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{"id":3029419,"date":"2020-12-23T10:35:00","date_gmt":"2020-12-23T09:35:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/ven_vr_adventure\/3029419"},"modified":"2024-07-18T12:16:03","modified_gmt":"2024-07-18T10:16:03","slug":"ven_vr_adventure","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/ven_vr_adventure\/3029419","title":{"rendered":"Ven VR Adventure (Plattformer) – Konkurrenz f\u00fcr Astro?"},"content":{"rendered":"Planetarer Rettungstrip<\/strong>

Die farbenfrohen Planetenoberfl\u00e4chen sorgen schon einmal f\u00fcr die passende Grundstimmung. Idyllische Strandh\u00fctten voller fieser Tentakel und \u00fcberwucherte Tempel mit typischen Indiana-Jones-Fallen machen sofort Lust darauf, durch die linearen, leicht verzweigten Levels zu h\u00fcpfen. Au\u00dferdem schl\u00e4ngeln sich die Pfade so sch\u00f6n um den Spieler, dass man sich immer wieder umsehen muss, um \u00e4hnlich wie in Astro Bot Rescue Mission<\/a> keine verstreuten Entf\u00fchrungsopfer zu \u00fcbersehen. Hier handelt es sich um junge F\u00fcchse aus Vens Volk, die in entlegenen Winkeln auf ihre Rettung warten.

Von solchen Highlights abgesehen wird allerdings vielerorts deutlich, dass das junge Team bei weitem noch nicht die Finesse von Sony Japans Asobi Team besitzt. Das beginnt schon damit, dass Held Ven auf seiner Rettungsmission gegen den Fiesling Bruce Nelson nicht so dynamisch und h\u00fcbsch animiert durch seine Umgebung wuselt wie Fuchs-Kollege Lucky
in seinem ersten VR-Abenteuer<\/a>. Bei der beh\u00e4bigen Laufgeschwindigkeit per Analogstick sp\u00fcrt man einfach nicht den gleichen Schwung wie es in guten 3D-Plattformern wie Super Mario Odyssey<\/a> der Fall ist. Auch die manchmal holprige Kollisionsabfrage und die Platzierung von Abzweigungen wirken nicht immer durchdacht: Manchmal ist nicht wirklich ersichtlich, ob sich hinter einem dunklen Gestr\u00fcpp noch einer von Vens Sch\u00fctzlingen versteckt oder ob dort nur ein finsterer Abgrund wartet.

H\u00fcpf-Action alter Schule<\/strong>

\n
\"[GUI_STATICIMAGE(setid=90029,id=92631629)]\"<\/figure>\n
Die sich windenden Pfade und kleinen geheimen Abzweigungen wirken vor allem unterm Headset richtig schick – was sich von den unscharfen Hintergr\u00fcnden am Horizont nicht gerade behaupten l\u00e4sst. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nDas gilt vor allem f\u00fcr Passagen hinterm Spieler. Ist die automatische Kamera erst einmal weitergezogen, wird es kniffliger als bei Astro, sich noch einmal umzudrehen und zur\u00fcckzukehren. Zudem reicht die Abwechslung nicht ansatzweise an Sonys charmanten Helden heran. Stattdessen gibt es w\u00e4hrend der rund vier Stunden lediglich ein klassisches H\u00fcpfprogramm ohne nennenswerte Weiterentwicklung von Vens F\u00e4higkeiten. Nur manchmal greift man als beobachtender Spieler pers\u00f6nlich ins Geschehen ein \u2013 z.B. um einen hypnotisierten Riesenwurm eigenh\u00e4ndig mit Energieprojektilen zu bewerfen, was \u00fcbrigens erfreulich pr\u00e4zise klappt.

Doch obwohl hier einiges nicht so geschliffen wirkt, baut sich eine passable H\u00fcpfspiel-Atmosph\u00e4re auf, bei der man sich zun\u00e4chst entspannt in alle Richtungen umschaut und Gegner wie Giftkr\u00f6ten mit sehr einfachen Klingen-Attacken sowie einem Bodenstampfer attackiert. Interessierte sollten sich trotz gelegentlicher Speicherpunkte sp\u00e4ter auf regelm\u00e4\u00dfige Fluchtiraden einstellen, da der Schwierigkeitsgrad sp\u00fcrbar anzieht. Offensichtlich haben sich die Entwickler nicht nur bei den rollenden Steinr\u00e4dern von Crash Bandicoot inspirieren lassen.

S\u00e4gebl\u00e4tter d\u00fcrfen nicht fehlen!<\/strong>

\n
\"[GUI_STATICIMAGE(setid=90029,id=92631695)]\"<\/figure>\n
Der Spieler schwebt im Sitzen langsam automatisch hinter Ven her – also \u00e4hnlich wie bei Astro Bot oder Lucky. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nSp\u00e4testens wenn kreischende S\u00e4gebl\u00e4tter und viele fallende Leitersprossen hinzukommen, ist es trotz VR-typischer Vorteile beim Einsch\u00e4tzen des Raumes gar nicht mehr so einfach, die fliegenden \u201eKillboxen\u201c der Robo-Gegner rechtzeitig kommen zu sehen. Sofern der Untergrund sichtbar ist, lassen sich Abst\u00e4nde anhand einer Markierung aber \u00e4hnlich gut absch\u00e4tzen wie bei Astro Bot. Sch\u00f6n auch, dass die sanfte Kamerabewegung keinerlei \u00dcbelkeit aufkommen l\u00e4sst, wie es in Lucky\u2018s Tale mitunter passieren konnte. K\u00f6nner d\u00fcrften sich \u00fcber den Time-Trial-Modus und einfach gestrickte weltweite Bestenlisten freuen. Vertonung und Texte sind \u00fcbrigens vorerst nur auf Englisch verf\u00fcgbar.
\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nMan merkt Ven VR Adventure leider an fast jeder Ecke an, dass ein unerfahrenes Team hinterm Spiel steckt. Doch als ich mich mit der etwas h\u00f6lzernen Steuerung, dem mitunter schwankenden Schwierigkeitsgrad und den nicht immer ideal platzierten Verstecken am Rande der Kulisse arrangiert hatte, war ich doch froh dar\u00fcber, mich auf den 3D-Plattformer alter Schule eingelassen zu haben. Vom Ideenreichtum und der spielmechanischen Abwechslung eines Astro Bot Rescue Mission ist das Spiel zwar meilenweit entfernt. Als klassischer 3D-Plattformer macht Ven seinen Job aber immerhin besser als seinerzeit Lucky\u2018s Tale mit seinem nervigen Fokus auf Flei\u00dfarbeit und seiner nicht immer \u00fcbelkeitsfreien Kameraf\u00fchrung. Allein schon die idyllischen Kulissen und die sich sch\u00f6n um meinen Sitzplatz schl\u00e4ngelnden Pfade haben sofort meine Neugier geweckt. Es hat einfach etwas befriedigendes an sich, gem\u00fctlich den Blick kreisen zu lassen, alle m\u00f6glichen Pfade abzuklappern, zwischendurch ein paar Blechb\u00fcchsen zu verkloppen und entf\u00fchrte Fuchs-Aliens zu entdecken. Vorerst ist das Spiel \u00fcbrigens nur f\u00fcr Oculus Rift erschienen (Quest-Headsets lassen sich nat\u00fcrlich wie immer per Kabelverbindung zum Spiele-PC nutzen). Die native Quest-Umsetzung (inklusive Cross-buy mit der Rift-Version) soll im ersten oder zweiten Quartal 2021 folgen, eine PSVR-Fassung noch sp\u00e4ter. Au\u00dferdem hat Monologic Games “verschiedene Ports” geplant. Eine SteamVR-Version ist irgendwann also ebenfalls wahrscheinlich, zumal es im Steam-Store schon eine entsprechende Seite<\/a> gibt (dort wird eine Unterst\u00fctzung f\u00fcr Index, Vive und Rift genannt).\n<\/div>\n<\/div>\n\n

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

Lange nicht so geschliffen oder ideenreich wie Astro Bot, aber trotzdem ein meist unterhaltsamer 3D-Plattformer auf verschn\u00f6rkelten Pfaden.<\/p><\/div><\/div>

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

Lange nicht so geschliffen oder ideenreich wie Astro Bot, aber trotzdem ein meist unterhaltsamer 3D-Plattformer auf verschn\u00f6rkelten Pfaden.<\/p><\/div><\/div> <\/div> \n\t\t\t

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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
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