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{"id":3028459,"date":"2016-12-05T16:25:00","date_gmt":"2016-12-05T15:25:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/i_expect_you_to_die\/3028459"},"modified":"2024-07-18T12:10:54","modified_gmt":"2024-07-18T10:10:54","slug":"i_expect_you_to_die","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/i_expect_you_to_die\/3028459","title":{"rendered":"I Expect You to Die (Logik & Kreativit\u00e4t) – “Escape the Room” in VR"},"content":{"rendered":"

So viele Tode…<\/strong><\/p>\n

\u00a0<\/p>\n

In der realen Welt erleben so genannte \u201eEscape the room\u201c-Spiele in letzter Zeit einen respektablen Beliebtheitsschub. Passend dazu kommt eine der ersten VR-Umsetzungen des Konzepts von einem Entwickler, der auch Attraktionen f\u00fcr Parks und Freizeiteinrichtungen entwickelt. Als Geheimagent muss man sich aus einer Reihe brenzliger Situationen befreien, um inmitten feindlicher Anlagen die Weltherrschaftspl\u00e4ne des Superschurken Dr. Zor zu durchkreuzen. So schmuggelt man sich z.B. als Fensterputzer vor die Fassade eines Labors, in dem an einer verheerenden Biowaffe gearbeitet wird. Schie\u00dft man mit der schallged\u00e4mpften Pistole die Scheibe in St\u00fccke, wird der Raum danach nat\u00fcrlich standesgem\u00e4\u00df mit sich kreuzenden Laserstrahlen vor Eindringlingen gesch\u00fctzt. Gut also, dass man geheime telekinetische F\u00e4higkeiten mitbringt und mit Hilfe eines leuchtenden Strahls Objekte zu sich heran ziehen kann. Damit der Alarm deaktiviert bleibt, schnappt man sich vorher den Zerst\u00e4uber des Fensterputzers, so dass die Laserstrahlen kurzzeitig durch den Dampf sichtbar werden. Als n\u00e4chstes mogelt man mit vorsichtigen Bewegungen allerhand Dokumente und Karten zu sich auf die Plattform \u2013 im Slalom durch die Lichtstrahlen.<\/p>\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=81016,id=92535798)]\"<\/figure>\n
Zeit f\u00fcrs Mixen des Gegengifts. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nDabei wird deutlich, wie gut die Steuerung auf die Bewegungs-Controller Oculus Touch zugeschnitten wurde. Das st\u00e4ndige Greifen, Ziehen und Drehen von Hebeln und Werkzeugen geht intuitiv von der Hand. Die zwei Sensor-Kameras erfassen meist genug, um vor und neben sich mit den Armen nach Objekten zu greifen, allerlei Klappen zu \u00f6ffnen, an R\u00e4dchen zu drehen und anderweitig herumzupfuschen. Komplett nach hinten muss man sich meist nicht umdrehen, also landet man dort auch nicht im toten Winkel der Sensoren. Wenn eine wichtige Karte direkt vor einem auf dem Boden liegt, kann es aber schon einmal passieren, dass die Sichtlinie unterbrochen wird und die virtuellen Handschuhe ein wenig zucken, herumspinnen oder h\u00e4ngen bleiben. Alternativ l\u00e4sst sich der Ziel-Cursor auch per Kopftracking bewegen, w\u00e4hrend der Rest mit dem Controller der Xbox One oder der Maus gesteuert wird. Auch das klappt recht passabel, am meisten Spa\u00df und Immersion entsteht aber mit den Touch-Controllern.\n

\u00a0<\/p>\n

…so wenig Zeit<\/strong><\/p>\n

\u00a0<\/p>\n

Immer wieder muss man mit Hilfe von geschickt versteckten Hinweisen Chemikalien brauen oder Bomben entsch\u00e4rfen, manchmal sogar unter dem Zeitdruck eines Countdown-Timers. Meist fliegt einem das Sammelsurium aus Handgranaten, Fallen und anderen Gemeinheiten erst einmal um die Ohren. Per Funk werden die Experimente von den s\u00fcffisanten Kommentaren des Auftraggebers begleitet. Seine Spr\u00fcche lockern die Puzzles mit einsteigerfreundlichem Schwierigkeitsgrad sch\u00f6n auf. Auch \u00fcberraschende Wendungen tragen viel dazu bei, dass die R\u00e4tsel in dem eigentlich statischen Raum (man bewegt sich nicht vom Fleck) dynamischer wirken. Immer wieder bauen sich vor den eigenen Augen neue abenteuerliche Maschinen des hinterh\u00e4ltigen Superhirns auf.<\/p>\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=81016,id=92535803)]\"<\/figure>\n
Vorsicht, Feuerteufel! \u00a9 4P\/Screenshot<\/div>\n<\/div>\nIch will nicht zu viel vorwegnehmen, aber die Entwickler haben eine sch\u00f6ne Mischung unterschiedlicher Aufgaben gefunden, bei denen die spielerische Neugier fast immer die Spannung aufrecht h\u00e4lt. Hier noch ein paar Objekte aus dem Regal ziehen, dort ein wenig z\u00fcndeln \u2013 und irgendwann kommt immer der rettende Einfall. Ein wenig nervig ist allerdings, dass man manche Puzzles zu Beginn eines Raums teils zehnfach wiederholen muss, weil es in den Levels keine Speicherpunkte gibt. Au\u00dferdem ist man grob gesch\u00e4tzt nur knapp zwei Stunden lang besch\u00e4ftigt \u2013 je nach Knobelgeschick auch k\u00fcrzer oder l\u00e4nger. Im Prinzip lassen sich die vier Levels in wenigen Minuten durchzocken. Da man meist erst eine Weile experimentiert und nach zahlreichen Toden viel wiederholen muss, nimmt der erste Anlauf aber deutlich mehr Zeit in Anspruch. Nach dem Durchspielen kann man sich lediglich noch mit der Jagd nach weltweiten Bestzeiten besch\u00e4ftigen \u2013 oder man begibt sich auf die Suche nach kleinen Geheimnissen in den Kulissen, so dass eine kleine Fanfare ert\u00f6nt. So kann man sich z.B. in einer H\u00fctte des B\u00f6sewichts erst einmal einen Hut aufsetzen und standesgem\u00e4\u00df eine Zigarre schm\u00f6ken. Oder man versch\u00fcttet wertvollen Scotch \u00fcber dem Kamin, um den Auftraggeber zu triezen, der nebenbei offenbar Spirituosenliebhaber ist. Auch ein kleiner Audiokommentar zu Herausforderungen bei der Entwicklung ist enthalten.\n

\u00a0<\/p>\n\n

\n
\n

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

Mein Gl\u00fcckwunsch an Schell Games: I Expect You To Die ist ein richtig unterhaltsames R\u00e4tselabenteuer geworden. Das \u201eEscape the Room\u201c-Prinzip passt mit seinen \u00fcberschaubaren Arealen prima zu VR, zumal man mit den Bewegungscontrollern Oculus Touch intuitiv zwischen all den Maschinen und Fallen des gemeingef\u00e4hrlichen Dr. Zor herumpfuschen kann. Auch die Stimmung fr\u00fcher James-Bond-Filme wird sehr sch\u00f6n eingefangen und charmant auf die Schippe genommen. Schade nur, dass die vier kurzen Levels so schnell vorbei sind. Mit Speicherpunkten w\u00e4re die Spielzeit wahrscheinlich noch weiter geschrumpft: Da sie fehlen, strapaziert das st\u00e4ndige Wiederholen schon gel\u00f6ster Puzzles mitunter die Nerven. Davon abgesehen bekommt man mit dem Spiel aber eine sch\u00f6ne und sehr vereinnahmende Knobelerfahrung, in der man die Au\u00dfenwelt schnell vergisst. Ich freue mich schon auf weitere R\u00e4ume und fiese Fallen im bereits angek\u00fcndigten Nachfolger.<\/p>\n<\/div>\n<\/div>\n\n

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

Charmante Fluchtpuzzles, die toll auf VR und die M\u00f6glichkeiten der Bewegungssteuerung zugeschnitten wurden.<\/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
  • logisch auf Bewegungscontroller abgestimmte Fluchtr\u00e4tsel<\/li>\n\n\n
  • charmante Pr\u00e4sentation im fr\u00fchen James-Bond-Stil<\/li>\n\n\n
  • sympathischer englischer Auftraggeber mit schwarzem Humor<\/li>\n\n\n
  • viele manipulierbare Objekte mit netten kleine Geheimnissen<\/li>\n\n\n
  • beschwingter Soundtrack<\/li>\n\n\n
  • auch alternative Steuerungsmethoden funktionieren ordentlich<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      \n
    • mickriger Umfang mit nur vier kurzen Missionen<\/li>\n\n\n
    • fehlende Speicherpunkte f\u00fchren zu nervigen Wiederholungen schon gel\u00f6ster Puzzles<\/li>\n\n\n
    • Bedienung am unteren Rand der Areale mitunter etwas fummelig<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n
      <\/div>","protected":false},"excerpt":{"rendered":"

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