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{"id":3028454,"date":"2016-11-01T12:30:00","date_gmt":"2016-11-01T11:30:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/pixel_gear\/3028454"},"modified":"2024-07-18T12:10:54","modified_gmt":"2024-07-18T10:10:54","slug":"pixel_gear","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/pixel_gear\/3028454","title":{"rendered":"Pixel Gear (Arcade-Action) – Langeweile in der virtuellen Realit\u00e4t"},"content":{"rendered":"Wenig drin, nix dran<\/strong>

Auch simple Konzepte k\u00f6nnen Spa\u00df machen. Vielleicht nur kurzzeitig. Vielleicht nur “immer mal wieder.”\u00a0 Aber nur, weil eine Spielidee wenig Tiefgang bietet, sollte man sie nicht verurteilen. Ich w\u00fcnschte, ich k\u00f6nnte diesen Vorsatz bei Pixel Gear beherzigen. Ich m\u00f6chte die simple Ballerei m\u00f6gen, die mich hinter der VR-Brille von Sony an einer Position festnagelt, mir mit Hilfe der Move-Controller zwei Schie\u00dfpr\u00fcgel in die Hand gibt und mich dann feuern l\u00e4sst, was das Zeug h\u00e4lt. Denn nach den Magen fordernden Ballereien von Until Dawn: Rush of Blood<\/a> oder RIGS<\/a> ist es mal sch\u00f6n, ohne Anfl\u00fcge von \u00dcbelkeit seine Kugeln in alle Richtung fliegen lassen zu k\u00f6nnen. Ist es doch, oder? Ich bin mir nicht mehr sicher. Nur weil man es in VR machen kann, hei\u00dft es nicht zwangsl\u00e4ufig, dass man es auch machen muss.

\n
\"[GUI_STATICIMAGE(setid=81017,id=92535816)]\"<\/figure>\n
Die Kulisse ist zwar bunt, aber sehr spartanisch und auch in VR nicht beeindruckend. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nDenn selbst Einsteiger in die virtuelle Realit\u00e4t werden sich angesichts der spartanischen Pixelkulisse, die innerhalb der Indieszene zu einer Kunstform erhoben wurde, nicht lange mit dieser auf Dauer \u00f6den Ballerei aufhalten. Nicht dass das Erlebnis auf “lang” ausgelegt w\u00e4re. Drei Level samt durchaus passabler Bosse, die aber mitunter nur innerhalb einer bestimmten Animation verletzt werden k\u00f6nnen, warten darauf, bew\u00e4ltigt zu werden. Doch weder das oberfl\u00e4chliche und in VR langweilig wirkende Artdesign noch die ohnehin zu gering ausgefallene Gegnervielfalt locken einen dazu, nach einem Fehlversuch weiterzumachen oder gar den wenigstens zum Sparpreis von etwa 10 Euro erh\u00e4ltlichen VR-Snack in einem schal schmeckenden Happen zu bew\u00e4ltigen.

Das Fundament stimmt<\/strong>

Immerhin: Sowohl die Bewegungs- als auch die Treffererkennung funktionieren gut. Und mit u.a. Maschinenpistolen, Revolvern, Granatwerfern und sogar einem Scharfsch\u00fctzengewehr hat man ein halbwegs passables Waffenrepertoire zur Hand, das auch aus der N\u00e4he betrachtet einen ordentlichen Eindruck hinterl\u00e4sst. Wieso aber ausgerechnet die in anderen Spielen akkurateste Knarre, das Sniper-Gewehr, in der virtuellen Realit\u00e4t mit seinem verwaschenen Visier herzlich ungeeignet ist, um die kaum erkennbaren Farbkl\u00f6tze in der Entfernung zu eliminieren, will sich mir nicht erschlie\u00dfen.

\n
\"[GUI_STATICIMAGE(setid=81017,id=92535808)]\"<\/figure>\n
Die Bossk\u00e4mpfe gehen in Ordnung. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nNeben den meist stur auf ihren Wegen laufenden Gegnern bekommt die Schie\u00dfbude auch noch Besuch von Geistern und Engeln. W\u00e4hrend man beim Abschuss der Geister Gold auf sein Konto gutgeschrieben bekommt, um sich zwischen den Abschnitten neue Wummen anschaffen zu k\u00f6nnen, kostet ein Engelstreffer satte 2000 Goldst\u00fccke – autsch. Das wird vor allem dann ein Problem, wenn Engel und Geister entweder \u00fcberlappen oder nur knapp voneinander entfernt sind und die Kugeln die gefl\u00fcgelten Himmelsboten treffen, obwohl man eigentlich sicher war, den Geist im Visier zu haben. Unter dem Strich w\u00e4re man mit Pixel Gear besser bedient gewesen, die Ballerei entweder in einer Sammlung oder als kostenlose Demo anzubieten. Denn letztlich kommt der Titel niemals \u00fcber einen Demo-Status hinaus.\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nSo sehr ich das Spielen in den vielen Welten der virtuellen Realit\u00e4t auch mag und so viel Freude ich an simplen Konzepten haben kann, so sehr ist Pixel Gear f\u00fcr mich in jedem Bereich zu reduziert. Das auf Pixelkunst getrimmte Design verliert in VR an Reiz – vielleicht, weil es nur drei Abschnitte gibt, die sich abseits der Farbgebung nicht deutlich genug voneinander unterscheiden. Vielleicht auch, weil es an Gegnervielfalt mangelt, die die Nonstop-Ballerei visuell reizvoll gestalten k\u00f6nnte. \u00dcberhaupt verbringe ich meine Zeit nicht gerne in Pixel Gear. Es ist zwar hinsichtlich der Bewegungs- sowie Treffererkennung sauber und mit den unterschiedlichen Waffen kommt tats\u00e4chlich ein Hauch von Variation auf. Doch unter dem Strich ist es einfach nur belanglos – zumal das Gesch\u00fctzturm-Konzept in dieser Form nicht von der Immersion profitiert, die die virtuelle Realit\u00e4t bieten kann. Vielleicht schafft es Serious Sam in seiner VR-Inkarnation, diese Mechanik mit mehr Leben zu f\u00fcllen. Doch Pixel Gear verliert f\u00fcr mich trotz sauberer Umsetzung schon w\u00e4hrend des ersten Abschnitts zu sehr an Reiz und kann diesen auch in den zwei anderen Levels nicht wieder aufbauen.\n<\/div>\n<\/div>\n\n\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
  • gute Bewegungserkennung<\/li>\n\n\n
  • saubere Treffer-Erkennung<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      \n
    • wenig Gegner<\/li>\n\n\n
    • und Levelvariation<\/li>\n\n\n
    • spartanische Inhalte<\/li>\n\n\n
    • biederes Pixelkunst<\/li>\n\n\n
    • Artdesign verliert in VR an Reiz<\/li>\n\n\n
    • simpel gestricktes Gegner<\/li>\n\n\n
    • Verhalten<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: 10,99 Euro<\/li>
      • Getestete Version: PSN Store Version<\/li>
      • Sprachen: Englisch<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Nein<\/li><\/ul><\/div><\/div>","protected":false},"excerpt":{"rendered":"

        Mit VR scheinen simple und mitunter l\u00e4ngst vergessene Spielkonzepte eine neue Daseinsberechtigung zu bekommen. Dazu geh\u00f6ren auch die “Gesch\u00fctzturm”-Shooter, zu denen man auch Pixel Gear z\u00e4hlen kann. Ob diese Variante des alten Moorhuhn-Prinzips in der virtuellen Realit\u00e4t tats\u00e4chlich zu neuer Faszination f\u00fchrt, kl\u00e4ren wir im Test.<\/p>\n","protected":false},"author":535,"featured_media":3028458,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_yoast_wpseo_title":"Pixel Gear - Test, Arcade-Action, PlayStation 4, PlayStation VR, Virtual Reality","_yoast_wpseo_metadesc":"Mit VR scheinen simple und mitunter l\u00e4ngst vergessene Spielkonzepte eine neue Daseinsberechtigung zu bekommen. Dazu geh\u00f6ren auch die "Gesch\u00fctzturm"-Shooter, zu denen man auch Pixel Gear z\u00e4hlen kann. 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