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{"id":3028616,"date":"2017-05-10T14:57:00","date_gmt":"2017-05-10T12:57:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/butcher\/3028616"},"modified":"2024-07-18T12:12:12","modified_gmt":"2024-07-18T10:12:12","slug":"butcher","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/butcher\/3028616","title":{"rendered":"Butcher (Shooter) – Brachiales 2D-Quake"},"content":{"rendered":"Story? Braucht keiner…<\/strong>

Wei\u00df noch irgendjemand, wieso man bei Probotector (aka Contra) die Welt retten musste? Erinnert sich noch ein Spieler, wieso man in Doom oder Quake Jagd auf die B\u00f6sen machte? Wichtig war doch letztlich nur eines: Mit einer effizienten Kugel-vs-Kill-Ratio die Feinde auszul\u00f6schen. Auf ein \u00e4hnliches Konzept setzt auch Butcher, das bislang letzte Projekt des Indie-Teams von Transhuman Design (King Arthurs Gold). Man hat eigentlich keine Ahnung, wieso man als durchgeknallter Cyborg einen Krieg gegen die Menschheit f\u00fchrt. Man wei\u00df nicht, wer ihn begonnen hat oder was der Ausl\u00f6ser war. Man wei\u00df nur, dass man ihn zu Ende bringen wird. Koste es, was es wolle. Oder, dass man auf dem Weg dorthin selbst ausgel\u00f6scht wird.

\n
\"[GUI_STATICIMAGE(setid=81706,id=92542991)]\"<\/figure>\n
Auf den ersten Blick hat Butcher gar nicht so viel mit den Action-Klassikern aus den 90ern wie Quake zu tun – doch schon bald werden die Einfl\u00fcsse sp\u00fcrbar. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nUnd das wird in dieser als 2D-Shooter mit Twinstick-Steuerung konzipierten Action h\u00e4ufig passieren. Man wird abgeschossen. Man sch\u00e4tzt einen Sprung falsch ein und landet in der Lava. Man wird abgeschossen. Man wird von Fallen in der Umgebung ger\u00f6stet, zerquetscht oder zers\u00e4gt. Man wird abgeschossen. Und in die Luft gesprengt. Wieder und wieder. Es sei denn, man entscheidet sich f\u00fcr den “Casual”-Schwierigkeitsgrad (“I Cry When I Die”), bei dem man deutlich weniger Gesundheit bei Treffern verliert oder die Gegneranzahl leicht verringert ist. Doch selbst in diesem Puschel-Modus wird man auf die eine oder andere Situation treffen, in der man sich nur mit einem herzhaften Fluchen zu helfen wei\u00df, bevor man einen neuen Versuch unternimmt. Und auf den Stufen “Hard” (Standard), “Harder”, “The Hardest” und dem erst freizuschaltenden “Impossible” sieht man zunehmend kein Land mehr – selbst und gerade weil jeder der sorgsam von Hand gestalteten Abschnitte samt Arenen und Sprungsequenzen theoretisch im Schnitt in etwa zwei bis dreieinhalb Minuten erledigt sein kann.

Gorefest wie in der guten alten Zeit<\/strong>

\n
\"[GUI_STATICIMAGE(setid=81706,id=92542996)]\"<\/figure>\n
Neben d\u00fcsteren Farben dominiert Zinnoberrot die Palette. Und Gegner als “Farbeimer” gibt es genug… \u00a9 4P\/Screenshot<\/div>\n<\/div>\nDoch die Minimalzeit von etwa einer Stunde, die man f\u00fcr einen erfolgreichen Durchlauf veranschlagen sollte, ist (auf jeder Stufe abseits von Casual) utopisches Wunschdenken. Trotz minimaler Respawn-Zeit habe ich \u00fcber zwei herzhaft schimpfende Stunden vor dem Bildschirm verbracht, bis ich den letzten Abschnitt mit M\u00fch und Not hinter mich gebracht habe. Und nachdem sich die Ratio Fluchen gegen\u00fcber Spielzeit mit den h\u00f6heren Schwierigkeitsstufen deutlich Richtung Ersterem verschiebt, habe ich irgendwann die Segel gestrichen. Doch bis dahin konnte ich mich an der aufs Wesentliche reduzierte Visualisierung der Daueraction erfreuen, die mit ihrer graubraunen, gelegentlich mit gr\u00fcnen Einsprengseln versehenen Farbgebung an ids Quake erinnert. Aber es gibt noch eine andere dominierende Farbe: Zinnoberrot. Ausgesch\u00fcttet in pixeligen Hektolitern sorgen die Waffen von Schrotflinte \u00fcber den Flammenwerfer bis zur Railgun daf\u00fcr, dass die Gegner nicht nur vollkommen \u00fcbertrieben in Font\u00e4nen oder wie eine getroffene Wassermelone das Zeitliche segnen. Der Abschnitt wird durch die eisenhaltige Farbe nachhaltig eingef\u00e4rbt. Und ja: Nat\u00fcrlich gibt es auch eine Kettens\u00e4ge\u2026

Und das alles passiert zu einem treibenden Soundtrack, der ebenfalls als Hommage an die Quake-Musik gesehen werden d\u00fcrfte, die ja bekanntlich von Nine \u2013Inch-Nails-Frontmann Trent Reznor stammte und die Basis f\u00fcr die d\u00fcstere Atmosph\u00e4re legte. Zusammen mit den mitunter ins Mark gehenden Schreien der Opfer sowie den knackigen Ballerger\u00e4uschen verfehlt die Akustik auch hier nicht ihren Zweck: Sie unterst\u00fctzt eingehend die bedr\u00fcckende Atmosph\u00e4re, die sich auch bedingt durch die unklar bleibende Motivation des Protagonisten entwickelt. Schade ist allerdings, dass sich mechanisch trotz cleveren Leveldesigns und konventionellen Schalterr\u00e4tseln relativ schnell eine gewisse Routine einstellt, die zu selten aufgebrochen wird – so etwa, wenn man vor einem S\u00e4geblatt fliehen muss, das alles in seinem Weg zerlegt. Oder wenn man in einer Arena nicht nur mit den Gegnern, sondern auch mit einer Mischung aus Kreiss\u00e4ge und Cyberspinne fertig werden muss.\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nButcher ist das Ergebnis, wenn sich die Eltern Quake und Contra f\u00fcr Marcus Fenix als Kinderm\u00e4dchen entscheiden. Es ist laut. Es ist blutig. Es ist bockschwer. Zwar kann man sich bei dem 2D-Actionplattformer mit seiner punktgenauen Twinstick-Steuerung und dem 8-Bit-Design auch f\u00fcr den Schwierigkeitsgrad \u201eCasual\u201c entscheiden.\u00a0 Doch damit d\u00fcrfte jeder Actionspieler, der etwas auf sich h\u00e4lt, Schwierigkeiten bekommen, sich guten Gewissens im Spiegel betrachten zu k\u00f6nnen. Dann doch lieber sterben, fluchen, einen Neuanfang unternehmen, wieder sterben, fluchen, usw. Bei dem zweidimensionalen Pixel-Aussehen sorgt sowohl die graubraune Farbgebung als auch der treibende Soundtrack umgehend f\u00fcr Quake-Assoziationen, wobei generell das gesamte Projekt als Retro-Hommage an die id-Shooter der 90er Jahre betrachtet werden kann. Auf Dauer vermisse ich zwar Abwechslung ebenso wie Highscore-Listen, doch die gut 20 Abschnitte bieten ebenso brachiale wie solide Unterhaltung zu einem fairen Preis.\n<\/div>\n<\/div>\n\n

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

Solide sowie gleicherma\u00dfen brachiale Plattform-Action, die ihre Inspiration bei Shootern der 90er Jahre zieht.<\/p><\/div><\/div>

PS4<\/div>
PS4<\/div><\/div>
\"\"<\/div>

Solide sowie gleicherma\u00dfen brachiale Plattform-Action, die ihre Inspiration bei Shootern der 90er Jahre zieht.<\/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
  • punktgenaue Steuerung<\/li>\n\n\n
  • d\u00fcsteres Pixeldesign<\/li>\n\n\n
  • treibende Hommage an Trent Reznors Quake-Soundtrack<\/li>\n\n\n
  • knackige Soundeffekte<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      \n
    • mitunter frustrierend hohes Anforderungsprofil<\/li>\n\n\n
    • zu wenig Abwechslung im Spieldesign<\/li>\n\n\n
    • keine Highscore<\/li>\n\n\n
    • Listen<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: ca. 10 Euro<\/li>
      • Getestete Version: Store-Version<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Nein<\/li><\/ul><\/div>

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

          Der klassische Shooter alter Schule steht nicht nur dank Doom oder Shadow Warrior wieder voll im Saft. Auch die “kleinen” Projekte bedienen sich immer wieder bei Titeln von id Software oder 3DRealms. Wie z.B. die j\u00fcngst auf PS4 und One ver\u00f6ffentlichte Pixelkunst-Ballerei Butcher, die mit einer d\u00fcsteren Atmosph\u00e4re, einem hohen Anforderungsprofil und Gore den Schulterschluss zu den Klassikern sucht. Welchen Eindruck die 2D-Action hinterl\u00e4sst, kl\u00e4ren wir im Test.<\/p>\n","protected":false},"author":535,"featured_media":3028620,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_yoast_wpseo_title":"Butcher - Test, Shooter, PlayStation 4 PSN, Xbox One XBL","_yoast_wpseo_metadesc":"Der klassische Shooter alter Schule steht nicht nur dank Doom oder Shadow Warrior wieder voll im Saft. Auch die "kleinen" Projekte bedienen sich immer wieder bei Titeln von id Software oder 3DRealms. 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