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{"id":3035351,"date":"2010-03-12T18:10:53","date_gmt":"2010-03-12T17:10:53","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/street_fighter_4\/3035351"},"modified":"2024-07-18T13:36:39","modified_gmt":"2024-07-18T11:36:39","slug":"street_fighter_4","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/street_fighter_4\/3035351","title":{"rendered":"Street Fighter 4 (Pr\u00fcgeln & K\u00e4mpfen) – Street Fighter 4"},"content":{"rendered":"

Das unerwartete Spiel<\/STRONG>

<\/A><\/A><\/TD><\/TR>
Acht K\u00e4mpfer stehen zur Auswahl, sieben davon SF-Klassiker – lediglich Abel vertritt die neuesten Fighter.<\/TD><\/TR><\/TBODY><\/TABLE><\/SPAN>Huii, das Intro ist aber sch\u00f6n. Und es klingt sogar toll – vielen Dank, Capcom, dass ihr auf die Ohrenqual des Konsolen-Originals verzichtet habt. So, mal schauen, was geht denn hier? Turnier, Dojo, Sparring und Training, was? Okay, auf ins Turnier: Ryu ist traditionell meine erste Wahl, also her mit ihm. Eine von zwei Farben ist schnell gew\u00e4hlt, eine kurze Ladezeit sp\u00e4ter springt er gewohnt leicht auf und ab, w\u00e4hrend der Kommentator enthusiastisch den Start der ersten Runde verk\u00fcndet. Hey, das sieht cool aus! Verdammt, das sieht sogar richtig cool aus. Aber… hey, Moment mal… das ist keine 3D-Grafik – das ist 2D! Gerissene Hunde, diese Capcomer, sehr gerissen: Haben sie doch die 3D-Animationen des Vorbilds als Einzelbilder gespeichert, die hier nacheinander abgespielt werden – und zwar so rasant, dass man den Unterschied kaum merkt! Clever, und vor allem enorm Ressourcen schonend: Der 3D-Comiclook h\u00e4tte wohl auch ein iPhone 3GS ins Schwitzen gebracht, als 2D-Pr\u00fcgler hingegen funktioniert Street Fighter 4 selbst auf einem iPod touch der ersten Generation wunderbar! Allerdings sind die Figuren nicht immer sauber ausgeschnitten, an den R\u00e4ndern wirken sie gelegentlich etwas zerkl\u00fcftet. Das sieht man besonders, wenn die Kamera nah ranzoomt: Entfernen sich die K\u00e4mpfer, wird der Blickwinkel gr\u00f6\u00dfer, n\u00e4hern sie sich an, werden sie deutlich ins Bild geholt – wie bei alten Neo-Geo-Pr\u00fcglern. Au\u00dferdem sind manche Animationen unsauberer als andere, so dass die ruckliger wirken. Und nicht zuletzt sind die Hintergr\u00fcnde nicht mehr bewegt, sondern bestehen nur noch aus jeweils einem sehr niedrig aufgel\u00f6sten Bild.

<\/A><\/A><\/TD><\/TR>
Die Kampfsteuerung wurde h\u00f6llisch vereinfacht, Special-, Super- und Ultra-Moves lassen sich jetzt auf Knopfdruck ausl\u00f6sen.<\/TD><\/TR><\/TBODY><\/TABLE><\/SPAN>Die Kulisse ist nicht die einzige \u00dcberraschung von SF4: Dass die komplexe Steuerung nicht 1:1 vom Arcade-Stick auf den Touchscreen \u00fcbertragen werden konnte, war klar. Statt also den Bildschirm mit schlecht erreichbaren virtuellen Tasten vollzustopfen, hat sich Capcom f\u00fcr den Casual-Weg entschieden und das Kampfmodell auf das Minimum reduziert: Es gibt eine Taste f\u00fcr einen (mittleren) Schlag und einen f\u00fcr einen (ebenso mittleren) Tritt. Eine weitere Taste dient dem Fokus-Modus und eine letztere ist f\u00fcr Spezialangriffe zust\u00e4ndig. Profis k\u00f6nnen Letztere in den Optionen deaktivieren und sich damit einen gewissen Rest an Herausforderung bewahren, denn diese Schrumpfkur macht SF4 vor allem eines: irre einfach. Nehmen wir als Beispiel mal Ryu: Dr\u00fcckt man auf die SP-Taste, schie\u00dft er einen Hadoken von sich. Kein Viertelkreis + Punch n\u00f6tig, einfach sie Special-Taste, das war’s. Vorw\u00e4rtsbewegung + SP = Shoryuken, R\u00fcckw\u00e4rts + SP = Tatsumaki-Senpuu kyaku. Eine Super Combo kann mit dem \u00fcblichen zwei Mal Viertelkreis + Punch gestartet werden, oder aber einfach durch Druck auf die Super-Leiste – das gleiche gilt auch f\u00fcr die Ultra Combo. Kurz gesagt: Street Fighter light. Die Transparenz der Tasten l\u00e4sst sich \u00fcbrigens stufenlos in den Optionen regeln – f\u00fcr die volle \u00dcbersicht kann man sie sogar ganz ausblenden.

Blauzahn um Blauzahn<\/STRONG>

<\/A><\/A><\/TD><\/TR>
Die Grafik ist bemerkenswert gut, die Animationen sind gr\u00f6\u00dftenteils sauber, das Spiel l\u00e4uft auch auf kleinen iPods fl\u00fcssig – allerdings sind gerade die Hintergr\u00fcnde eine matschige Schande.<\/TD><\/TR><\/TBODY><\/TABLE>\u00a0<\/SPAN>Das Turnier ist quasi der Arcade-Modus des Spiels: Man w\u00e4hlt einen von acht K\u00e4mpfern von Ryu bis M. Bison (wobei Abel der einzige K\u00e4mpfer der Konsolen-Neuzug\u00e4nge ist) und pl\u00e4ttet die anderen sieben auf dem Weg zur schnellstm\u00f6glichen Rundenzeit. Am Ende kommt statt eines individuellen Abspanns lediglich ein (zugegeben sehr cool aussehender) Werbefilm f\u00fcr Super Street Fighter 4, das war’s. Man hat die Wahl unter vier Schwierigkeitsgraden sowie einer Rundenzahl zwischen Eins und Sieben. Nach jedem Kampf bekommt man die M\u00f6glichkeit, das soeben gemeisterte als Replay zu speichern – bis zu 20 solcher Angeberfilmchen d\u00fcrfen gesichert werden.\u00a0 Der Dojo ist quasi ein ausgewalztes Tutorial, in dem man in vielen Einzel-Herausforderungen sowohl Grundlagen als auch fortgeschrittene Techniken vermittelt bekommt – an Angriffen \u00fcber Blocks und W\u00fcrfe bis zu Kombos und individuellen Gegner-Taktiken.

Street Fighter lebte schon immer vor allem vom Kampf mano-a-mano, und so ist es h\u00f6chst erfreulich, dass Capcom auch am iPhone an einen Mehrspielermodus gedacht hat: Zwei Spieler d\u00fcrfen sich im Standard-Vs. Balgen, allerdings nur \u00fcber Bluetooth – was Besitzer eines iPod touch 1G nat\u00fcrlich ausschlie\u00dft. Technisch faszinierte SF4 vor allem mit der Grafik, die Sound-Abteilung
Gr\u00f6\u00dfe:\u00a0201 MB
Getestete Version: 1.00.00
Preis (Stand: 12.03.2010): 7,99 Euro<\/TD><\/TR><\/TBODY><\/TABLE>muss da zur\u00fcckstecken: Es gibt ein bisschen Sprachausgabe; Spezialman\u00f6ver, Kampfbeginn und -abschluss werden besprochen, ansonsten herrschen die bekannten Soundeffekte vor. Die Musik ist nicht \u00fcbel, aber w\u00e4hrend der Gefechte erschreckend unauff\u00e4llig.<\/P>\u00a0\u00a0\u00a0\u00a0

Fazit<\/strong><\/h3>Als ich die erste Ank\u00fcndigung der iPhone-Umsetzung vernahm, war mein St\u00f6hnen laut: Gerade Capcom hat sich in der Vergangenheit mit seinen iUmsetzungen alles andere als mit Ruhm bekleckert. Ein derartig auf pr\u00e4zise Kontrolle und blitzschnelle Redaktionen setzendes Spiel wie Street Fighter 4 konnte also nur in die Hose gehen! Oder… auch nicht: Ich bin positiv \u00fcberrascht, wie genau die Steuerung funktioniert, wie flott die K\u00e4mpfe von der Hand gehen und wie viel Spa\u00df das kleine Ding letztendlich doch macht. Allerdings muss man seine Erwartungen geh\u00f6rig nach unten kurbeln: Die geringe Klopper-Auswahl ist dabei noch das kleinste Problem, vielmehr werden Fans der Serie hinsichtlich des Anspruchs lange Gesichter machen: Das hier ist Street Fighter light, nicht mehr. Die aufs Mindeste reduzierten Angriffsm\u00f6glichkeiten sowie die Specials auf Knopfdruck ergeben eine sehr casualige Version des Klassikers. Damit kann und wird man viel Spa\u00df haben, aber an das gro\u00dfe Erlebnis kommt diese abgespeckte Variante nat\u00fcrlich lange nicht ran.<\/div><\/div>

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

Erstaunlich gut steuerbarer, aber inhaltlich auf das absolute Minimum zusammengeschrumpfter Pr\u00fcgelspa\u00df.<\/p><\/div><\/div> <\/div>

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

Gef\u00e4llt mir<\/h3>
  • gute Pr\u00e4sentation
    <\/li>
  • erstaunlich pr\u00e4zise Steuerung
    <\/li>
  • rockender Soundtrack
    <\/li>
  • herausfordernde Gegner-KI<\/li>
  • kein Seth
    <\/li>
  • Bluetooth-Mehrspielermodus
    <\/li>
  • wundervolle Renderfilme<\/li><\/ul><\/div>

    Gef\u00e4llt mir nicht<\/h3>
    • stark vereinfachte Angriffe
      <\/li>
    • kr\u00fcmelige Figuren
      <\/li>
    • h\u00e4ssliche Hintergr\u00fcnde<\/li>
    • keine Online<\/li>
    • Ranglisten
      <\/li>
    • keine individuellen Absp\u00e4nne beim Turnier<\/li><\/ul><\/div><\/div>
      <\/div>","protected":false},"excerpt":{"rendered":"

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