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{"id":3028579,"date":"2017-08-04T16:00:00","date_gmt":"2017-08-04T14:00:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/theseus\/3028579"},"modified":"2024-07-18T12:12:06","modified_gmt":"2024-07-18T10:12:06","slug":"theseus","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/theseus\/3028579","title":{"rendered":"Theseus (Action-Adventure) – Verkorkste Flucht aus dem Labyrinth"},"content":{"rendered":"Alles etwas anders<\/strong>

Denkt man an klassische griechische Mythologie gepaart mit PlayStation, landet man eher fr\u00fcher als sp\u00e4ter bei Kratos und der God-of-War-Serie. Das VR-Abenteuer Theseus erinnert in Grundz\u00fcgen ebenfalls an die ruhmreiche Serie, die auf der PlayStation 4 zumindest erz\u00e4hlerisch eine neue Richtung einschlagen wird. Allerdings h\u00f6rt die \u00c4hnlichkeit hier schon auf. Denn sowohl bei der Struktur der Auseinandersetzungen als auch der allgemeinen mechanischen Ausrichtung geht Theseus einen anderen Weg.\u00a0 Es ist weniger ein God of War in VR (was ich allerdings bevorzugt h\u00e4tte) als vielmehr eine Mischung aus Schleichelementen, simplen Kletterpassagen sowie erz\u00e4hlerischen Momenten, die von gelegentlichen Gefechten unterbrochen werden.

\n
\"[GUI_STATICIMAGE(setid=82422,id=92550397)]\"<\/figure>\n
Die Kulisse kann immer wieder genau die Glanzpunkte setzen, die spielmechanisch verloren gehen. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nDas Labyrinth, in dem der Minotaurus Ariadne gefangen h\u00e4lt, wirkt mit seinen wuchtigen Ruinen gleicherma\u00dfen pomp\u00f6s wie bedrohlich und wird neben dem turmhohen Stierwesen, das hier herrscht und zum zentralen Element der 3D-Effekte wird, zum geheimen Hauptdarsteller. Theseus als Hauptfigur bleibt dagegen viel zu blass, zu undefiniert und wirkt erschreckend austauschbar, so dass mir auch sein \u00dcberleben im Rahmen der Gefechte irgendwann am verl\u00e4ngerten R\u00fcckgrat vorbeiging. Abgesehen davon, dass man meist mit simplem Knopfh\u00e4mmern (unterbrochen von einer sporadischen Ausweichrolle) ans Ziel kommt, sind die K\u00e4mpfe aber weder wuchtig noch herausfordernd. Zudem werden die \u00fcbrigen Spielelemente allesamt nicht sauber zusammengef\u00fchrt und leiden dar\u00fcber hinaus unter einer uneinheitlichen Kameraf\u00fchrung. Dabei hatte zum Start von Oculus Rift (und damit nur kurz nach dem Beginn der modernen VR-\u00c4ra Insomniac mit Edge of Nowhere<\/a> ein \u00e4hnliches Konzept verfolgt: Ein Schulterperspektiven-Abenteuer, in dem man \u00fcber behutsame sowie nur selten Bewegungskrankheit induzierende Kameraeinstellungen Atmosph\u00e4re aufbaut und geschickt die virtuelle Realit\u00e4t nutzt, um Spannung und Immersion auch ohne Egosicht zu erh\u00f6hen.

Nicht f\u00fcr VR gemacht<\/strong>

Forge Reply macht bei der Inszenierung jedoch immer wieder Fehler, die nicht einmal Regieanf\u00e4ngern unterlaufen. Anstatt die sehr h\u00e4ufig feste Kameraposition, die man per Kopfbewegung schwenkt, als dramaturgisches Mittel zu nutzen, um z.B. Spannung zu erh\u00f6hen, wird der Spieler durch Kamera- und Achsenspr\u00fcnge \u00fcberfordert, die einen nur verwirren und bei einem Projekt der Filmhochschule vermutlich daf\u00fcr sorgen w\u00fcrden, dass der Regiestudent umgehend in einem hohen Bogen von der Schule fliegt. Sehr schade dabei: Es f\u00fchlt sich nicht einmal so an, als ob man damit die Auswirkungen des Labyrinths darstellen wollte. Es wirkt einfach nur ungeschickt und im schlimmsten Fall st\u00fcmperhaft. Denn wenn man in einer Einstellung die Figur von rechts nach links verfolgt, die Ansicht sich in der n\u00e4chsten Perspektive mit einer sich in einheitlicher Entfernung zu Theseus hinter ihm bewegt wie bei klassischer Third-Person-Action, nur um dann im n\u00e4chsten Raum in eine extreme \u00dcberkopfkamera umzuschalten, bevor man im darauf folgenden Bereich erst einmal suchen muss, wo Theseus sich \u00fcberhaupt befindet, zieht das einen mehr und mehr aus der Atmosph\u00e4re heraus, die von Musik und vor allem der Kulisse mit ihrem, d\u00fcsteren Artdesign aufgebaut wird. Wo andere Spiele im Laufe der letzten zw\u00f6lf Monate durch eine gesteigerte\n
\"[GUI_STATICIMAGE(setid=82422,id=92550401)]\"<\/figure>\n
Die Begegnungen mit dem Minotaurus geh\u00f6ren zu den wenigen dramaturgischen H\u00f6hepunkten. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nImmersion gezeigt haben, dass auch “altbackene” Konzepte in VR neue Anreize bieten k\u00f6nnen, tut Theseus fast alles in seiner Macht stehende, um Immersion zu zerst\u00f6ren.

Denn die Kameraperspektiven sind das eine. Das andere sind die oberfl\u00e4chlichen Schleichmechanismen, die nicht auf besonders schlaues Ausnutzen von Ablenkung oder Deckung setzen, sondern simplen Timing-Vorgaben folgen. Dass die Spannung entsprechend sinkt, wenn ich nicht auf das Verhalten des mich verfolgenden Minotauren achten muss, sondern statt dessen die Sekunden z\u00e4hle, bis ich rauskommen und mich zum Schalter bewegen kann, ist klar. Dass die Motivation gedr\u00fcckt wird, wenn ich mich nur um eine halbe Sekunde vertue und mich der imposant inszenierte Gegner mit nur einem Schlag niederstreckt und ich am letzten der fair gesetzten Kontrollpunkte wieder aufwache, ist ebenso logisch. Simple K\u00e4mpfe auf der einen, zu h\u00e4ufig frustrierendes Trial & Error auf der anderen sowie verwirrende Kameraf\u00fchrung auf der letzten Seite ist eine missgl\u00fcckte Kombination. Und dagegen hat es selbst die zwar (auch auf PS4 Pro) von st\u00f6renden Kanten und gelegentlichen Clipping-Problemen geplagte, aber letztlich doch ansehnliche Kulisse sehr schwer.\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nEin klassisches Action-Adventure in virtueller Realit\u00e4t kann funktionieren, wie u.a. Insomniac mit Edge of Nowhere bewiesen hat. Dazu muss man das Medium VR mit seinen M\u00f6glichkeiten allerdings verstehen. Doch dieser Abstecher in das Labyrinth des Minotaurus wirkt von Anfang bis Ende, als ob man ein “normales” Spiel genommen und die ohnehin mit verwirrenden Spr\u00fcngen versehenen festen Kamerapositionen einfach durch den Blick in das Headset ersetzt hat. Abgesehen von den Begegnungen, die man mit dem bedrohlichen Minotaurus hat, ist die Immersion nicht h\u00f6her als bei einem Spiel ohne VR. Und verglichen mit dem, was andere (auch Indie-) Produktionen in den Bereichen Kampf, Schleichen und Klettern in den letzten Monaten und Jahren geleistet haben, ist Theseus unterdurchschnittlich. Einzig das audiovisuelle Design kann einige Glanzpunkte setzen. Doch die verblassen angesichts der spielmechanischen und vor allem dramaturgischen Konzeptlosigkeit.\n<\/div>\n<\/div>\n\n

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

Abseits des audiovisuellen Designs ist Theseus Kampf gegen den Minotaurus ein schwaches Action-Adventure, welches das Medium VR viel zu selten ausreizt.<\/p><\/div><\/div>

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

Abseits des audiovisuellen Designs ist Theseus Kampf gegen den Minotaurus ein schwaches Action-Adventure, welches das Medium VR viel zu selten ausreizt.<\/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
  • eindrucksvolle Ruinen als Schaupl\u00e4tze<\/li>\n\n\n
  • spannende Begegnungen mit dem Minotaurus<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      \n
    • verwirrende Kameraf\u00fchrung<\/li>\n\n\n
    • schwache Kampfmechanik<\/li>\n\n\n
    • h\u00f6chst oberfl\u00e4chliches Schleichen<\/li>\n\n\n
    • banales Klettern<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: ca. 20 Euro<\/li>
      • Getestete Version: Store-Version<\/li>
      • Sprachen: Sprache: Englisch, Texte: Deutsch, u.a.<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Nein<\/li><\/ul><\/div><\/div>","protected":false},"excerpt":{"rendered":"

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