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{"id":3028439,"date":"2016-11-11T11:06:00","date_gmt":"2016-11-11T10:06:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/lethal_vr\/3028439"},"modified":"2024-07-18T12:10:51","modified_gmt":"2024-07-18T10:10:51","slug":"lethal_vr","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/lethal_vr\/3028439","title":{"rendered":"Lethal VR (Shooter) – Ballerbude mit Robocop-Knarre"},"content":{"rendered":"Simple Ballerbude<\/strong>

Man steht auf einer Plattform, deren Durchmesser in der virtuellen Realit\u00e4t gesch\u00e4tzt etwa vier bis f\u00fcnf Meter betr\u00e4gt. Die Umgebung kann durch diverse technische Vorrichtungen vergr\u00f6\u00dfert werden, bis sie sich gut 15 bis 20 Meter um einen herum ausdehnt. Sie kann aber auch mit W\u00e4nden, Hindernissen oder Raumteilen erg\u00e4nzt werden. Je nach der Aufgabe ballert man mit ein paar Waffen oder wirft mit Klingen auf Ziele, die sich mitunter recht schnell in der Horizontalen oder Vertikalen bewegen. Die jeweilige Performance in etwas mehr als 30 Aufgaben, die sich auf sechs Schwierigkeitsgrade verteilen, wird mit Punkten bewertet.

\n
\"[GUI_STATICIMAGE(setid=80976,id=92535429)]\"<\/figure>\n
Das Zielschie\u00dfen ist ebenso kurzweilig wie kurzlebig, w\u00e4hrend die Bewegungserkennung bei den Wurfklingen immer wieder Aussetzer zeigt. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nDas ist das Grundkonzept von Lethal VR, das erste VR-Spiel des unabh\u00e4ngigen Studios Three Fields Entertainment, das von Ex-Criterion-Entwicklern Alex Ward (Burnout 3, Black) und Fiona Sperry (Burnout Paradise) geleitet wird. Sprich: Die Arcade-Action ist letztlich eine klassische Ballerbude, bei der man meist still steht und die Aufgaben abarbeitet, die jede f\u00fcr sich kaum mehr als eine Minute in Anspruch nehmen sollte. Allerdings versucht Three Fields im Rahmen der bescheidenen M\u00f6glichkeiten, Abwechslung zu integrieren. U.a. darf man mit einer automatischen Pistole, einer Uzi, einem sechssch\u00fcssigen Revolver und sogar Robocops OCP-Pistole auf die Ziele feuern, w\u00e4hrend man per Knopfdruck nachl\u00e4dt. Die Basis-Ziele orientieren sich visuell an klassischen Schie\u00dfstand-Objekten mit zwei Kerntrefferzonen auf Brust und Kopf bzw. werden als Pappaufsteller mit Comiclook dargestellt. Sp\u00e4ter kommen aber auch noch u.a. Vasen, Flaschen, Statuen und simple Zielscheiben hinzu, die man mit Projektilen zerdeppern muss.

Kommt mit nem Messer zu einer Schie\u00dferei<\/strong>

\n
\"[GUI_STATICIMAGE(setid=80976,id=92535432)]\"<\/figure>\n
Rote “Zivilisten” sind nicht f\u00fcr den Abschuss freigegeben. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nAufgaben, in denen man nur mit Messern oder anderen scharfen Objekten wie Wurfsternen und sogar Odd-Jobs Hut (einer der bemerkenswertesten Bond-Schufte) treffen muss, lockern die Ballereien auf. Auch die variierenden Anforderungen wie Quickdraw (die Waffe muss zu Beginn an der H\u00fcfte gehalten werden), duale Ballereien, verdeckte Ziele oder eine Waffe in der linken sowie ein Messer in der rechten Hand sorgen f\u00fcr ein gewisses Ma\u00df an Abwechslung. Dennoch bleibt festzuhalten, dass der auf H\u00f6chstpunktzahlen fokussierten Ballerei die Luft schnell ausgeht. Zum einen, weil man einmal im Flow nach gut einer Stunde alles gesehen hat und dann h\u00f6chstens noch einmal einsteigt, um die Punktzahl eines lokalen Kumpels zu knacken. Zum anderen aber, weil alle Baller- sowie Wurfmodifikationen die Redundanz nicht kaschieren k\u00f6nnen. Zwar wird der komplette Raum 360 Grad um einen herum genutzt. Und mitunter sorgen Zivilisten, die nat\u00fcrlich nicht getroffen werden d\u00fcrfen, f\u00fcr eine weitere Herausforderung. Doch wieso gibt es bis auf die letzte Mission eigentlich keinen Grund f\u00fcr den Spieler seine Position zu \u00e4ndern, sich evtl. mal hinzukauern oder das Gef\u00fchl zu haben, aus einer Deckung heraus schie\u00dfen zu m\u00fcssen?

\n
\"[GUI_STATICIMAGE(setid=80976,id=92535433)]\"<\/figure>\n
Die wandlungsf\u00e4hige Umgebung sorgt f\u00fcr zus\u00e4tzliche Hindernisse. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nZus\u00e4tzlich sorgt das Werfen der Klingen f\u00fcr Sorgenfalten unter der Vive-Brille. W\u00e4hrend sowohl Kopf-Tracking als auch die Knarren akkurat erfasst werden und dadurch auch (abh\u00e4ngig von der Waffe)\u00a0 millimetergenaue Sch\u00fcsse m\u00f6glich sind, ist das Werfen der Messer, Macheten oder Sterne fehlerbehaftet. Immer wieder kommt es bei weitgehend identischen Bewegungsbal\u00e4ufen zu sehr unterschiedlichen Ergebnissen. Dazu gesellen sich gelegentlich unrealistische Flugkurven und eine merkw\u00fcrdige Erfassung der Ausholbewegung im Raum. Von diesen Problemen sind etwa 20 bis 30 Prozent der Messer-Aktionen betroffen. Und nat\u00fcrlich kommt es immer im unpassendsten Moment zu Aussetzern – Murphy findet sich mittlerweile auch in der virtuellen Realit\u00e4t. Im Gegenzug funktionieren zwar 70 bis 80 Prozent der Sequenzen makellos, doch die Macken sorgen f\u00fcr Frustmomente, da sie im besten Fall nur die Punktzahl negativ beeinfluss, im schlimmsten Fall aber daf\u00fcr sorgen, dass man die Aufgabe nochmal starten muss, wenn das Messer im Bein eines Zivilisten landet.\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nInnerhalb der Welle an “Gesch\u00fctzturm”-Action, bei der der Spieler innerhalb der virtuellen Realit\u00e4t mehr oder weniger station\u00e4r bleibt und Aufgaben bzw. Gegner erledigt, ist Lethal VR nicht mehr, aber auch nicht weniger als ein netter Snack. Zwar bietet man innerhalb der gut 30 Aufgaben verschiedene Schuss- und Wurfwaffen an und versucht, die Minimissionen abwechslungsreich zu gestalten. Doch unter dem Strich ist die Ballerei zu oberfl\u00e4chlich, w\u00e4hrend die Ausfallquote der Erkennung bzw. Ausf\u00fchrung bei den Klingenw\u00fcrfen mit 20 bis 30 Prozent in frustrierende Bereiche geht. Dennoch kann Lethal VR immer wieder zu einem kleinen Action-Snack zwischendurch motivieren – was nicht auf den Anspruch, sondern vor allem auf die lokalen H\u00f6chstpunktzahlen zur\u00fcckgef\u00fchrt werden kann, die man knacken m\u00f6chte. Visuell sauber, aber unspektakul\u00e4r, kann man sich mit Lethal VR eine gerade noch solide Schie\u00dfbude ins Haus holen.\u00a0\u00a0
\n<\/div>\n<\/div>\n\n

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

Simple, aber solide Ballerbude, die allerdings schnell an Reiz verliert.<\/p><\/div><\/div>

PC<\/div>
PC<\/div><\/div>
\"\"<\/div>

Simple, aber solide Ballerbude, die allerdings schnell an Reiz verliert.<\/p><\/div><\/div>

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

Simple, aber solide Ballerbude, die allerdings schnell an Reiz verliert.<\/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
  • verschiedene Waffen<\/li>\n\n\n
  • \u00fcber 30 Baller-Minispiele<\/li>\n\n\n
  • sich ver\u00e4ndernde Umgebungen<\/li>\n\n\n
  • akkurate Erkennung bei Feuerwaffen und Kopfbewegungen<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      \n
    • Kontrolle bei Messerw\u00fcrfen nicht immer gegeben<\/li>\n\n\n
    • geringer Anspruch<\/li>\n\n\n
    • nur wenig mehr als ein Action<\/li>\n\n\n
    • Snack f\u00fcr zwischendurch<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: 14,99 Euro<\/li>
      • Sprachen: Englisch<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Nein<\/li><\/ul><\/div>

        Vertrieb & Bezahlinhalte<\/h3>
        • Erh\u00e4ltlich \u00fcber: Steam<\/li>
        • Online-Aktivierung: Ja<\/li>
        • Online-Zwang: Nein<\/li>
        • Account-Bindung: Ja<\/li>
        • Verf\u00fcgbarkeit: Steam<\/li>
        • Hauptverf\u00fcgbarkeit: Digital<\/li>
        • Verf\u00fcgbarkeit digital: Steam<\/li>
        • Bezahlinhalte: Nein<\/li><\/ul><\/div><\/div>","protected":false},"excerpt":{"rendered":"

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