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{"id":3037345,"date":"2006-10-30T12:21:16","date_gmt":"2006-10-30T11:21:16","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/fear_extraction_point\/3037345"},"modified":"2024-07-18T13:47:05","modified_gmt":"2024-07-18T11:47:05","slug":"fear_extraction_point","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/fear_extraction_point\/3037345","title":{"rendered":"F.E.A.R. Extraction Point (Shooter) – F.E.A.R. Extraction Point"},"content":{"rendered":"

Alma! Paxton! Sch\u00f6n, euch wiederzusehen!<\/STRONG><\/P>

Extraction Point f\u00e4ngt exakt da an, wo FEAR aufh\u00f6rte: Nach der gigantischen Explosion sitzt ihr mit Holiday und Jin Sun-Kwon im Helikopter, gl\u00fccklich, den Wahnsinn \u00fcberlebt zu haben. Pl\u00f6tzlich sieht man f\u00fcr den Bruchteil einer Sekunde Alma an Bord kriechen, das Ende ist damit beschlossene Sache. Schnitt auf den Boden: Der Hubschrauber ist abgest\u00fcrzt, Feuer und Wrackteile \u00fcberall. Eure Kameraden haben wie durch ein Wunder,
<\/A><\/TD><\/TR>
Sch\u00f6ner gruseln: Auch Extraction Point liefert wieder\u00a0japanisch angehauchten\u00a0Horror auf den Bildschirm, wenn auch nicht mehr so\u00a0hochklassig wie beim Hauptprogramm.<\/TD><\/TR><\/TBODY><\/TABLE><\/SPAN>aber teils schwer verletzt \u00fcberlebt, ein Besuch im nahe gelegenen Krankenhaus ist unumg\u00e4nglich. Aber irgendwas ist merkw\u00fcrdig: Das St\u00e4dtchen, in dem ihr eine Bruchlandung hingelegt habt, ist v\u00f6llig verlassen, feindliche Replica-Soldaten stehen wie tot einfach so herum\u00a0– das geht doch mal wieder nicht mit rechten Dingen zu! Klar, dahinter m\u00fcssen Alma und euer Erzfeind Paxton Fettel stehen, denen ihr schneller wieder \u00fcber den Weg lauft, als euch lieb sein d\u00fcrfte.<\/P>

Extraction Point erfindet das Rad nicht neu, sondern baut in jeder Hinsicht auf FEAR auf: Die KI eurer Feinde ist nach wie vor brillant; die Gegner arbeiten im Team, versuchen euch einzukreisen, schie\u00dfen um Ecken herum und aus der Deckung heraus – allerdings gibt es jetzt mehr Gefechte gegen gr\u00f6\u00dfere Truppen. Die Technik ist ebenfalls immer noch der Hammer, besonders die fantastisch aussehende Zeitlupe macht die Ballereien immer noch zu den coolsten des Genres. Rauch- und Partikeleffekte, weiche Schatten, exzellente Animationen, brachiale Explosionen, unglaubliche Bildschirmeffekte, toll designte Figuren\u00a0– keine Frage, auch\u00a0Extraction Point\u00a0ist die sehr hohen Hardwareanforderungen, insbesondere in Sachen RAM, absolut wert! Allerdings gibt es gelegentliche Fehler in der Schattenberechnung (man steht mal direkt vor einer Lampe und wirft keinen), au\u00dferdem ist die Framerate ungleichm\u00e4\u00dfig; mal l\u00e4uft das Spiel superschnell, mal ruckelt es. Und nat\u00fcrlich ist die Taschenlampe nach wie vor euer bester Freund: Extraction Point treibt das Vorg\u00e4ngerspiel mit der Dunkelheit auf die Spitze, ihr stapft gr\u00f6\u00dftenteils durch zappendustere Levels, bekommt
<\/A><\/TD><\/TR>
Kulisse, Animationen und Effekte sind nach wie vor wegweisend, das Zeitlupen-Feature ist schweinecool.<\/TD><\/TR><\/TBODY><\/TABLE><\/SPAN>kaum mal frische Luft zu schnuppern\u00a0– das Hauptprogramm, auch schon ein Fan der schwarzen Farbe, war dagegen ein Sonnenschein. Wer seinerzeit das etwas abwechslungsarme Leveldesign bem\u00e4ngelte, wird jetzt kreischen: Die TimeGate Studios lassen euch ausschlie\u00dflich durch immergleiche Lagerhallen, B\u00fcros, U-Bahn-Stationen und dreckige Tunnels stapfen. Ebenfalls vertraut wirken die strikte Linearit\u00e4t sowie die recht kurze Spielzeit\u00a0– das Add-On ist nach ungef\u00e4hr sechs Stunden vorbei. Auch an der Akustikfront gibt es nichts Neues: Musik wird nur sehr sp\u00e4rlich an wichtigen Stellen eingesetzt, stattdessen dominieren Atmosph\u00e4rensounds und brillante Surround-Effekte. Geredet wird nicht sehr viel, aber gut, in unserer Testfassung noch komplett in Englisch, und leider sehr leise; die Hauptfigur gibt\u00a0nach wie vor\u00a0keinen Ton von sich.<\/P>

Das Leben ohne Taschenlampe<\/STRONG><\/P>

Die Neuigkeiten lassen sich an einer Hand abz\u00e4hlen: Wichtigste Erweiterung ist die Minigun, die ihr zwar erst sp\u00e4t im Spiel erhaltet, die aber umso mehr Freude bereitet! Denn dieses verheerende St\u00fcck Technik f\u00e4llt Gegner schneller als ein w\u00fctender Orkan, frisst allerdings Munition wie andere Leute Kartoffelchips. Weiter geht’s mit einem Lasergewehr und kleinen Selbstschussanlagen, die ihr frei montieren und damit Gegnern eine Besch\u00e4ftigungstherapie geben k\u00f6nnt. Zwei davon sind neu: Ein unsichtbarer Flitzer mit roten Augen sowie ein harter Elite-Soldat\u00a0– nichts Aufregendes, die fallen genau wie alle anderen. Eine weitere Innovation ist eher irritierend:
<\/A><\/TD><\/TR>
Die neuen Gegner sind Mistviecher: Schwer auszumachen, teuflisch schnell, hart im Geben.<\/TD><\/TR><\/TBODY><\/TABLE><\/SPAN>Aus dramatischen Gr\u00fcnden werden Zeitlupe und Taschenlampe immer wieder mal gesperrt\u00a0– manchmal dient das der Dramatisierung (etwa in der harten Szene, in der ihr einen Partner verliert), meistens wirkt es einfach nur l\u00e4stig, wenn man sich ohne Verlangsamungs-Hilfe durch Gegner-Horden k\u00e4mpfen muss.<\/P>

Die Schockeffekte und Visionen, Hauptaugenmerk des Hauptprogramms, gibt es hier wieder mehr als genug. Vielleicht sogar etwas zu oft, denn nach einer Weile kann man schon voraussagen, an welcher Stelle Alma durchs Bild huscht, das Funkger\u00e4t wird auch ein paar Mal zu oft verzerrt. Die Story l\u00e4sst leider ebenfalls zu w\u00fcnschen \u00fcbrig, spielt sie doch kaum eine Rolle\u00a0– wenige Anrufbeantworter, die man abh\u00f6ren kann, kaum Funkspr\u00fcche, kaum Cutscenes. Und das Missionsdesign schlie\u00dflich setzt auf Action pur: Kollegin befreien, U-Bahn-Station befrieden oder vor der schreienden, alles in Brand setzenden und die Gegend wie ein Kartenhaus durch die Luft wirbelnden Alma fl\u00fcchten.<\/P>\u00a0\u00a0\u00a0\u00a0\u00a0

Fazit<\/strong><\/h3>FEAR ist f\u00fcr mich, auch nach dreimaligem Durchspielen, immer noch -der- Shooter des Jahres 2005. Atmosph\u00e4risch, technisch und in Sachen Coolness bleibt die dunkelste Ballerei des vergangenen Jahres f\u00fcr mich ungeschlagen. Doch kaum gibt Monolith die Design-Z\u00fcgel aus der Hand, merkt man schnell, dass es eben nicht reicht, einfach nur in den vorgestapften Fu\u00dfspuren ohne den Extraschuss Genialit\u00e4t zu laufen, um ein w\u00fcrdiges Add-On auf die Beine zu stellen. Denn prinzipiell macht Extraction Point alles richtig: Die Zeitlupenaction ist immer noch geil und sieht teuflisch gut aus, die Gegner-KI ist nach wie vor eine der besten, die gut platzierten Schockeffekte sind einzigartig. N\u00fctzt aber alles nichts, wenn das Ganze von eher \u00f6dem Leveldesign und einer lieblos dahinpl\u00e4tschernden Story umrahmt wird\u00a0– wie oft ich den Satz \u00bbI’ve got a bad feeling about this\u00ab geh\u00f6rt habe, wei\u00df ich schon gar nicht mehr. Extraction Point ist beileibe nicht schlecht, wer FEAR mochte, wird damit fraglos seine Freude haben. Aber nach dem brillanten Hauptprogramm hat man dann doch ein bisschen mehr erwartet.<\/div><\/div>

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

Gef\u00e4llt mir<\/h3>
  • dichte Atmosph\u00e4re
    <\/li>
  • gut eingesetzte Horror-Elemente
    <\/li>
  • coole Zeitupenfights
    <\/li>
  • super Grafik
    <\/li>
  • beeindruckende KI
    <\/li>
  • realistische Physikengine
    <\/li>
  • gro\u00dfartige Soundkulisse
    <\/li>
  • jederzeit verstellbarer Schwierigkeitsgrad<\/li><\/ul><\/div>

    Gef\u00e4llt mir nicht<\/h3>
    • sehr linear
      <\/li>
    • generisches Leveldesign
      <\/li>
    • dahintr\u00f6pfelnde Story
      <\/li>
    • heftige Systemanforderungen
      <\/li>
    • sehr \u00e4hnliche Umgebungen
      <\/li>
    • gelegentlich schwache Texturen
      <\/li>
    • willk\u00fcrlich gesperrte Zeitlupe
      <\/li>
    • beschr\u00e4nkte Maximalaufl\u00f6sung
      <\/li>
    • arg leise Sprachausgabe<\/li><\/ul><\/div><\/div>
      <\/div>","protected":false},"excerpt":{"rendered":"

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