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{"id":3028432,"date":"2017-07-21T13:58:00","date_gmt":"2017-07-21T11:58:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/superhot_vr-3\/3028432"},"modified":"2024-07-18T12:10:50","modified_gmt":"2024-07-18T10:10:50","slug":"superhot_vr-3","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/superhot_vr-3\/3028432","title":{"rendered":"SUPERHOT VR (Shooter) – Gelingt der Sprung auf PSVR?"},"content":{"rendered":"Knifflige Umsetzung<\/strong>
\u00a0
Die Mischung aus Shooter und Zeitlupenpuzzles ist nach wie vor genial und wie gemacht f\u00fcr die Virtuelle Realit\u00e4t: \u00c4hnlich wie im ersten Superhot-Spiel f\u00fcr den Monitor steht die Zeit still, solange der Spieler nichts unternimmt. Startet er eine Bewegung, l\u00e4uft sie weiter \u2013 und zwar genau so schnell wie seine Bewegungen. Ein ausladender Schlag mit dem Arm l\u00e4sst auch den Gegner ein ganzes St\u00fcckchen n\u00e4her kommen. Hat man Pech, startet er w\u00e4hrenddessen einen Ellbogen-Hieb. Oder hinter der gegen\u00fcberliegenden Wand spurtet ein weiterer roter Krieger in den Raum und er\u00f6ffnet das Feuer. Mit seitlichen Ausweichbewegungen oder dem Ducken hinter Deckungen kann man auf coole Weise zwischen den Kugeln abtauchen. Zudem lassen sich Projektile auch mit herumliegenden Gegenst\u00e4nden abwehren \u2013 oder man schmei\u00dft Aschenbecher, Billard-Kugeln und Co. eigenh\u00e4ndig auf die Gegner.
\u00a0
\n
\"[GUI_STATICIMAGE(setid=82030,id=92546386)]\"<\/figure>\n
In VR wird nicht diskutiert! \u00a9 4P\/Screenshot<\/div>\n<\/div>\nAm h\u00e4ufigsten hebt man nat\u00fcrlich diverse Waffen auf, um mit den zwei ben\u00f6tigten Move-Controllern auf \u201edie Roten\u201c anzulegen. Nach ein paar erlegten Gegnern wird man in die n\u00e4chste Ecke des Raumes gebeamt, wodurch kein Fortbewegungssystem n\u00f6tig wird. N\u00e4heres zum Spielbablauf und den Modi findet ihr im Test der Vive-Fassung, in der auch schon die nachgepatchten Neuerungen behandelt werden.<\/a>
\u00a0
Nicht f\u00fcr eine einzelne Kamera gemacht<\/strong>
\u00a0
Der Optimist in mir hat gehofft, das die Entwickler die Levels etwas umgebaut h\u00e4tten, um die Gegner etwas frontaler zu platzieren, doch leider hat sich das SUPERHOT-Team f\u00fcr einen Port mit geringem Aufwand entschieden. Wurde die Kamera auf dem Fernseher platziert und alles richtig kalibriert, bleibt es immerhin in der Mitte des Spielfelds noch recht pr\u00e4zise, wenn man auf die namenlosen Feinde anlegt. Bereits hier liegt die Genauigkeit einen Deut hinter dem Roomscale-Aufbau von Oculus Touch und Vive, was aber kaum ins Gewicht f\u00e4llt. Sobald die Widersacher aber auch aus den seitlichen G\u00e4ngen st\u00fcrmen, wird es fummelig: Dreht man sich um 90 Grad, passiert es ab und zu, dass die Pistolen aus der Hand driften oder nicht mehr genau genug zielen, um in kniffligen Situationen zu treffen. Bei weit ausholenden Schl\u00e4gen oder Ausweichschritten landet man ab und zu sogar au\u00dferhalb der Kamera-Erfassung, so dass w\u00e4hrend des weiterlaufenden Spiels kurz ein Warnbildschirm angezeigt wird, bis man in die Mitte zur\u00fcckgekehrt ist.
\u00a0
\n
\"[GUI_STATICIMAGE(setid=81131,id=92537026)]\"<\/figure>\n
Wer rot tr\u00e4gt, muss seltener bleichen. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nBesonders prek\u00e4r wird die Lage, wenn man eine dringend ben\u00f6tigte Waffe aus einer niedrigen Kommode aufheben muss, das Tracking so tief am Boden aber nicht mehr mitspielt. Das ist vor allem deshalb \u00e4rgerlich, weil man nach einem Tod wieder zum letzten Checkpoint zur\u00fcckgesetzt wird \u2013 auf der PSVR geschieht das also oft unverschuldet. Auch f\u00fcr die Augen wird es ein wenig anstrengender, da die minimalistische Welt an ihren zahlreichen klaren Kanten unangenehm flimmert \u2013 was auf fehlendes Anti-Aliasing und\/oder eine niedrigere Aufl\u00f6sung hindeutet. Nicht einmal auf der PS4 Pro erkennt man in diesem Punkt Verbesserungen. Zudem haben wir auf mehreren Accounts und Konsolen eine seltsamen Bug erlebt, bei dem man beim ersten Start neben dem Spielfeld landet und nicht beginnen kann. Startet das Spiel in solchen F\u00e4llen einfach ein zweites Mal, dann sollte es klappen! Wer Interesse am \u201egew\u00f6hnlichen\u201c Superhot f\u00fcr PS4 hat (zum Test<\/a>), kann im PSN \u00fcbrigens zu einem erm\u00e4\u00dfigten Dopelpack beider Titel greifen.\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nSo sehr ich Superhot VR am PC liebe \u2013 auf Sonys Virtual-Reality-Headset will der Funke einfach nicht \u00fcberspringen! Man merkt an allen Ecken und Enden, wie stark das Spiel auf eine pr\u00e4zise Roomscale-Erkennung zugeschnitten wurde, welche einem auch Ausweichschritte und Drehungen erlaubt. Mit nur einer frontalen Kamera ist das nat\u00fcrlich schwer umzusetzen \u2013 zumal auch das Zielen mit den betagten Move-Controllern einen Deut weniger pr\u00e4zise abl\u00e4uft. Schade, dass die Entwickler das Spiel nicht besser an Sonys Setup angepasst haben. Mit einem Umbau der Levels und frontaler attackierenden Gegnern h\u00e4tte alles deutlich verl\u00e4sslicher ablaufen k\u00f6nnen. Eine Unterst\u00fctzung des Aim-Controllers h\u00e4tte ebenfalls Wunder bewirken k\u00f6nnen \u2013 doch auch dazu w\u00e4re nat\u00fcrlich mehr Arbeitsaufwand n\u00f6tig gewesen. Zudem leidet die PSVR-Fassung (auch auf der Pro) unter flimmernden Kanten sowie einem Spawn-Bug beim ersten Spielstart. Die schwache Umsetzung raubt den mitrei\u00dfenden K\u00e4mpfen also viel von ihrer so wichtigen Pr\u00e4senz. Trotz aller Mankos bekommt man dank der tollen Spielidee aber noch einen passablen Zeitlupen-Shooter f\u00fcr Sonys Headset und die Move-Controller. Andere Genrevertreter wie Farpoint<\/a> oder Until Dawn: Rush of Blood<\/a> schlagen sich mit ihrem Fokus auf die PSVR-M\u00f6glichkeiten hier aber deutlich besser.\n<\/div>\n<\/div>\n\n

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

Geniales Prinzip, schwache Umsetzung: Ohne Roomscale-VR macht der nur schlecht angepasste Zeitlupen-Shooter bedeutend weniger Spa\u00df als das Original f\u00fcr Rift und Vive.<\/p><\/div><\/div>

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

Geniales Prinzip, schwache Umsetzung: Ohne Roomscale-VR macht der nur schlecht angepasste Zeitlupen-Shooter bedeutend weniger Spa\u00df als das Original f\u00fcr Rift und Vive.<\/p><\/div><\/div>

Anzeige: SUPERHOT VR (PS4) kaufen bei \"Amazon<\/a><\/p>