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{"id":3028594,"date":"2017-02-23T15:08:00","date_gmt":"2017-02-23T14:08:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/proton_pulse_plus\/3028594"},"modified":"2024-07-18T12:12:09","modified_gmt":"2024-07-18T10:12:09","slug":"proton_pulse_plus","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/proton_pulse_plus\/3028594","title":{"rendered":"Proton Pulse Plus (Arcade-Action) – Ausbruchsversuche"},"content":{"rendered":"Modernes Arkanoid<\/strong>

F\u00fcr mich ist Arkanoid der beste Breakout-Klon aller Zeiten. Ich habe Stunde um Stunde in die Zerst\u00f6rung der bunten Steine gesteckt, mich wieder und wieder daran versucht, den Schl\u00e4ger am unteren Rand so pixelgenau zu platzieren, wie es der C-64 seinerzeit zulie\u00df. Und ich habe den grandiosen Soundtrack genossen, f\u00fcr den seinerzeit Martin Galway verantwortlich zeichnete. Dementsprechend schlug mein Retro-Herz etwas schneller, als ich in der VR-Sektion des PlayStation Stores Proton Pulse Plus des Indie-Studios ZeroTransform entdeckte. Etwa eine Stunde sp\u00e4ter war das Vergn\u00fcgen zwar bereits schon wieder vorbei. Doch was war das f\u00fcr eine Stunde! Vom ersten Moment an treibt der Chiptune-Soundtrack von Jake Kaufman (Shovel Knight, Red Faction Guerilla, Crypt of the NecroDancer Remix) den Puls nach oben (auch wenn er dynamischer sein und sich an den Spielverlauf anpassen k\u00f6nnte), w\u00e4hrend man \u00fcber etwas mehr als 50 Abschnitte hinweg versucht, die vor einem aufgebauten Kl\u00f6tze zu treffen und damit aus dem Weg zu r\u00e4umen.

\n
\"[GUI_STATICIMAGE(setid=81519,id=92540917)]\"<\/figure>\n
Ach ja? Das werden wir ja sehen… \u00a9 4P\/Screenshot<\/div>\n<\/div>\nWie fr\u00fcher hat man dazu einen Schl\u00e4ger zur Verf\u00fcgung, den man im Wesentlichen gem\u00e4\u00df der Formel “Einfallswinkel gleich Ausfallswinkel” nutzen kann, um den Energieball abprallen zu lassen. Dieser rechteckige Schl\u00e4ger, der in VR gesch\u00e4tzt etwa einen Quadratmeter Fl\u00e4che aufweist, wird \u00fcber die sehr akkurat erfasste Kopfbewegung gesteuert. \u00dcbrigens braucht man sich in den variantenreich designten R\u00e4umen keine Gedanken machen, wenn man mit dem Schl\u00e4ger W\u00e4nde, Boden oder Decke ber\u00fchrt. Man wird nicht gebremst, was hinter der Brille f\u00fcr eine leichte Desorientierung f\u00fchren k\u00f6nnte, wenn der Kopf eine Bewegung vollf\u00fchrt, die vom Schl\u00e4ger auf dem Bildschirm nicht umgesetzt wird. Stattdessen \u201eversinkt\u201c die verglaste, leicht durchsichtige Fl\u00e4che in der Umgebung.

Mit Schnitt und Gl\u00fcck<\/strong>

Dies wird vor allem auch dann wichtig, wenn man den Ball mit einer Kopfbewegung anschneidet, um in einer schicken Kurve um ein Hindernis herum zu fliegen oder wenn man die \u00e4u\u00dferste Schl\u00e4gerecke verwendet, damit man mit einem sorgsam gezielten Abpraller den letzten Stein vernichten kann. Ja: Es sieht unsauber aus, wenn man durch die W\u00e4nde hindurch gleitet. Aber es f\u00fchlt sich richtig an – und das ist mir letztlich wichtiger. Zus\u00e4tzlich kann man \u00fcber einen Move-Controller einen “richtigen” Schl\u00e4ger (mit Griff und so) aktivieren, der\n
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\u00dcber das Raumlayout und die Anordnung der abzur\u00e4umenden Steine wird f\u00fcr Abwechslung gesorgt. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nden auf seiner Ebene verschiebbaren ersetzt und ebenfalls akkurates Zielen erm\u00f6glicht. Dar\u00fcberhinaus kann man hier mit einer schwungvollen Bewegung die Geschwindigkeit modifizieren, wobei dies eher zum Nachteil des Spielers wird, da man f\u00fcr das Tempo Genauigkeit opfern muss.

Das Spiel ist \u00fcber zwei Drittel etwas zu leicht, da erst die letzte der drei Welten anspruchsvoller wird und man bis dahin genug Leben zur Verf\u00fcgung hat. Dennoch macht es Spa\u00df, sich durch die neonbunten R\u00e4ume zu “kugeln” und den cleveren Designs zu stellen. Explosive Steine r\u00e4umen ganze Mauern aus dem Weg, man kann Mehrfachb\u00e4lle aktivieren oder hat statt des Energieballes eine Stahlkugel zur Verf\u00fcgung, die alles in ihrem Weg abr\u00e4umt – vor allem, wenn man sie mit einem weiteren Extra auf ihre dreifache Gr\u00f6\u00dfe aufpumpt. Sp\u00e4ter kommen noch Teleport-Stationen hinzu, die die Kugel in ansonsten unerreichbare Areale bringen. Man kann ein Update sammeln, das nicht nur die Schl\u00e4gerfl\u00e4che vergr\u00f6\u00dfert, sondern auch Laser zur Verf\u00fcgung stellt, die in regelm\u00e4\u00dfigen Abst\u00e4nden feuern. Und es gibt am Ende jeder Welt einen Boss, der zig mal getroffen werden muss, bevor er das n\u00e4chste Gebiet bzw. den Abspann freischaltet. Sprich: Im Rahmen der bescheidenen “Breakout”-M\u00f6glichkeiten wird eine Menge Abwechslung geboten.

Partikel und Zeitlupe<\/strong>

\n
\"[GUI_STATICIMAGE(setid=81519,id=92540920)]\"<\/figure>\n
Das Artdesign von Proton Pulse Plus zeigt sich futuristisch und neonverliebt. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nDa Proton Pulse Plus ohnehin \u00fcber weite Teile ein niedriges Anforderungsprofil hat, h\u00e4tte es die tempor\u00e4re Zeitlupe gar nicht gebraucht. Andererseits ist sie technisch ansprechend umgesetzt, wenn gleichzeitig auch die Musik in einen “Slomo-Modus” geschaltet wird und die reichhaltigen Partikeleffekte das Innere der Brille erleuchten, bevor die Normal-Geschwindigkeit wieder einsetzt. \u00dcberhaupt hinterl\u00e4sst das minimaliste Neon-Design einen guten Eindruck. Ich h\u00e4tte mir zwar gew\u00fcnscht, dass auf der PlayStation 4 Pro Supersampling eingesetzt w\u00fcrde, um die leider doch deutlich sichtbaren Kanten bei den abzur\u00e4umenden Bl\u00f6cken auszuradieren. Doch die Optimierung f\u00fcr die leistungsst\u00e4rkere PS4-Variante fehlt – zumindest derzeit. Und wenn man schon an visuellen Verbesserungen sitzt: Die gelegentlich unsauberen, da ein paar Frames \u00fcberspringenden Fluganimationen des Balles beeinflussen zwar das Spiel in keiner Form, fallen hinter der VR-Brille aber unangenehm auf.\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nProton Pulse Plus schafft es nicht, den Klassiker Arkanoid als meinen absoluten Favoriten unter den Breakout-Klonen abzul\u00f6sen. Doch die etwa ein bis eineinhalb Stunden, die man mit den etwas \u00fcber 50 Abschnitten und Bossk\u00e4mpfen in drei Welten verbringen kann, bieten mit Effekten sowie treibenden Chiptune-Kompositionen gespickte Unterhaltung. Dabei ist nicht nur die Umsetzung in die dritte Dimension gelungen. Auch die VR-Einbindung und hier insbesondere die feinf\u00fchlige Steuerung \u00fcber akkurat erfasste Kopfbewegung kann sich sehen lassen. Auf gr\u00f6\u00dfere Bewegung im Raum muss man allerdings verzichten – es sei denn, man nutzt den zuschaltbaren “richtigen” Schl\u00e4ger, so dass leichte Seitw\u00e4rtsschritte n\u00f6tig sein k\u00f6nnen, um den Energieball nicht durchrutschen zu lassen. Obwohl das Leveldesign immer wieder \u00dcberraschungen zu bieten hat, bleibt Proton Pulse Plus \u00fcber einen Gro\u00dfteil der Spielzeit allerdings zu leicht, w\u00e4hrend die stimmungsvolle futuristische Kulisse mit Kantenbildung k\u00e4mpft.\n<\/div>\n<\/div>\n\n

Wertung<\/strong><\/h3>
PS4<\/div>
PS4<\/div><\/div>
\"\"<\/div>

Gelungene, aber letztlich zu kurze und anf\u00e4nglich sehr leichte Breakout-Variante in VR.<\/p><\/div><\/div>

PSVR<\/div>
PSVR<\/div><\/div>
\"\"<\/div>

Gelungene, aber letztlich zu kurze und anf\u00e4nglich sehr leichte Breakout-Variante in VR.<\/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
  • klasse Chiptune-Soundtrack<\/li>\n\n\n
  • sehr akkurate Steuerung des Schl\u00e4gers per Kopfbewegung<\/li>\n\n\n
  • abwechslungsreich designte R\u00e4ume <\/li>\n\n\n
  • einige Extras (z.B. Multiball, Laser, Schl\u00e4ger-Verbreiterung)<\/li>\n\n\n
  • schicke Partikeleffekte, coole Zeitlupe<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      \n
    • Kugelanimationen lassen gelegentlich ein paar Frames aus<\/li>\n\n\n
    • \u00fcber einen Gro\u00dfteil der \u00fcber 50 R\u00e4ume zu leicht<\/li>\n\n\n
    • Kantenbildung<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: 11,99 Euro<\/li>
      • Getestete Version: PSN Store Version<\/li>
      • Sprachen: Deutsch, Englisch, u.a.<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Nein<\/li><\/ul><\/div><\/div>","protected":false},"excerpt":{"rendered":"

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