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{"id":3029195,"date":"2020-02-10T13:40:00","date_gmt":"2020-02-10T12:40:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/7th_sector\/3029195"},"modified":"2024-07-18T12:14:36","modified_gmt":"2024-07-18T10:14:36","slug":"7th_sector","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/7th_sector\/3029195","title":{"rendered":"7th Sector (Logik & Kreativit\u00e4t) – Cyberverkopft"},"content":{"rendered":"Kleines Licht auf Irrfahrt<\/strong>

7th Sector<\/a> macht zun\u00e4chst richtig neugierig: Oder wann habt ihr schonmal ein Spiel als schwarz flackernde Figur in einem Fernseher begonnen? Nur um dann ein paar Sekunden sp\u00e4ter als kleines Licht in Kabeln unterwegs zu sein? In diesem R\u00e4tselabenteuer seid ihr als blau glimmender Funken in einem dystopischen Szenario unterwegs. Und der kann im wahrsten Sinne des Wortes \u00fcberspringen: Haltet ihr den Knopf gedr\u00fcckt, k\u00f6nnt ihr von diversen Apparaten auf Kabel springen, weiter surfen und euch so einen Weg durch Flure, Zimmer und Au\u00dfenanlagen bahnen.

Zwar kann man auch einen Boost aktivieren, aber es geht hier nicht um Tempo und Flow, sondern um Gr\u00fcbelei und Gehirnschmalz: Um weiter zu kommen, m\u00fcsst ihr n\u00e4mlich nicht nur einfach Schalter umlegen oder Licht ausschalten, sondern in Ger\u00e4ten, die den Weg blockieren, diverse Logikr\u00e4tsel l\u00f6sen: Mal gilt es, Symbole richtig anzuordnen, mathematisch zu kombinieren oder bildhaft zu puzzeln, wobei einem die Umgebung meist subtil hilft. Sehr kreativ sind Problemstellungen, in denen man visuelle und akustische Hinweise richtig deuten bzw. kombinieren muss. Das macht gerade zu Beginn richtig Laune, weil die Anforderungen ebenso abwechslungsreich wie fordernd sind.

Stimmungsvolles Atmosph\u00e4re<\/strong>

\n
\"[GUI_STATICIMAGE(setid=85525,id=92583914)]\"<\/figure>\n
Man ist als Funke unterwegs und muss an Ger\u00e4ten knobeln. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nDie sph\u00e4rische Musik von Nobody’s Nail Machine und das industrielle Artdesign mit seinen Leucht- und Nebeleffekten im Dunkel sorgen dabei f\u00fcr eine bedrohliche Atmosph\u00e4re, auch wenn die Unity Engine hier und da mit Flackern & Co zu k\u00e4mpfen hat. Immer wieder wird durch Propeller oder Durchsagen, Poster, Roboter oder Schemen im Hintergrund die Kulisse eines \u00dcberwachungsstaates verst\u00e4rkt – so manches erinnert dabei an Oddworld. All das sorgt ohne Dialoge oder Storysequenzen f\u00fcr ein charmantes Cyberpunk-Flair. Aber je l\u00e4nger man sich so durch die R\u00e4ume zischt und knobelt, desto gleichf\u00f6rmiger wirkt das Szenario und desto nerviger wird das Spiel.

Steuerung tr\u00e4ge, Spieldesign verliert Fokus<\/strong>

Das liegt zum einen an der tr\u00e4gen Steuerung: Selbst mit Boost ist man zu langsam in den Kabeln unterwegs, zumal es einiges an repetitiven Strecken gibt, au\u00dferdem hakt es manchmal bei Abzweigungen. Zwar gibt es auch mal alternative Wege, aber letztlich bietet das Leveldesign auf dem Weg von A nach B kaum \u00dcberraschungen. Zum anderen sinkt die Motivation aufgrund des Spieldesigns, das v\u00f6llig ohne Grund auch auf Geschicklichkeitseinlagen und Physikspielereien setzt. Anstatt sich weiter auf R\u00e4tsel zu konzentrieren, muss man pl\u00f6tzlich wie in einem Jump’n Run durch flackernde Monitore hetzen – mit einem minimalen Zeitfenster und viel Trial&Error. Hier verpasst man es auch noch, den m\u00f6glichen Sprint anzuzeigen…

\n
\"[GUI_STATICIMAGE(setid=85525,id=92583909)]\"<\/figure>\n
Unn\u00f6tig nervig wird es, wenn Action und Physikeinlagen hinzu kommen. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nZwar freut man sich dar\u00fcber, dass man nicht nur als flackernder humaner Schatten oder Kabelfunke, sondern auch mal als robotischer Ball oder Modellauto unterwegs ist, aber auch hier verliert das Spieldesign, das bis dato so tolle Knobelsituationen anbot, den Fokus: Da muss ich als ferngesteuertes Auto ein paar Dosen in einen Fahrstuhl bugsieren, was einfach nur nervig ist und auch noch zum Neustart zwingen kann, wenn das Auto hinter einer T\u00fcr verschwindet und man es blind aus dieser gef\u00fchlten Sackgasse heraus bewegen soll. Die Freude \u00fcber kreatives R\u00e4tseln wich immer mehr dem Frust \u00fcber unn\u00f6tige und schlecht designte Actioneinlagen.
\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nSchade, da war mehr drin! Auch wenn mich 7th Sector zun\u00e4chst neugierig gemacht hat, weil es als “Cyberpunk-Abenteuer” angek\u00fcndigt wurde und mich ein wenig an Oddworld erinnerte, verliert es in den knapp vier Stunden leider schnell seine Anziehungskraft. Anstatt sich komplett auf kreative R\u00e4tsel zu konzentrieren, die f\u00fcr angenehm fordernde, aber immer logische Unterhaltung sorgen und mich in stimmungsvoller dystopischer Kulisse gr\u00fcbeln lassen, wird man pl\u00f6tzlich mit Actioneinlagen konfrontiert. Angesichts der tr\u00e4gen Steuerung und der nervigen Situationen, die sich aus engen Zeitfenstern und hakeligen Physikspielereien ergeben, ertappt man sich immer \u00f6fter beim Fluchen – hier hat das Spieldesign einfach den Fokus verloren. Aufgrund einiger charmanter Momente, alternativer Wege und kreativer Ideen reicht es unterm Strich aber f\u00fcr eine befriedigende Wertung.
\n<\/div>\n<\/div>\n\n

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

Stimmungsvolles R\u00e4tsel-Abenteuer, das von \u00fcberfl\u00fcssigen Actioneinlagen und tr\u00e4ger Steuerung ausgebremst wird.<\/p><\/div><\/div>

Switch<\/div>
Switch<\/div><\/div>
\"\"<\/div>

Stimmungsvolles R\u00e4tsel-Abenteuer, das von \u00fcberfl\u00fcssigen Actioneinlagen und tr\u00e4ger Steuerung ausgebremst wird.<\/p><\/div><\/div>

One<\/div>
One<\/div><\/div>
\"\"<\/div>

Stimmungsvolles R\u00e4tsel-Abenteuer, das von \u00fcberfl\u00fcssigen Actioneinlagen und tr\u00e4ger Steuerung ausgebremst wird.<\/p><\/div><\/div>

Anzeige: 7th Sector – Special Limited Edition (PlayStation 4) kaufen bei \"Amazon<\/a><\/p>