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{"id":3032188,"date":"2021-04-15T13:02:00","date_gmt":"2021-04-15T11:02:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/enlisted\/3032188"},"modified":"2024-07-18T09:35:39","modified_gmt":"2024-07-18T07:35:39","slug":"enlisted","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/enlisted\/3032188","title":{"rendered":"Enlisted (Shooter) – War Thunder zu Fu\u00df"},"content":{"rendered":"
Shooter im Zweiten Weltkrieg <\/strong>
Mit Enlisted verlagert Entwickler Darkflow Software unter Gaijin-Flagge den Kampf aus den Fahrzeugen zur Infanterie: Der seit dem 8. April in der offenen Beta auf PC, PS5 und XBS verf\u00fcgbare Shooter inszeniert gro\u00dfe Mehrspieler-Schlachten im Zweiten Weltkrieg. Derzeit sind zwei Kampagnen verf\u00fcgbar, die verschiedene Schaupl\u00e4tze des Krieges inszenieren. So k\u00e4mpfe ich derzeit 1941 in der Schlacht um Moskau in verschneiten Gebieten oder 1944 in der sommerlichen Normandie.
Dabei gibt zwei klassische Spielmodi: Bei Eroberung m\u00fcssen Punkte gehalten werden, bis die Feinde keine Tickets mehr haben. Bei Invasion m\u00fcssen wie beim Battlefield-Modus Rush nacheinander Punkte eingenommen oder verteidigt werden. Die Kampagnen haben f\u00fcr ihre Fraktionen eigene Level, die nach und nach neue Trupps und Fahrzeuge freischalten. Stillgestanden, KI-Kamerad!<\/strong>
<\/p>\n
<\/figure>\n
Enlisted nutzt genau wie War Thunder die Dagor Engine – und sieht entsprechend ordentlich aus. \u00a9 4P\/Screenshot<\/div>\n<\/div>\n
Um die Schlachtfelder mit mehr Soldaten zu bev\u00f6lkern, habe ich im zentralen Spielmodus \u201eTrupps\u201c die Kontrolle \u00fcber eine mit bis zu neun Soldaten besetzte Einheit. Ich kann dabei w\u00e4hrend des Kampfes jederzeit zwischen den K\u00e4mpfern wechseln, die ich zuvor mit Waffen, Ausr\u00fcstungsgegenst\u00e4nden und Perks ausstatten muss. Soldaten, die ich nicht kontrolliere, werden dann von der KI \u00fcbernommen. Dies f\u00fchrt trotz einer eher moderaten Spielerzahl zu gigantisch anmutenden Gefechten, da die Bot-Kameraden selbstst\u00e4ndig Feinde unter Beschuss nehmen und sich in Formationen bewegen.
<\/p>\n
Zudem kann ich ihnen rudiment\u00e4re Befehle zum Halten von Positionen geben. Dennoch verhalten sie sich meist sp\u00fcrbar weniger geschickt als andere Spielersodass sie sich haupts\u00e4chlich als einfaches Kanonenfutter anbieten. Das ist mitunter \u00e4rgerlich, weil sich meine KI-Kollegen bl\u00f6d wegknipsen lassen, anstatt wenigstens effizient Deckung zu suchen.<\/div>
Panzer? Flugzeuge? Kann Gaijin! <\/strong>
Ich habe in jeder Schlacht bis zu vier Trupps zur Verf\u00fcgung, von denen mindestens einer ein Fahrzeug haben muss. So rollen von Anfang an auch Panzer \u00fcber die Schlachtfelder, ein paar Kampagnen-Level sp\u00e4ter kommen sogar Flugzeuge hinzu, die Soldaten und Fahrzeuge mit ungelenkten Raketen und Bordkanonen aufs Korn nehmen.
Und hier sp\u00fcrt man auch die Erfahrung, die die Gaijin-Studios mit dem Fuhrpark des Zweiten Weltkriegs haben. Das Kriegsger\u00e4t ist historisch passend auf die Schaupl\u00e4tze abgestimmt \u2013 ich begegne also vor Moskau keinen Tigern oder Panthern, w\u00e4hrend in der Normandie sp\u00fcrbar modernere Fahrzeuge, darunter auch bereits Varianten des M4 Sherman auftauchen. Au\u00dferdem f\u00e4hrt und schie\u00dft es sich auch deutlich realistischer als z.B. bei Battlefield.
<\/p>\n
So ist mein Sichtbereich als Panzersoldat erheblich eingeschr\u00e4nkt, denn eine Au\u00dfenansicht gibt es nicht. Einzig der Kommandant kann aus seinem Turm lugen, um sich einen \u00dcberblick zu verschaffen, wird hier aber schnell Opfer von Scharfsch\u00fctzen und sonstiger Infanterie. Und auch das Schadensmodell ist \u2013 typisch War Thunder –\u00a0 gepr\u00e4gt von Aufprallwinkeln, Penetration und vielen Trefferzonen inklusive der Besatzung im Kampfraum. Motor, Ketten, Turmantrieb und Co. k\u00f6nnen alle einzeln besch\u00e4digt und ausgeschaltet werden, was zu intensiven K\u00e4mpfen \u00fcber meist recht gro\u00dfe Distanzen f\u00fchrt. Mehrspieler-Schlachtengem\u00e4lde <\/strong><\/div>\n
\u00a0<\/p>\n
<\/figure>\n
Gek\u00e4mpft wird zun\u00e4chst in Russland und der Normandie. Die Fahrzeugmodelle profitieren von War Thunder. \u00a9 4P\/Screenshot<\/div>\n<\/div>\n
Auch ansonsten versucht Darkflow Software einen Punkt zwischen Anspruch, Realismus und Zug\u00e4nglichkeit zu finden. Die Schlachten sind deutlich gnadenloser und un\u00fcbersichtlicher als die K\u00e4mpfe in Battlefield 5 \u2013 allerdings ist man weit vom Realismus eines Post Scriptum entfernt. Stattdessen schielt man sich eher in Red Orchestra, bleibt dabei dank eines umfangreicheren HUDs und klarer Freund\/Feind-Markierung aber immer noch etwas massentauglicher. Dennoch ist der Zweite Weltkrieg kein ausgeglichenes E-Sports-Pflaster: die Gefechte sind chaotisch und nicht komplett balanciert.
Schon ein Treffer macht Soldaten kampfunf\u00e4hig, station\u00e4re Maschinengewehre k\u00f6nnen am Strand der Normandie ganze Squads ausl\u00f6schen und Granaten sind im H\u00e4userkampf absolut verheerend. Das wirkt sich allerdings positiv auf die Intensit\u00e4t der K\u00e4mpfe aus, die zusammen mit ihrem imposanten Sound auf dem PC bei guter Performance mitunter beeindruckende Schlachtengem\u00e4lde zeichnen \u2013 etwa, wenn man unter MG-Feuer den Strand hochrobbt, w\u00e4hrend Flugzeuge die Verteidiger aufs Korn nehmen, oder sich brutale H\u00e4userk\u00e4mpfe in kleinen, normannischen St\u00e4dtchen liefert. Die Waffenmodelle sind gut, Nachlade-Animationen solide und das generelle Waffenverhalten etwas authentischer als bei Call of Duty und Co., wenngleich man nat\u00fcrlich beim Detailgrad hinter Post Scriptum <\/a>oder Escape From Tarkov<\/a> zur\u00fcckbleibt.<\/p>