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{"id":3038497,"date":"2009-10-22T18:17:29","date_gmt":"2009-10-22T16:17:29","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/hero_of_sparta\/3038497"},"modified":"2024-07-18T13:53:02","modified_gmt":"2024-07-18T11:53:02","slug":"hero_of_sparta","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/hero_of_sparta\/3038497","title":{"rendered":"Hero of Sparta (Action-Adventure) – Hero of Sparta"},"content":{"rendered":"

Kratos kleiner Bruder<\/STRONG>

Hero of Sparta (HoS) beginnt verhei\u00dfungsvoll mit einem stimmungsvollen Rendervideo, das hinsichtlich Artdesign, mythologischer Einordnung und Kampfaction Erinnerungen an Kratos wach werden l\u00e4sst.
Dieser Eindruck setzt sich fort, sobald man im Spiel ist: Wie in God of War ist man auf linearen Pfaden unterwegs, die rechts und links keine M\u00f6glichkeit zur Erforschung erlauben. Wie beim gro\u00dfen Vorbild wartet ein breites Spektrum an
<\/A><\/A><\/TD><\/TR>
Farbenfroh, aber unsauber: Die Engine wurde hinsichtlich der bereits auf iPhone enthaltenen Mankos nicht mehr \u00fcberarbeitet.<\/TD><\/TR><\/TBODY><\/TABLE><\/SPAN>mythologischen Kreaturen wie Minotauren, Riesenskorpione oder Medusen in den acht umfangreichen Abschnitten, um in leicht zug\u00e4nglichen und zumeist spektakul\u00e4r inszenierten K\u00e4mpfen in den Hades geschickt zu werden.

Und nachdem man sich bei Entwickler Gameloft wirklich gut angeschaut hat, was die Kollegen aus Sonys Santa Monica-Studio geleistet haben, gibt es allerlei Aufsammelbares. Dazu geh\u00f6ren z.B. Kristalle, die entsprechend akkumuliert entweder die Leiste f\u00fcr Lebensenergie oder die f\u00fcr Sonderattacken permanent verl\u00e4ngern. Und nat\u00fcrlich gibt es auch die Orbs, die in roter Form genutzt werden k\u00f6nnen, um die f\u00fcnf Waffen zu verst\u00e4rken und die in gr\u00fcn bzw. blau verlorene Energie wieder auff\u00fcllen.
Selbstredend d\u00fcrfen bei so vielen Anlehnungen an God of War auch spektakul\u00e4re Bosse nicht fehlen, die schlie\u00dflich in einem Quicktime Event ihrem verdienten Ende zugef\u00fchrt werden.
Kleine Schalterr\u00e4tsel sowie Fallen, denen ausgewichen werden muss (die aber auch den sehr vorhersehbaren Gegnern schaden), runden die “Fremdinspiration” ab.

Vom iPhone zur PSP
<\/STRONG>
So penibel sich HoS inhaltlich an den von Kratos vorgegebenen Fu\u00dfstapfen fortbewegt und so fasziniert man auch ist, dass dieses Prinzip nach der iPhone-Premiere auch als Mini f\u00fcr Sonys Handheld funktionieren kann, so schnell fallen bis zum Abschluss des gut sechs Stunden langen Abenteuers die Mankos auf, die den qualitativen Unterschied nicht nur zu God of War ausmachen und die auch durch den Mini-Preis nicht abgemildert werden k\u00f6nnen.

<\/SPAN>Dazu geh\u00f6rt z.B. die Steuerung, die auf lange Sicht zu schwammig ist, um f\u00fcr Furore oder gar akkurat gesetzte Hiebe sorgen zu k\u00f6nnen. Ob dies jetzt auf \u00dcberreste des virtuellen Sticks der iPhone-Version zur\u00fcckzuf\u00fchren ist, der seinerzeit \u00fcberzeugen konnte, oder andere Gr\u00fcnde hat, ist unklar. Fest steht allerdings, dass die Ausrichtung der Figur sowie die Angriffe alles andere als zuverl\u00e4ssig funktionieren.
Und die Engine, die bereits auf dem Apple-System mit Problemen zu k\u00e4mpfen hatte, wurde f\u00fcr die Mini-Neuauflage -wenn\u00a0
<\/A><\/A><\/TD><\/TR>
Der “Mini”-Bruder des Kriegsgottes Kratos bleibt nicht nur visuell hinter den Erwartungen zur\u00fcck.<\/TD><\/TR><\/TBODY><\/TABLE><\/SPAN>\u00fcberhaupt- nur minimal angefasst und zeigt sich nicht von ihrer besten Seite: Best\u00e4ndige Ruckler, Clipping-Fehler und der eine oder andere Animations-Malus st\u00f6ren das Gesamtbild empfindlich.

Noch schlimmer hat es allerdings die Akustik erwischt: Im Gegensatz zu den brachialen Gefechten fehlt der Musik die Wucht. Die ohnehin nur unspektakul\u00e4r erz\u00e4hlte Geschichte kommt vollkommen ohne Sprachausgabe aus. Doch dar\u00fcber kann man noch hinwegsehen. Aber dass die Musik teils gar nicht zum Geschehen passt sowie schlecht \u00fcberblendet wird, ist h\u00f6chst \u00e4rgerlich. Immerhin scheinen die Soundaussetzer, die den iPhone-Helden plagten, der Vergangenheit anzugeh\u00f6ren. Doch auch das reicht nicht mehr zur Rettung. Denn letztlich rutscht das von Anfang bis Ende etwa f\u00fcnf bis sechs Stunden in Anspruch nehmende Abenteuer durch die technischen Mankos deutlich aus dem “Gut”-Bereich hinaus, den es sich eigentlich redlich verdient h\u00e4tte\u00a0– vor allem auch deutlicher als seinerzeit die iPhone-Version.
Daran kann auch die Kombination von Angriff, Deckung, Spezialattacken sowie ggf. Waffenwechsel und die sich daraus entwickelnde Dynamik nichts \u00e4ndern. \u00c4hnlichkeiten zu God of War allein reichen nicht aus, denn letztlich macht Hero of Sparta auf der PSP zu wenig aus den vorhandenen M\u00f6glichkeiten – Mini hin oder her.
<\/P>\u00a0\u00a0

Fazit<\/strong><\/h3>Mechanisch hangelt sich Gameloft mit seinem Helden aus Sparta penibel an der von God of War vorgezeichneten Erfolgsformel entlang. Gr\u00f6\u00dftenteils sogar unterhaltsam – trotz der Steuerungsdefizite, die man auf PSP nicht erwartet und die eigentlich nur von einer unzureichenden Umsetzung des virtuellen Sticks der iPhone-Variante herr\u00fchren k\u00f6nnen. Die K\u00e4mpfe sind brachial und machen trotz der Tendenz zu blindem Knopfgeh\u00e4mmer beinahe so viel Spa\u00df wie beim \u00fcberm\u00e4chtigen Vorbild\u00a0– auch wenn sie gegen Ende hin zu eint\u00f6nig werden, da sich die Faszination abnutzt. Die Kulisse hingegen zeigt nach dem eindrucksvollen Renderfilm zu viele Fehler wie immer wieder kehrende Ruckler oder Probleme mit der Kollisionsabfrage. Mankos, die bereits auf Apple-Systemen st\u00f6rten und die man eigentlich in der Zwischenzeit h\u00e4tte ausr\u00e4umen k\u00f6nnen. Man kann zwar durch den (auch preislichen) “Mini”-Status Einiges entschuldigen, doch selbst kosteng\u00fcnstige PSP-Titel sollten technisch einen gewissen Anspruch erf\u00fcllen. Der fehlt \u00fcbrigens auch der Akustik und dem spr\u00f6den Erz\u00e4hlstil. Hier l\u00e4sst Kratos kleiner Bruder mangels Feinschliff viele Punkte liegen. Das Prinzip der Minis, Unterhaltung f\u00fcr schmales Geld zu bieten, ist lobenswert. Doch billig muss nicht immer “billig” sein. Und wenn man schon ein iPhone-Spiel umsetzt und es teurer anbietet, macht es doch bitte richtig, damit sich wenigstens irgendwo ein Mehrwert einstellt.
<\/div><\/div>

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

Gef\u00e4llt mir<\/h3>
  • God of War-Spielprinzip
    <\/li>
  • spannend inszenierte Bossk\u00e4mpfe
    <\/li>
  • farbenfrohe Engine…
    <\/li>
  • acht Abschnitte
    <\/li>
  • f\u00fcnf aufr\u00fcstbare Waffen
    <\/li>
  • R\u00fcckkehr in bereits besuchte Abschnitte m\u00f6glich
    <\/li>
  • stimmungsvolles Renderintro
    <\/li>
  • Fallen, leichte R\u00e4tselelemente
    <\/li>
  • Quicktime-Events<\/li><\/ul><\/div>

    Gef\u00e4llt mir nicht<\/h3>
    • Akustik fehlt die letzte Wucht
      <\/li>
    • schwache Soundkulisse
      <\/li>
    •  … die aber unter st\u00e4ndigem Ruckeln leidet
      <\/li>
    • br\u00fcchige Musik\u00fcberblendungen
      <\/li>
    • unspektakul\u00e4re Erz\u00e4hlstruktur
      <\/li>
    • Klongegner
      <\/li>
    • Clipping<\/li>
    • Fehler
      <\/li>
    • kein freies Springen
      <\/li>
    • enge Levelgrenzen
      <\/li><\/ul><\/div><\/div>
      <\/div>","protected":false},"excerpt":{"rendered":"

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