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{"id":3030956,"date":"2002-12-01T09:26:25","date_gmt":"2002-12-01T08:26:25","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/crash_bandicoot_the_wrath_of_cortex-2\/3030956"},"modified":"2024-07-17T14:40:18","modified_gmt":"2024-07-17T12:40:18","slug":"crash_bandicoot_the_wrath_of_cortex-3","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/crash_bandicoot_the_wrath_of_cortex-3\/3030956","title":{"rendered":"Crash Bandicoot: The Wrath of Cortex (Geschicklichkeit) – Crash Bandicoot: The Wrath of Cortex"},"content":{"rendered":"Alles beim Alten<\/b>

Unterschiede zu den anderen Fassungen finden sich fast nur im kosmetischen Bereich (dazu sp\u00e4ter mehr) und in einer erfreulichen Absenkung der bei der PS2 unertr\u00e4glichen Ladezeiten, die sich jetzt etwa auf Xbox-Niveau bewegen: Konnte man sich bei der PlayStation 2-Fassung getrost einen Kaffee kochen gehen, findet das Nachladen auf dem Cube in einem angenehmen Zeitraum statt.

Spielerisch bleibt alles so, wie wir es von den PS2- und Xbox-Fassungen kennen: Um seinem nicht totzukriegenden Erzfeind Cortex wieder einmal eine feuchte Beuteltier-Nase zu drehen, muss Crash durch mehr als 30 Abschnitte h\u00fcpfen, fliegen, fahren und dabei einige R\u00e4tsel l\u00f6sen, die den Spieler auf angenehme Art und Weise immer wieder aufs Neue herausfordern.

Ein exklusives Feature hat man dem GameCube aber trotzdem spendiert. In Verbindung mit der GBA-Version von Crash kann man ein kleines Bonus-Spielchen freischalten.

Abwechslung wird gro\u00dfgeschrieben<\/b>

Vor allem in der Anfangsphase des Spieles wird man des \u00d6fteren auf abwechslungsreiche Spielelemente treffen, die sich erfreulich von der herk\u00f6mmlichen dreidimensionalen Hatz in den linearen Levels unterscheiden: Mal wird man in einen Pilotensitz gesteckt, um Tornadomaschinen in bester Flug-Shooter-Manier auszuschalten, ein anderes Mal seid Ihr im Stile von Super Monkey Ball im Inneren einer Kugel dabei, den Level zu durchqueren und auch ein Kipploren-Einsatz, wie man ihn von Meister-Arch\u00e4ologe Indiana Jones kennt, steht auf dem Programm.

Im sp\u00e4teren Verlauf werdet Ihr zum Beispiel auch noch hinter das Lenkrad eines Jeeps gesetzt und \u00fcbernehmt erstmals in der Geschichte der Serie die Kontrolle \u00fcber Crashs Schwester Coco.Da es sich bei dem ersten GameCube-Abenteuer von Crash im Wesentlichen um eine 1:1-Umsetzung handelt, wurde nat\u00fcrlich auch ein Manko der PS2- und Xbox-Versionen \u00fcbernommen: Grunds\u00e4tzlich sind die Abschnitte absolut linear. Hin und wieder gibt es zwar Bonus-Items und -Wege zu finden und auch die Aufgabe, alle Kisten im Level zu zerst\u00f6ren, erweist sich mit zunehmendem Spielverlauf als \u00e4u\u00dferst schwierig, doch unter dem Strich wirkt die Linearit\u00e4t angesichts kommender Produktionen wie Rayman 3 und dem scheinbar alles \u00fcberragenden Super Mario Sunshine leicht antiquiert.

An der Steuerung hingegen gibt es nichts auszusetzen: Ganz gleich, ob man sich in den klassischen Jump&Run-Abschnitten befindet, sich mit den Fahrzeugen durch die Gegend bewegt oder einen der zahlreichen Boss-K\u00e4mpfe bestreitet – die Steuerung reagiert gut, schnell und wird von der \u00fcberzeugenden und bei Spielen dieser Art \u00e4u\u00dferst wichtigen Kollisionsabfrage unterst\u00fctzt.

Bunt und ruckelnd<\/b>

Grafisch ordnet sich Crash auf dem GameCube zwischen den beiden bereits erschienenen Versionen ein. Nicht ganz so aufw\u00e4ndig wie auf der Xbox, wirken die Level auf dem GameCube farbenfroher als auf der PS2 – daf\u00fcr allerdings muss man immer wieder mit einem b\u00f6sen und nicht zu \u00fcbersehenden Ruckeln vorlieb nehmen, das zart besaiteten Grafik-Fetischisten das Wasser in die Augen treiben wird und auch den Spielspa\u00df merklich beeinflusst.

Wenig zu m\u00e4keln gibt es an den rundum gelungenen Animationen aller Charaktere: Egal, ob das Beuteltier Crash, seine Schwester Coco oder das weitestgehend unbeteiligte Kanonefutter, das die Levels als Gegner f\u00fcllt: alle Figuren bewegen sich geschmeidig und verstr\u00f6men einen Comic-Touch, den man bislang auf dem GameCube vermisst hat.

Jungle Boogie<\/b>

Wer jemals einen Teil der Crash Bandicoot-Serie gespielt hat, wei\u00df, was im Bereich Sound auf einen zukommt: Rhythmische Dschungel-Musik, die zwar das Spiel passend untermalt, aber sich auch nicht als Ohrwurm festsetzen kann sowie gewohnt gute Soundeffekte warten darauf, sich ins Trommelfell zu bohren.
Die durchweg \u00fcberdurchschnittliche Sound-Kulisse wird durch gelungene und witzige Sprachausgabe abgerundet.
\n\n
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Fazit<\/strong><\/h3>\n\n\n
Die GameCube-Premiere des ehemaligen Sony-Maskottchens ist ein nettes Jump&Run, das den Nachteil hat, im Schatten des \u00fcberm\u00e4chtigen Mario zu stehen. Spielerisch eine 1:1-Umsetzung der bisher erschienenen Fassungen, h\u00e4tte die Cube-Fassung grafisch eigentlich alle M\u00f6glichkeiten gehabt, sich an der PS2-Fassung vorbeizumogeln. Doch was n\u00fctzen mir sch\u00f6ne Animationen und knallbunte Levels, wenn ich immer wieder mit einem Ruckeln in die traurige Realit\u00e4t zur\u00fcckgeholt werde? Wenn Mario nicht w\u00e4re, k\u00f6nnte sich das Beuteltier auf dem Jump&Run-Thron breit machen. So aber bleibt unter dem Strich ein am\u00fcsantes, aber lineares H\u00fcpfspielchen, das Fans sicherlich zufrieden stellen wird.\n<\/div>\n<\/div>\n\n\n\n
\n
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Pro & Kontra<\/strong><\/h3>\n<\/div>\n<\/div>\n\n\n
\n
\n

Gef\u00e4llt mir<\/h3>\n\n\n
    \n

  • abwechslungsreiches Gameplay<\/li>
  • gute, intuitive Steuerung<\/li>
  • exakte Kollisionsabfrage<\/li>
  • saubere, farbenfrohe Grafik<\/li>
  • angenehme Ladezeiten<\/li>
  • mehr als 30 Abschnitte<\/li>
  • stimmige Sprachausgabe<\/li>
  • Bonus-Spielchen mit GBA-Link<\/li><\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      \n

    • linear bis zum Abwinken<\/li>
    • Grafik<\/li>\n\n\n
    • Ruckler<\/li>
    • spielerisch nichts Neues<\/li><\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n
      <\/div>","protected":false},"excerpt":{"rendered":"

      Nachdem das Beuteltier Crash Bandicoot den Entwicklerwechsel vom Naughty Dog-Team hin zu Traveller\u00b4s Tales auf der PS2 gut \u00fcberstanden hat, macht sich der springfreudige Kult-Star nun auf, die Herzen der GameCube-Fans zu erobern – und sieht sich dabei schwergewichtiger Konkurrenz in Form von Mario gegen\u00fcber. Ob Crash Bandicoot: Der Zorn des Cortex trotz der scheinbaren Klempner-\u00dcbermacht ein Zeichen setzen kann, k\u00f6nnt Ihr in unserem Test erfahren.
      <\/p>\n","protected":false},"author":535,"featured_media":3195591,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_yoast_wpseo_title":"Crash Bandicoot: The Wrath of Cortex - Test, Geschicklichkeit, Nintendo GameCube","_yoast_wpseo_metadesc":"Nachdem das Beuteltier Crash Bandicoot den Entwicklerwechsel vom Naughty Dog-Team hin zu Traveller\u00b4s Tales auf der PS2 gut \u00fcberstanden hat, macht sich der springfreudige Kult-Star nun auf, die Herzen der GameCube-Fans zu erobern - und sieht sich dabei schwergewichtiger Konkurrenz in Form von Mario gegen\u00fcber. 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