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{"id":3028412,"date":"2016-11-01T08:57:00","date_gmt":"2016-11-01T07:57:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/super_stardust_ultra_vr\/3028412"},"modified":"2024-07-18T12:10:46","modified_gmt":"2024-07-18T10:10:46","slug":"super_stardust_ultra_vr","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/super_stardust_ultra_vr\/3028412","title":{"rendered":"Super Stardust Ultra VR (Shooter) – R\u00e4umliches Splitterchaos?"},"content":{"rendered":"Endlich sind die Planeten rund<\/strong>
Wer N\u00e4heres zum Spielprinzip erfahren m\u00f6chte, sollte einen Blick auf die Tests der Vorbilder f\u00fcr PlayStation 3<\/a> und 4 werfen<\/a>, hier beschr\u00e4nken wir uns auf die Umsetzung f\u00fcr Sonys Headset und das frische VR-Level, in dem man \u00e4hnlich wie in Battlezone<\/a> mit einem futuristischen Mini-Panzer durch ein kleines VR-Areal heizt, um Angreifer aus dem All abzuwehren. Das Grundpinzip der Standard-Level bleibt das gleiche wie im \u00e4lteren PS4-Ableger: \u00c4hnlich wie in anderen Zweistick-Shootern d\u00fcst man als Raumgleiter \u00fcber die Oberfl\u00e4che kugelrunder Planeten und zerlegt allerlei Asteroiden, Feindschiffchen und sich windende mechanische Weltraumschlangen. Technisch wurde das PS4-Spiel sehr sauber, fl\u00fcssig und detailreich in die VR-Welt portiert. Statt auf eine Mattscheibe zu starren, schwebt man praktisch selbst im All und hat den rotierenden Planeten vor Augen. In der Standard-Perspektive wirkt der Himmelsk\u00f6rper also um einiges gr\u00f6\u00dfer. Das ist einerseits cool, besitzt aber auch Nachteile wie die zwangsl\u00e4ufig geringere Aufl\u00f6sung des Displays und der Umstand, dass schneller die \u00dcbersicht verloren geht. Man muss schlie\u00dflich den Kopf ein wenig nach oben, unten oder zur Seite bewegen, um die Gegnerschw\u00e4rme auf den entsprechenden Seiten des Planeten ins Blickfeld zu bekommen.
<\/p>\n