbsch pr\u00e4sentierter Zombie-Shooter, der aber stark unter stupiden K\u00e4mpfen und einem \u00f6den Level-Design 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
  • stimmungsvolle finstere Schaupl\u00e4tze und Katakomben<\/li>\n\n\n
  • detailreich und trotzdem technisch sehr sauber<\/li>\n\n\n
  • sehr pr\u00e4zises Zielen, Werfen und Zuschlagen mit Oculus Touch<\/li>\n\n\n
  • charmant pr\u00e4sentierte Rahmenhandlung<\/li>\n\n\n
  • gelungene englische Vertonung<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      \n
    • stupide auf den Spieler zustr\u00f6mende Monsterhorden<\/li>\n\n\n
    • fades Leveldesign<\/li>\n\n\n
    • fast kein Gef\u00fchl der Bedrohung<\/li>\n\n\n
    • nervig simple Suchspielchen<\/li>\n\n\n
    • st\u00f6rende Teleport<\/li>\n\n\n
    • Einschr\u00e4nkung<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: 39,99 Euro<\/li>
      • Getestete Version: Oculus-Version<\/li>
      • Sprachen: Englisch<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Nein<\/li>
      • Multiplayer & Sonstiges: Online-Koop f\u00fcr zwei Spieler<\/li><\/ul><\/div>

        Vertrieb & Bezahlinhalte<\/h3>
        • Erh\u00e4ltlich \u00fcber: Oculus<\/li>
        • 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":"

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