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{"id":3036921,"date":"2021-05-20T14:17:00","date_gmt":"2021-05-20T12:17:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/getsufumaden_undying_moon\/3036921"},"modified":"2024-07-18T13:44:47","modified_gmt":"2024-07-18T11:44:47","slug":"getsufumaden_undying_moon","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/getsufumaden_undying_moon\/3036921","title":{"rendered":"GetsuFumaDen: Undying Moon (Pr\u00fcgeln & K\u00e4mpfen) – Early-Access-Test"},"content":{"rendered":"

Apokalypse mit Oni und Yokai<\/strong><\/p>\n

\u00a0<\/p>\n

Wen interessiert schon, dass die Unreal Engine dieses Spiel mit bis zu 120 Bildern pro Sekunde befeuert, wenn man gegen Oni, Yokai & Co in diesen malerischen Kulissen k\u00e4mpfen kann? Als Freund des japanischen Altertums<\/a> bin ich nat\u00fcrlich ein leichtes Opfer f\u00fcr dieses famose Artdesign, das sich an Farbholzschnitten und – gem\u00e4lden der Edo-Zeit (1603 -1868) orientiert. Auch die ber\u00fchmte gro\u00dfe Welle von Katsushika Hokusai entstand zu dieser Zeit, in der sich der so genannte Ukiyo-e-Stil auf nahezu alle Bereiche des Lebens von der T\u00e4towierung bis zur Tierdarstellung auswirkte.<\/p>\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=90771,id=92639437)]\"<\/figure>\n
Zwar gibt es auch beschauliche Idylle… \u00a9 4P\/Screenshot<\/div>\n<\/div>\nSo markant der Stil ist, so gew\u00f6hnlich wirkt die Story: Eine Welt droht unterzugehen, ein Held soll sie retten – und dabei noch seinen Bruder finden. Wer erz\u00e4hlerisch inszenierte Roguelikes wie Hades<\/a> oder Returnal<\/a> mag, oder einen Hintergund mit Nebencharakteren \u00e0 la Hollow Knight<\/a>, der wird hier wohl nicht f\u00fcndig.

Nach einer kurzen Einleitung (ohne Sprachausgabe mit deutschen Texten) geht es los mit dem Geschnetzel gegen umher streifende D\u00e4monen, denen ihr euch entweder mit Maus und Tastatur oder besser mit dem Gamepad stellen k\u00f6nnt – Letzteres wird leider noch nicht im Steuerungsmen\u00fc des Spiels angezeigt, aber ihr k\u00f6nnt z.B. auch einen PS4- oder PS5-Controller \u00fcber Steam, Einstellungen und “Big Picture” aktivieren. Zwar werden grundlegende Bewegungs- und Kampfmechaniken wie Doppelsprung, Rolle oder Waffenwechsel kurz auf Schildern erl\u00e4utert, aber so einiges bleibt vage – wie etwa der Konter oder die Verwandlung in einen D\u00e4mon, was ein wenig an
Nioh 2<\/a> erinnert.\n

\u00a0<\/p>\n

K\u00e4mpfe mit Schirm und Katana<\/strong><\/p>\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=90771,id=92639432)]\"<\/figure>\n
…aber es geht actionreich zur Sache inklusive fulminanter Bossk\u00e4mpfe. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nDabei f\u00e4llt auf, dass der Kampf im Gegensatz zu Dead Cells<\/a> etwas taktischer und langsamer abl\u00e4uft. Das so genannte “Setsuna-System” basiert im Ansatz auf japanischer Kampfkunst, in der es um den richtigen Abstand zum Gegner und Timing geht – im idealen Moment erscheint dann ein Schriftzeichen (Kanji) \u00fcber dem Gegner. Man muss also auf Distanzen achten, kann Bogen, Bomben, Kunai oder Kr\u00e4henf\u00fc\u00dfe aus der Ferne einsetzen oder gegen Pfeilbeschuss ausweichen. Hinzu kommen defensive Spezialfunktionen wie etwa der gespannte Schirm zu Abwehr. Trotzdem geht das nicht so bed\u00e4chtig zu wie in Salt and Sanctuary<\/a> und es gibt kaum ein Belauern, sondern man entfacht ein actionreiches Kombogewitter. Je nach Waffe lassen sich aus der Luft, nach dem Aufladen oder nach mehrfachen Treffern andere finale Hiebe austeilen, so dass das richtig Laune macht.\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=90771,id=92639436)]\"<\/figure>\n
Noch hinterl\u00e4sst die recht langsame Entwicklung einige Fragezeichen. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nSterben geh\u00f6rt in dieser Spielart nat\u00fcrlich zum Programm. Sp\u00e4testens beim dritten, vierten Durchlauf fallen neben den coolen Animationen und farbenfrohen Explosionen auch die Defizite auf: Es gibt in den Zufallsarealen zwar Kisten, H\u00e4ndler, Teleporter & Co, aber keinerlei \u00dcberraschungen in Form von Geheimnissen oder versteckten Kammern, so dass das Erkunden auf lange Sicht recht fade wirkt. Auch die Akrobatik l\u00e4sst in den statischen Bereichen mit ihren Gruben und Simsen noch Vielfalt vermissen.\n

\u00a0<\/p>\n

\u00a0<\/p>\n

Suche nach Balance und Entwicklung
<\/strong><\/p>\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=90771,id=92639427)]\"<\/figure>\n
Bis zum Release im Jahr 2022 hat GuruGuru noch Zeit f\u00fcr Feintuning. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nAu\u00dferdem sind die Kollisionsabfragen ein zweischneidiges Schwert: Zwar freut man sich, dass man durch Gegner rollen darf, um hinter sie zu gelangen – eine gute Taktik, um nicht getroffen zu werden, denn offensive Konter sind kniffliger. Aber man wird leider auch durch W\u00e4nde und Mauern von Bomben und Projektilen getroffen, was richtig nervt, denn so kann man sich nicht auf die sichtbare Levelarchitektur verlassen und wird schonmal aus dem Nichts verletzt. Daf\u00fcr sorgt schon der erste Bosskampf f\u00fcr ein toll animiertes Highlight in mehreren Phasen, wenn man einem riesigen Skelett erst die H\u00e4nde abschlagen und sich dann dem verwundbaren Kern widmen muss.\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=90771,id=92639431)]\"<\/figure>\n
Vielleicht baut man ja noch ein paar Geheimnisse ein. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nWer in diesem Bildschirm f\u00fcllenden Gefecht stirbt, startet wieder von vorne, ohne Waffen oder Ressourcen, die man f\u00fcr das Schmieden und Verbessern braucht. Das System aus Heilung und Entwicklung wirkt noch recht wankelm\u00fctig, zumal manches nicht gut erl\u00e4utert wird. Seine Lebensenergie wieder aufzufrischen ist aufgrund der wenigen Tr\u00e4nke bis zum Boss sehr knifflig, zumal man beim H\u00e4ndler nur Waffen kaufen kann. Die Entwicklung des Charakters braucht viel Zeit und Sammelei, damit permanente Fortschritte \u00fcber F\u00e4higkeiten wirklich sp\u00fcrbar werden; auch das System der Seelen konnte mich noch nicht \u00fcberzeugen. Hier muss man abwarten, ob GuruGuru die Balance anpasst und welches Feintuning man bis zum Release ansetzt.\n

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Fazit<\/strong><\/h3>Was f\u00fcr ein klasse Artdesign! GetsuFumaDen: Undying Moon d\u00fcrfte nicht nur Freunde der japanischen Mythologie<\/a> auf den ersten Blick neugierig machen, sondern viele Spieler mit seinen fern\u00f6stlichen Kulissen anziehen. Aber unter diesen verlockenden Pinselstrichen lauert ein gnadenloser Kampf-Plattformer im Stile von Dead Cells. Allerdings erreicht Konami nicht die Qualit\u00e4t dieses Roguelikes: Obwohl die Gefechte gegen Oni, Yokai und andere D\u00e4monen durchaus Laune machen, hinterl\u00e4sst das Spiel hinsichtlich Balance, Physik, Entwicklung und Erkundung einige Fragezeichen. Man sp\u00fcrt beim ewigen Sterben wenig Fortschritte und ohne Geheimnisse wirken die Zufallsareale auf lange Sicht zu fade. Trotzdem gef\u00e4llt mir das Durchschnetzeln dank cooler Attacken, au\u00dferdem sorgen die pr\u00e4chtig inszenierten Boss-K\u00e4mpfe f\u00fcr Highlights, so dass die Early-Access-Version unterm Strich noch einen guten Eindruck hinterl\u00e4sst. Bis zur finalen Version im Jahr 2022 ist ja noch Zeit. Mehr Infos zum Spiel im Interview<\/a>!

[Dieser Early-Access-Test beruht auf Version 0.1.10 vom 19. Mai 2021. Anm.d.Red.]<\/em>

Einsch\u00e4tzung:<\/span> gut<\/strong>
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Wertung<\/strong><\/h3><\/div>

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

Gef\u00e4llt mir<\/h3>