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{"id":3035784,"date":"2005-07-14T12:23:42","date_gmt":"2005-07-14T10:23:42","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/splinter_cell_chaos_theory-2\/3035784"},"modified":"2024-07-18T13:38:58","modified_gmt":"2024-07-18T11:38:58","slug":"splinter_cell_chaos_theory-2","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/splinter_cell_chaos_theory-2\/3035784","title":{"rendered":"Splinter Cell: Chaos Theory (Action-Adventure) – Splinter Cell: Chaos Theory"},"content":{"rendered":"Alte St\u00e4rken, neue Schw\u00e4chen<\/STRONG>

Ihr bewegt Agent Fisher im oberen Bildschirm mit dem Digikreuz durch komplett neu gestaltete Abschnitte. PC- und Konsolen-Veteranen werden zun\u00e4chst positiv \u00fcberrascht: Das Aufgabenspektrum bietet zwar die altbekannte Mixtur aus akrobatischen Erkundungen und gezielten Angriffen, aber das Umfeld spult keine schn\u00f6de 1:1-Kopie bekannter Wege ab; man muss ich neu orientieren. Allerdings w\u00e4hrt die Freude \u00fcber die frischen Wege nicht all zu lange, denn erstens sind sie im Gegensatz zum Original streng linear angelegt, und zweitens tr\u00fcben verwaschene Texturen sowie starke Ruckler die Erkundungen. Ansehnlich ist lediglich Sam in Aktion: Er kann sich an die Wand pressen, an Rohren klettern, an Seilen hangeln, Items scannen und Feinde in den Schwitzkasten nehmen, um sie zu verh\u00f6ren – selbst die coole SWAT-Drehung und der Spagat sind dabei. Diese akrobatischen Man\u00f6ver geh\u00f6ren auch auf dem DS zu den feinen Highlights.

<\/A><\/TD><\/TR>
Abtransport im Multiplayer: K\u00e4mpfer und Hacker im kooperativen Einsatz.<\/TD><\/TR><\/TBODY><\/TABLE><\/SPAN>\u00dcber den Touchscreen k\u00f6nnt ihr nicht nur Feinde im Radar erkennen, in die Nacht- oder W\u00e4rmesicht schalten sowie die Waffen wechseln, sondern euch auf Druck in die entsprechende Richtung auch umschauen. Das erfordert einige \u00dcbung und ist weniger intuitiv als im Original, denn man kann sich nicht optimal gleichzeitig bewegen und orientieren, da entweder der linke oder rechte Daumen \u00fcbergreifen muss – das st\u00f6rt den Spielfluss.

Erst in der Ruhe offenbart diese Steuerung ihre St\u00e4rken, denn die Kamera schwenkt pixelgenau. So kann man aus der Hocke z.B. wunderbar Kopfsch\u00fcsse ansetzen, indem man ganz nah an den Feind heranzoomt. Nur wenn man \u00fcberrascht wird, hat man fast nie eine Chance: Man kann nicht zum schnellen Tritt oder Hieb ansetzen, sondern muss die Schusswaffe ziehen, sie ausrichten und feuern – das ging beim gro\u00dfen Vorbild drei mal schneller. Den Stift braucht ihr \u00fcbrigens nur f\u00fcr das Knacken von Schl\u00f6ssern, wo er als Hebel eingesetzt wird – ein nettes Minigame.

Schneller Tod, schneller Frust
<\/STRONG>
Das Missionsdesign ist abwechslunsgreich, kann aber nicht an die Dichte und \u00fcberraschende Dynamik des gro\u00dfen Splinter Cell ankn\u00fcpfen. Das r\u00f6\u00dfte Frustpotenzial bergen ohnehin Speicher- und Kampfsystem: Ersteres nervt mit weit auseinander liegenden Autosaves – wer stirbt, darf erneut dieselben Wege bis zum heiklen Punkt entlang tigern. Letzteres l\u00e4sst eine automatische Zielhilfe sowie den wichtigen Messereinsatz vermissen: Werdet ihr entdeckt, seid ihr aufgrund der fehlenden Nahkampfalternative meist sofort tot. Und die Wachen sind so aufmerksam, dass sie euch sogar im R\u00fccken zu sp\u00fcren scheinen, wenn ihr euch heranschleicht. Aufmerksamkeit ist gut, aber auf dem Handheld mit all seinen Komfortbeschr\u00e4nkungen h\u00e4tte man die KI deutlich nach unten anpassen m\u00fcssen. Ihr m\u00fcsst quasi noch viel konzentrierter vorgehen als auf den Konsolen, wo man sich schon mal k\u00e4mpfend retten konnte. Also hei\u00dft es oftmals anhalten, umschauen, weiter – man tastet sich Schritt f\u00fcr Schritt vorw\u00e4rts und hat einen wesentlich langsameren und anstrengenderen Spielrhythmus als auf PC oder Konsole.

Es gibt zwar immer wieder Zwischensequenzen mit Kamerafahrten, aber das Fehlen von Sprachausgabe, kleine Textfehler sowie stark reduzierte Dialoge tr\u00fcben das Storyerlebnis. Die DS-Variante kommt nicht mal ansatzweise an die Dramatik des Vorbilds heran; inhaltlich bleibt die Erz\u00e4hlung jedoch gleich, so dass sie sich gerade noch auf einem ertr\u00e4glichen Tom Clancy-Niveau einpendelt.

Seltsam ist, dass es weder Karte noch Kompass gibt, so dass man schon mal orientierungslos das Ziel suchen muss. Das wirkt sich auch negativ auf den Multiplayermodus aus, wenn man kooperativ zu zweit unterwegs ist. Allerdings geht es hier nicht als gleich ausger\u00fcstetes Duett zur Sache, sondern als K\u00e4mpfer oder Hacker – der eine ballert und sichert, der andere schaltet Kameras und Sicherheitssysteme aus. Das macht durchaus Spa\u00df, zumal man in neuen Leveles unterwegs ist, allerdings vermisst man die coolen akrobatischen Team-Bewegungen wie das gegenseitige Hochziehen oder katapultieren.

Zwar k\u00f6nnen sich auch bis zu vier Spieler im Versus-Modus austoben, wo sie als S\u00f6ldner oder Spione als ballernde Wachen bzw. leise Hacker agieren, aber es ist sehr \u00e4rgerlich, dass immer alle Teilnehmer eigene Spielmodule ben\u00f6tigen – auch im kooperativen Teil. Au\u00dferdem sorgt die Steuerungs- und Kampfproblematik sowie das Ruckeln in allen Multiplayermodi f\u00fcr \u00e4hnliche Motiviationsbremsen wie im Solomodus.
\u00a0\u00a0

Fazit<\/strong><\/h3>Es ruckelt. Es ist streng linear. Es sieht nicht mehr so gut aus. Und es bietet nicht den Steuerungskomfort der gro\u00dfen Br\u00fcder: das Zielen und Orientieren kostet auf dem DS mehr Konzentration als mit Maus oder Controller. Das solltet ihr vor dem Kauf genau so ber\u00fccksichtigen wie die Tatsache, dass Splinter Cell im Miniformat verdammt schwer ist: Aufgrund des fehlenden Messernahkampfs, der wachsamen KI und der weit auseinander liegenden Speicherpunkte stirbt man f\u00fcr meinen Geschmack zu oft den Heldentod und muss Abschnitte komplett wiederholen. Keine Frage: Es gibt Highlights wie die coolen Animationen, das frische Leveldesign oder den unterhaltsamen Koop-Modus. Und Sam Fisher kann durchaus seine bekannten Reize entfalten, wenn man lauernd im Schatten hockt – schlie\u00dflich ist er der einzige Stealth-Actionheld auf dem DS. Aber selbst Genre-Fans werden f\u00fcr jede Minute Spa\u00df drei Minuten Arbeit investieren m\u00fcssen. Auch die Multiplayermodi k\u00f6nnen nicht dar\u00fcber hinweg t\u00e4uschen, dass das kleine Splinter Cell nicht an die Klasse des gro\u00dfen herankommt – schade.<\/div><\/div>

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

Gef\u00e4llt mir<\/h3>
  • neue Abschnitte
    <\/li>
  • gute Animationen
    <\/li>
  • knackige Missionen
    <\/li>
  • nette Kamerafahrten
    <\/li>
  • vielf\u00e4ltige Stealth-Action
    <\/li>
  • kooperativ zu zweit oder gegeneinander bis zu viert spielbar<\/li><\/ul><\/div>

    Gef\u00e4llt mir nicht<\/h3>
    • starke Ruckler
      <\/li>
    • viel Trial & Error
      <\/li>
    • kein Messernahkampf
      <\/li>
    • kein freies Speichern
      <\/li>
    • streng lineares Leveldesign
      <\/li>
    • teilweise frustrierend schwer
      <\/li>
    • keine Karte, kein Kompass
      <\/li>
    • gew\u00f6hnungsbed\u00fcrftiges Zielen
      <\/li>
    • Multiplayer verlangt eigene Spielmodule (kein Singlepak<\/li>
    • Modus)<\/li><\/ul><\/div><\/div>
      <\/div>","protected":false},"excerpt":{"rendered":"

      Kann man packende Stealth-Action im Miniformat inszenieren? Mit all der knisternden Spannung und eleganten Moves? Ubisoft will’s wissen und schickt Sam Fisher in voller Montur auf den Doppelbildschirm. Wir haben den NSA-Agenten motiviert begleitet, mussten uns aber mit Stylus und Touchscreen Z\u00e4hne knirschend durchbei\u00dfen. Der kleine Agent strapaziert den Geduldsfaden…<\/p>\n","protected":false},"author":536,"featured_media":3204125,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_yoast_wpseo_title":"Splinter Cell: Chaos Theory - Test, Action-Adventure, Nintendo DS","_yoast_wpseo_metadesc":"Kann man packende Stealth-Action im Miniformat inszenieren? Mit all der knisternden Spannung und eleganten Moves? Ubisoft will's wissen und schickt Sam Fisher in voller Montur auf den Doppelbildschirm. 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