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{"id":3029393,"date":"2020-02-12T14:51:00","date_gmt":"2020-02-12T13:51:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/code_shifter\/3029393"},"modified":"2024-07-18T12:15:08","modified_gmt":"2024-07-18T10:15:08","slug":"code_shifter","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/code_shifter\/3029393","title":{"rendered":"Code Shifter (Plattformer) – Kampf gegen verbuggte Spiele"},"content":{"rendered":"

Blitzstart<\/strong><\/p>\n

\u00a0<\/p>\n

Zwischen Ank\u00fcndigung und Ver\u00f6ffentlichtung von Code Shifter<\/a> lagen gerade nur drei Wochen. Eigentlich mal eine sch\u00f6ne Abwechslung: einen Titel, der das eigene Interesse per Trailer geweckt hat, binnen Monatsfrist schon unter die Lupe nehmen zu k\u00f6nnen. Womit diese Vorfreude erzeugt wurde? Mit einer pfiffigen Idee und charmant eingesetzten Pixeln!<\/p>\n

\u00a0<\/p>\n

Macher Arc System Works nimmt n\u00e4mlich die Spiele-Entwicklung selbst aufs Korn: Als Programmierin Stella geht man Kollegen zur Hand, die mit ihren Bugs nicht fertig werden. Nach dem ersten Schock, wie grauenvoll sich Stella im virtuellen Entwicklerstudio lenkt, geht es rasch ans Eingemachte. Der Kampf gegen die Programmfehler wird als 2D-Plattformer mit reichlich Handkanten-Einlagen inszeniert. Leider ist auch die Steuerung in den Action-Stages schwammig und ungenau – immer wieder st\u00fcrzt man gef\u00fchlt unverschuldet in den Tod oder wird von Gegnern erwischt, die man eigentlich umgehen wollte. Beim Zocken merkt man richtig, wie ungew\u00f6hnlich es heutzutage ist, dass ein Spiel mit derart schlechter Steuerung daherkommt – was zu 16- oder 32-Zeiten noch regelm\u00e4\u00dfig der Fall war, ist bei aktuellen Titeln zum Gl\u00fcck die Ausnahme. Dementsprechend will bei Code Shifter auch kein Spielfluss aufkommen: Die Stages sind zwar recht kurz und auch nicht wirklich schwer – hatte ich eine erfolgreich abgeschlossen, hielt sich die Lust aufs n\u00e4chste Level aber in sehr engen Grenzen. Daran sind nicht nur die Kontrollen schuld: Zu langweilig und uninspiriert sind die Plattformen platziert, zu vorhersehbar die Aufz\u00fcge und Portale, zu 08\/15 die Bossduelle.<\/p>\n

\u00a0<\/p>\n

Smalltalk<\/strong><\/p>\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=87585,id=92605887)]\"<\/figure>\n
Stella (links im Bild) stellt ihren Entwicklerkollegen ihre Idee gegen Bugs vor. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nZwischen den Stages stehen immer wieder Plaudereien in Textform an: Kleinere Dispute zwischen den Teammitgliedern, Hilferufe vom \u00fcberforderten Game Designer, Gespr\u00e4che unter Kollegen. Klingt ein bisschen langweilig und ist es leider auch – das st\u00e4ndige \u201eStella, kannst du mal helfen – hier ist wieder der fiese Bug\u201c verleitet beim sp\u00e4testens zehnten Mal zum Wegklicken. Und der flapsige Umgang mit dem Thema Crunch (\u201eHihi, schon wieder eine Nacht durchgearbeitet – hier, nimm einen Energy Drink.\u201c) tr\u00e4gt leider nichts Wertvolles zum Thema Spiele-Entwicklung bei. Navigiert man die Cartoon-Programmierin in die Zockerecke des Studios Awesome Rainbow Corp, kann dort das in Entwicklung befindliche, fiktive Game Colorful Fighters gedaddelt werden. Sogar mit vier Spielern an einem Bildschirm! Das entpuppt sich als hektisch-launiger, von Special Moves dominierter Smash Bros.<\/a>-Klon mit 30 (!) freispielbaren Charakteren. Leider gibt sich Code Shifter so gar keine M\u00fche, mir zu erl\u00e4utern, inwiefern mein Fortschritt in den Story-Levels dazu beitr\u00e4gt, wann man welche Charaktere f\u00fcr Colorful Fighters freizuschaltet.\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=87585,id=92605885)]\"<\/figure>\n
Und Action: Die Hintergr\u00fcnde wurden mit unspektakul\u00e4rer Cartoon-Optik ausgekleidet, die K\u00e4mpfer kommen pixelig daher. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nWomit ich schon beim wichtigsten Thema von Code Shifter bin – den Charakteren. Die 30 Damen, Herren, Ritter, Roboter oder auch Panzer warten n\u00e4mlich schon in den Story-Levels auf mich – per Knopfdruck kann sich Stella dann in einen von ihnen verwandeln. Arc System Works hat Helden aus elf eigenen Spielemarken liebevoll verpixelt und ins Spiel integriert: Das Gros stammt aus prominenten Serien wie Guilty Gear<\/a>, BlazBlue<\/a> oder Double Dragon<\/a>, allerdings haben auch wenig bekannte Namen wie Kunio-kun, River City Girls oder Wizard\u2019s Symphony ihre Botschafter geschickt. Beim Thema Double Dragon<\/a> und Kunio-kun h\u00f6ren Retro-Profis auf: Denn eigentlich wurden die kultigen Klopper- und Sport-Titel dieser Serien von Technos Japan entwickelt – die Lizenzen daf\u00fcr liegen aber seit 2015 bei Arc System Works, welche sie seitdem nicht nur weiterentwickeln sondern auch regelm\u00e4\u00dfig in Collection-Form wiederverwerten.\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=87585,id=92605884)]\"<\/figure>\n
Das Smash-Bros.-inspirierte Minigame Colorful Fighters kann sogar zu viert gespielt werden. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nMit all diesen Figuren durch die Story-Level zu fegen, ist dann auch das eigentlich einzige gro\u00dfe Verkaufsargument von Code Shifter: Sol Badguy, Ragna the Bloodedge, Taokaka, Kunio-kun, Billy & Co. haben ihre typischen Move-Paletten an Bord und sind zum Vorankommen auch n\u00f6tig: Leichte Charaktere nutzen Luftstr\u00f6me zum Gleiten, feurige Figuren bringen Eisbarrieren zum Schmelzen und elektrisierende Zeitgenossen setzen Plattformen in Gang. Und 70 Hilfs-Charaktere gibt es obendrauf: Die liest man wie die 30

Helden an zahllosen Punkten innerhalb der Levels auf und l\u00e4sst sie auf Knopfdruck einen Assist-Move ausf\u00fchren. Die ungenaue Steuerung und das lahme Leveldesign l\u00f6sen sich dadurch zwar nicht in Luft auf – ein bisschen Laune macht es aber schon, mit den bekannten Pixel-Protagonisten ein paar Ohrfeigen zu verteilen.<\/p>\n

\u00a0<\/p>\n

Release-Verwirrung

<\/strong><\/p>\n

Code Shifter ist am 30. Januar auf Steam, in PSN, Xbox Store und Nintendo-eShop erschienen. Allerdings schauen deutsche Zocker auf PS4 und Switch aktuell noch in die R\u00f6hre: In diesen beiden deutschen Stores l\u00e4uft die Suche nach Code Shifter ins Leere, wohingegen der Titel in den US-Varianten ganz regul\u00e4r erh\u00e4ltlich ist. Der Verlust h\u00e4lt sich bei so einer Qualit\u00e4t aber nat\u00fcrlich in Grenzen…<\/p>\n\n

\n
\n

Fazit<\/strong><\/h3>\n\n\nWas f\u00fcr eine Entt\u00e4uschung! Die interessante Idee, die Games-Entwicklung als Cartoon-Oberwelt und das Bug-Fixing als 2D-Actiongame zu inszenieren, hat Arc System Works so richtig in den Sand gesetzt. Das Ding steuert sich nicht gut und ist, von den Pixelhelden abgesehen, langweilig inszeniert. Das dr\u00f6ge Leveldesign schlie\u00dflich vergrault mit zunehmender Spielzeit auch den letzten Fan des Studios. Trotz all dieser Kritikpunkte kann man Code Shifter nat\u00fcrlich spielen, ohne k\u00f6rperliche Schmerzen zu leiden, und ein paar coole Man\u00f6ver haben die Pixel-B\u00fcrschchen schon drauf. Aber das verschenkte Potenzial ist so gro\u00df, dass ich mich die meiste Zeit nur ge\u00e4rgert habe – eine spielerisch so dr\u00f6ge Hommage haben Billy, Kunio-kun, Sol und Konsorten nicht verdient! Da rei\u00dft es auch das fetzige bis chaotische 4-Spieler-Kloppfest Colorful Fighters nicht raus.\n<\/div>\n<\/div>\n\n

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

Nur unwesentlich spa\u00dfiger als Bugfixing: Dr\u00f6ges Leveldesign trifft auf schwammige Steuerung – da hilft auch der Retro-Zuckerguss nicht.<\/p><\/div><\/div>

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

Nur unwesentlich spa\u00dfiger als Bugfixing: Dr\u00f6ges Leveldesign trifft auf schwammige Steuerung – da hilft auch der Retro-Zuckerguss nicht.<\/p><\/div><\/div>

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

Nur unwesentlich spa\u00dfiger als Bugfixing: Dr\u00f6ges Leveldesign trifft auf schwammige Steuerung – da hilft auch der Retro-Zuckerguss nicht.<\/p><\/div><\/div>

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

Nur unwesentlich spa\u00dfiger als Bugfixing: Dr\u00f6ges Leveldesign trifft auf schwammige Steuerung – da hilft auch der Retro-Zuckerguss nicht.<\/p><\/div><\/div> <\/div> \n\t\t\t

\n\t\t\t\t

Echtgeldtransaktionen<\/strong><\/h3>\n\t\t\t\t

"Wie negativ wirken sich zus\u00e4tzliche K\u00e4ufe auf das Spielerlebnis, die Mechanik oder die Wertung aus?"<\/p>\n\t\t\t\t

\n\t\t\t\t\t
Gar nicht.<\/div>
Leicht.<\/div>
Mittel.<\/div>
Stark.<\/div>
Extrem.<\/div>\t\t\t\t<\/div> \n\t\t\t\t
\n\t\t\t\t\t

Gar nicht.<\/h4>\n\t\t\t\t\t
\n\t\t\t\t\t\t
    \n\t\t\t\t\t\t\t
  • Es gibt keine K\u00e4ufe.<\/p><\/li>

  • Dieses Spiel ist komplett echtgeldtransaktionsfrei.<\/p><\/li>\t\t\t\t\t\t<\/ul> \n\t\t\t\t\t<\/div>\n\t\t\t\t\t\t\t\t\t<\/div> \n\t\t\t<\/div> \n\t\t\t\n

    \n
    \n

    Pro & Kontra<\/strong><\/h3>\n<\/div>\n<\/div>\n\n\n
    \n
    \n

    Gef\u00e4llt mir<\/h3>\n\n\n
      \n
    • viele h\u00fcbsche Pixel-Figuren zum Ausprobieren<\/li>\n\n\n
    • immer neue Helden sorgen f\u00fcr Abwechslung<\/li>\n\n\n
    • turbulenter 4-Spieler-Klopper als Minigame<\/li>\n\n\n
    • im Spielverlauf werden die Levels weitl\u00e4ufiger<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
      \n

      Gef\u00e4llt mir nicht<\/h3>\n\n\n
        \n
      • langweiliger Level<\/li>\n\n\n
      • Aufbau nach Schema F<\/li>\n\n\n
      • ungenaue Steuerung<\/li>\n\n\n
      • einfallslose Bossk\u00e4mpfe<\/li>\n\n\n
      • leblose, eint\u00f6nige Hintergrundgrafiken<\/li>\n\n\n
      • Spieleentwickler<\/li>\n\n\n
      • Geschichte d\u00fcmpelt vor sich hin<\/li>\n\n\n
      • z\u00e4he Charakter<\/li>\n\n\n
      • Freischaltung f\u00fcr Klopp<\/li>\n\n\n
      • Minispiel<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n

        Versionen & Multiplayer<\/h3>
        • Preis zum Test: 16,99 Euro<\/li>
        • Getestete Version: deutsche digitale Xbox-One-Version<\/li>
        • Sprachen: englische Texte<\/li>
        • Schnitte: Nein<\/li>
        • Splitscreen: Nein<\/li>
        • Multiplayer & Sonstiges: Story-Modus lokal zu zweit spielbar, Minigame Colorful Fighters lokal zu viert spielbar<\/li><\/ul><\/div>

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

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