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{"id":3038969,"date":"2007-12-21T14:10:21","date_gmt":"2007-12-21T13:10:21","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/sonic_rivals_2\/3038969"},"modified":"2024-07-18T13:56:14","modified_gmt":"2024-07-18T11:56:14","slug":"sonic_rivals_2","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/sonic_rivals_2\/3038969","title":{"rendered":"Sonic Rivals 2 (Plattformer) – Sonic Rivals 2"},"content":{"rendered":"

Der blaue Flitzblitz<\/STRONG>

Die Antwort auf die Eingangsfrage lautet: Aber ja, die Zeit reicht locker. Offenbar war sogar noch genug \u00fcbrig, um nicht nur Fehler auszumerzen, sondern auch ganz neue reinzupacken! Aber beginnen wir von vorne: Wenig \u00fcberraschend ist Sonic Rivals 2 nach wie vor ein Jump-n-Run, mit sehr viel Run und ein wenig Jump. Es gibt mal wieder eine Story, die sich in Sachen Sinnlosigkeit locker mit der des Vorg\u00e4ngers messen kann, denn in der Quintessenz geht es darum, mit Sonic, Tails, Knuckles, Shadow oder einem anderen der acht Flitzer vom Startpunkt zum Ziel zu rennen. Kommt ihr dort als Erster an, geht’s weiter, ansonsten muss der Abschnitt von vorne begonnen werden. Wen juckt es da, dass der achsob\u00f6se Dr. Eggman die putzigen Chaos entf\u00fchrt hat und der \u00bbMaster Emerald\u00ab vermisst wird? Zumal die Geschichte wie in Sonic Rush Adventure <A class=DYNLINK onmouseover="DynToolTipp_Show('Klicken f\u00fcr Gameinfos<\/b>‘)” onmouseout=”DynToolTipp_Hide(); ” href=”javascript:DynCont_Display(‘Gamefinder’,’runmod.php?sid={SID}&LAYOUT=dyncont_gf&spielid=11624′)”><\/A><\/B><\/B> in Standbildern der Figuren und von kindischer englischer Sprachausgabe begleitet (und wahlweise deutschen Untertiteln) weitererz\u00e4hlt wird.

<\/A><\/A><\/TD><\/TR>
Es wird mal wieder geflitzt: Sonic Rivals 2 folgt dem Vorg\u00e4nger auf dem Fu\u00dfe.<\/TD><\/TR><\/TBODY><\/TABLE>\u00a0<\/SPAN>Und so sprintet ihr immer zu zweit aus einer Seitenperspektive durch die lauschigen Levels, durch Loopings und Korkenzieher, \u00fcber Jump- und Beschleunigerpads, in F\u00e4sser rollend oder an Gleitern baumelnd durch die L\u00fcfte schwebend – im Gro\u00dfen und Ganzen also aus fr\u00fcheren Sonic-Games vertrautes Design, nur jetzt mit umso st\u00e4rkerer Betonung der Rennerei. Denn die paar Plattform-Einlagen kann man nicht nur getrost vergessen, sie st\u00f6ren auch den Flitzspa\u00df. Tats\u00e4chlich ist dieser Part von Sonic Rivals 2 der beste: Die \u00dcbersichtsprobleme des Vorg\u00e4ngers wurden zum gr\u00f6\u00dften Teil ausgemerzt, die munter in alle Richtungen schwenkende Kamera zoomt teilweise so weit heraus, dass man den halben Level zu sehen bekommt – wirkt zwar gew\u00f6hnungsbed\u00fcrftig, ist aber der \u00dcbersicht sehr dienlich! Und da ihr nach wie vor um euch schlagen, treten und mit Spezialwaffen von Feuerball bis zum dicken Eisw\u00fcrfel um euch werfen k\u00f6nnt, um den Gegnerbeinen Einhalt zu gebieten, ist es sehr sch\u00f6n, dass es nicht mehr das fast unvermeidliche Aus bedeutet, wenn ihr mal vom Feind erwischt werdet: Die nicht-linear aufgebauten Levels sind intelligent genug designt, dass ihr fast immer auf die F\u00fc\u00dfe fallt, wenn’s mal abw\u00e4rts geht. Au\u00dferdem habt ihr sehr oft die Qual der Wahl: Mal ist ein Streckenabschnitt k\u00fcrzer, mal liegen auf einem mehr Ringe zum Aufsammeln herum – ein stetes Abw\u00e4gen ist also ebenso n\u00f6tig wie ein Auswendiglernen der Rennstrecke. Jeder eurer Sprinter hat unterschiedliche Spezialeigenschaften, die ihr nach genug aufgesammelten Ringen einsetzen d\u00fcrft: Sonic gibt Extra-Gas, Tails kann kurz fliegen, Shadow sendet Bildst\u00f6rungen aus.

Nahkampf-Rennen<\/STRONG>

Kommen wir zu den Neuerungen, und damit auch zu den Verschlimmbesserungen: Am Ende jedes Aktes wartet der obligatorische Bossfight, den ihr zusammen mit oder vielmehr gegen euren Konkurrenten angehen m\u00fcsst. Ihr m\u00fcsst euch somit nicht nur darauf konzentrieren, den Boss zu treffen, sondern auch dem Gegner auszuweichen und vor allem daf\u00fcr zu sorgen, dass er nicht als Erster eine bestimmte Trefferzahl landet. Das war zwar im Gro\u00dfen und Ganzen auch beim Vorg\u00e4nger so, trotzdem haben es die Entwickler geschafft, diese Abschnitte v\u00f6llig spa\u00dfbefreit zu inszenieren – denn die Fights finden nicht mehr nur in runden Arenen, sondern auch in Rennlevels statt. Noch nervender sind allerdings die Klopp-Abschnitte, die sich ebenfalls in jedem Akt finden: In denen gebt ihr eurem Feind mit einfachen Kicks und Sonderwaffen auf die M\u00fctze: Nach einem Treffer verliert er seine Ringe, nach dem zweiten die Runde – drei davon gewonnen bedeutet den Sieg.
<\/A><\/A><\/TD><\/TR>
Die Arenak\u00e4mpfe sind langweilig, un\u00fcbersichtlich und krampfig zu steuern – aber wenigstens auch ziemlich kurz.<\/TD><\/TR><\/TBODY><\/TABLE>Prinzipiell ein simpler Abklatsch\u00a0 <\/SPAN>von Super Smash Bros. wirken diese Abschnitte nichtsdestotrotz in aller Eile zusammengekl\u00f6ppelt – sie steuern sich schlecht, die \u00dcbersicht fehlt, das Gegnerverhalten wirkt willk\u00fcrlich. Das gilt allerdings auch nach wie vor f\u00fcr die normalen Rennen: Die gef\u00fcrchtete Gummiband-KI des Vorg\u00e4ngers findet sich hier in nahezu unver\u00e4nderter Form wieder, auch wenn die Konkurrenten jetzt bevorzugt auf Tuchf\u00fchlung gehen – egal, wie viel Gas man gibt, wie viele Speedpads man nutzt und wie viele Specials man einsetzt, die Rennen werden grunds\u00e4tzlich auf den letzten Metern entschieden.

Neben der Einzelspielererfahrung wartet auch der obligatorische Mehrspielermodus f\u00fcr zwei Rennigel: Beide d\u00fcrfen nicht nur rennen, sondern sich auch ein Bombenwanderspiel oder eine Art \u00bbKing of the Hill\u00ab liefern. Au\u00dferdem d\u00fcrfen beide Karten tauschen, die sich im Laufe der Story so ansammeln. Logischerweise nicht via Gamesharing, diesen Spielern bleiben auch Standard-Rennen vorenthalten.<\/P>\u00a0\u00a0\u00a0

Fazit<\/strong><\/h3>Naja, die \u00bb2\u00ab im Titel verspricht mehr, als sie halten kann: Sonic Rivals 2 verspr\u00fcht mehr den Charme eines Add-Ons, das grundlegende Spiel ist n\u00e4mlich komplett unver\u00e4ndert. Okay, die verbesserte Kameraf\u00fchrung ist ein echter Fortschritt, au\u00dferdem ist es gern gesehen, dass jetzt weniger \u00bbzivile\u00ab Gegner die Rennstrecken blockieren – so f\u00e4llt die Konzentration auf die eigentliche Raserei leichter. Und die sch\u00f6n flotte, sch\u00f6n bunte 2D\/3D-Grafik rast schnittiger als je zuvor \u00fcber die PSP. Allerdings bleiben auch gro\u00dfe Teile der alten \u00c4rgernisse, allen voran die Kopf-gegen-Tischplatte-Story sowie die Superkleber-KI, erhalten, die von den neuen Arenafight- und Bosslevels noch verst\u00e4rkt werden. Genau wie letztes Jahr zieht also mal wieder der DS-Sonic an seinem PSP-Zwilling vorbei – Sonic Rush Adventure ist f\u00fcr alte Blauigel-Fans die bessere Wahl.<\/div><\/div>

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

Netter, aber abwechslungsarmer Igel-\u00bbRacer\u00ab mit unn\u00f6tigen \u00c4rgernissen.<\/p><\/div><\/div> <\/div>

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

Gef\u00e4llt mir<\/h3>
  • rasante, farbenfrohe Grafik
    <\/li>
  • intelligent aufgebaute, nicht-lineare Levels
    <\/li>
  • unterhaltsame Mehrspielermodi<\/li>
  • einfache Steuerung<\/li><\/ul><\/div>

    Gef\u00e4llt mir nicht<\/h3>
    • \u00f6de Arenak\u00e4mpfe
      <\/li>
    • nervende Bosslevels
      <\/li>
    • gelegentliche \u00dcbersichtsprobleme
      <\/li>
    • merkw\u00fcrdiges Gegnerverhalten<\/li>
    • selten doofe Story
      <\/li>
    • nicht sehr umfangreich<\/li><\/ul><\/div><\/div>
      <\/div>","protected":false},"excerpt":{"rendered":"

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