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{"id":3039444,"date":"2006-12-21T16:10:59","date_gmt":"2006-12-21T15:10:59","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/need_for_speed_carbon-3\/3039444"},"modified":"2024-07-18T13:58:35","modified_gmt":"2024-07-18T11:58:35","slug":"need_for_speed_carbon-3","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/need_for_speed_carbon-3\/3039444","title":{"rendered":"Need for Speed: Carbon (Rennspiel) – Need for Speed: Carbon"},"content":{"rendered":"

“Das ist doch ein GameCube!”<\/STRONG><\/P>

B\u00f6se Zungen behaupten, der Wii sei nichts anderes als ein GameCube mit einem innovativen Controller. Wer Need for Speed: Carbon auf der neuen Nintendo-Konsole sieht, wird dieser Behauptung kaum widersprechen k\u00f6nnen, denn das Spiel sieht in der Tat genau so aus wie auf dem W\u00fcrfel. Das bedeutet, dass ihr euch auch hier auf den ein oder anderen Ruckler gefasst machen und mit weniger Grafikeffekten als auf Xbox (360) und dem PC leben m\u00fcsst. Auch die modellierten Charaktere, wie man sie vom PC und der 360 kennt, werdet ihr hier genauso wenig finden wie die Massenrennen. Daneben tummeln sich auf den Wii-Pisten im Gegensatz zu den Next-Gen-Systemen nur maximal drei Gegner und auch einen Onlinemodus gibt es nicht\u00a0– genau wie auf dem Cube halt. Auch der Spielumfang ist identisch und bietet neben einer viel zu kurz geratenen Kampagne auch schnelle Rennen sowie Herausforderungen, in denen ihr in unterschiedlichen Wettbewerben
<\/A><\/TD><\/TR>
Bei den Canyon-Rennen kommt es in engen Kurven oft auf eine pr\u00e4zise Steuerung an – hier\u00a0kann die Wii-Fassung nicht \u00fcberzeugen.<\/TD><\/TR><\/TBODY><\/TABLE><\/SPAN>wie Driftrennen oder Verfolgungsjagden mit der Polizei um Bronze-, Silber- und Goldmedaillen k\u00e4mpft. Wenn ihr mehr \u00fcber die Features und Spielmodi erfahren wollt, empfehle ich euch die Lekt\u00fcre unseres Carbon-Testberichts f\u00fcr PC und Konsolen, denn jetzt komme ich zu dieser einen Sache, von der sich die Wii-Fassung von allen anderen Versionen unterscheidet: die Steuerung! <\/P>

Wii soll ich das steuern?<\/STRONG><\/P>

Es war klar, dass Electronic Arts\u00a0– wie jeder andere Hersteller auch\u00a0– die neuartigen M\u00f6glichkeiten des Wii-Controllers auf irgendeine Art nutzen w\u00fcrde. Bisher konnten die Rennspiele mit GT Pro Series und 4×4 Monster World Circuit an Nintendos neuer Konsole trotz recht guter, aber gew\u00f6hnungsbed\u00fcrftiger\u00a0 Steuerung noch nicht \u00fcberzeugen. Was hat man sich f\u00fcr NFS Carbon einfallen lassen? So einiges, denn anstatt euch nur eine feste Standardsteuerung vorzugeben, hat EA offensichtlich mit mehreren Varianten experimentiert und stellt euch diese zur Auswahl. Die erste M\u00f6glichkeit entspricht der Excite Truck-Handhabung: Ihr haltet die Remote quer, beschleunigt und bremst mit dem 1- und 2-Knopf und lenkt, indem ihr die Seiten nach oben bzw. unten kippt. Es soll Leute geben, die mit dieser Steuerung wunderbar zurecht kommen. Ich kann es nicht! Neben den f\u00fcr mich nahezu unkontrollierbaren Lenkbewegungen gesellt sich jedoch ein weiteres Problem hinzu\u00a0–
<\/A><\/TD><\/TR>
Erst wenn ihr die Cops richtig auf die Palme treibt, gehen sie bei der Verfolgung aggressiv ans Werk.<\/TD><\/TR><\/TBODY><\/TABLE><\/SPAN>vor allem, wenn man manuell schalten m\u00f6chte. In diesen Fall muss man sich mit Tastenkombinationen rumschlagen, bei denen ihr z.B. den B-Knopf (Trigger) gedr\u00fcckt halten und gleichzeitig das Digitalkreuz bedienen m\u00fcsst, was mitten im Renngeschehen meist mit Knoten in den Fingern endet. <\/P>

Die Remote als Gaspedal<\/STRONG><\/P>

Deutlich besser kam ich mit den Kombinationen aus Nunchuk und Remote zurecht: Dabei ahmt ihr mit der Fernbedienung praktisch ein Gaspedal nach, das ihr nicht mit dem Fu\u00df bedient, sondern in der Hand haltet. Stellt euch vor, ihr haltet die Remote senkrecht in der Hand\u00a0– etwa wie den Stab beim Staffellaufen. Bewegt ihr ihn nach vorne, gebt ihr Gas. Zieht ihr in zu euch, wird gebremst. Als Variante d\u00fcrft ihr die Bremsfunktion auch auf den Z-Knopf des Nunchuks legen und die Remote damit alleine f\u00fcr die Beschleunigung einsetzen\u00a0– eine Variante, die mir pers\u00f6nlich mehr zugesagt hat, da die Bremsfunktion eine h\u00f6here Priorit\u00e4t besitzt als das Gaspedal. Gebt ihr also Vollgas und bremst gleichzeitig, hat die Bremsfunktion Vorrang. Die Lenkung mit der Remote-\/Nunchuk-Kombinationen bietet ebenfalls zwei M\u00f6glichkeiten: Entweder neigt ihr die Muschel nach rechts und links oder ihr nutzt den Analogstick. Die beste Erfahrung habe ich gemacht, indem ich die Wii Remote als Gaspedal genutzt, den Z-Knopf zum Bremsen und den Analogstick zu Lenken verwendet habe, da f\u00fcr mich nur in dieser Kombination eine \u00e4hnliche Pr\u00e4zision bei der Steuerung wahrgenommen habe wie auf dem Cube. Allerdings war es nach einiger Zeit etwas nervig, mit der rechten Hand die Fernbedienung st\u00e4ndig mit Vollgas auf den Bildschirm richten zu m\u00fcssen. Daneben ist auch der Rumble-Effekt kaum der Rede wert und erinnert mehr an einen schwachen Rasierapparat\u00a0– aber das ist immerhin noch mehr als das, was uns auf der PlayStation 3 erwartet. Auch wenn keine der gebotenen M\u00f6glichkeiten wirklich an die bew\u00e4hrte Joypad-Steuerung heranreichen kann, ist es dennoch l\u00f6blich, dass EA euch mehrere, deutlich unterschiedliche Optionen bietet als bisherige Genre-Vertreter auf dem Wii. Hier sollten sich andere Hersteller eine Scheibe abschneiden!\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0
\u00a0<\/P>\u00a0\u00a0

Fazit<\/strong><\/h3>Nach GT Pro Series <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=10327′)”><\/A><\/B><\/B> und Monster 4×4: World Circuit <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=10324′)”><\/A><\/B><\/B> hatte ich schon die schlimmsten Bef\u00fcrchtungen, was mich mit Need for Speed: Carbon auf Wii erwarten w\u00fcrde. Doch obwohl es sich technisch leider nur um eine einfache Konvertierung der GameCube-Fassung handelt und sich die Fahrzeuge in den meisten der verf\u00fcgbaren Kombinationen mehr schwammig als pr\u00e4zise steuern, hat man sich dennoch Gedanken gemacht, wie man Nunchuk und Remote in einem Rennspiel sinnvoll einsetzen kann. EA ist hier eindeutig auf dem richtigen Weg, auch wenn es an der Umsetzung noch etwas hapert. Deshalb w\u00fcrde ich Wii-Besitzern, die unbedingt mit NFS Carbon auf die Piste gehen wollen, tats\u00e4chlich eher zur GameCube-Version raten, mit der ihr die Boliden insgesamt besser unter Kontrolle habt. Gerade in den Drift-Rennen oder bei den sp\u00e4teren PS-Schleudern, die zum starken Ausbrechen neigen und bei denen es auf pr\u00e4zisere Lenkbewegungen ankommt, werden die Nachteile der Wii-Umsetzung\u00a0 offensichtlich. Daneben sind die Schw\u00e4chen der anderen Versionen auch hier enthalten: der Umfang ist zu gering, die Tuningm\u00f6glichkeiten und Spielmodi wurden im Vergleich zu Most Wanted beschnitten, die Verfolgungsjagden sind weniger spannend und die R\u00fcckkehr zu ausschlie\u00dflich n\u00e4chtlichen Rennveranstaltungen schade. <\/div><\/div>

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

Gef\u00e4llt mir<\/h3>
  • viele Steuerungsvariationen
    <\/li>
  •  spannende Canyon-Rennen
    <\/li>
  •  satte Motorenger\u00e4usche
    <\/li>
  •  detaillierte Wagenmodelle
    <\/li>
  •  professionelle Synchronisierung
    <\/li>
  •  f\u00fcr Anf\u00e4nger gut geeignet
    <\/li>
  •  gutes (Arcade-)Fahrverhalten
    <\/li>
  •  Autosculpt-Feature<\/li><\/ul><\/div>

    Gef\u00e4llt mir nicht<\/h3>
    •  viel zu geringer Umfang & K\u00fcrzung von Spielmodi
      <\/li>
    •  pr\u00e4zises Steuern kaum m\u00f6glich
      <\/li>
    •  gelegentliche Framerate<\/li>
    • Einbr\u00fcche
      <\/li>
    •  kaum spielerische Herausforderung
      <\/li>
    •  schwache Cops
      <\/li>
    •  ausschlie\u00dflich Nachtrennen
      <\/li>
    •  gew\u00f6hnungsbed\u00fcrftige Drift<\/li>
    • Rennen
      <\/li>
    •  weniger Tuningm\u00f6glichkeiten
      <\/li>
    •  technisch nur auf GameCube<\/li>
    • Niveau
      <\/li>
    •   schwache Rumblefunktion
      <\/li>
    •  kein Fotomodus
      <\/li>
    •  keine Replays
      <\/li>
    •  effektarme Pr\u00e4sentation
      <\/li>
    •  kein Onlinemodus
      <\/li>
    •  nervige Verteidigungsrennen
      <\/li><\/ul><\/div><\/div>
      <\/div>","protected":false},"excerpt":{"rendered":"

      Need for Speed Carbon ist ein typischer Multiplattform-Titel, der bisher auf ziemlich jedem System erschienen ist. Klar, dass da auch eine Wii-Version nicht fehlen darf und so haben wir uns Remote und Nunchuk geschnappt, um uns erneut ins n\u00e4chtliche Palmont City zu begeben. Sorgt die neue Steuerung f\u00fcr den Kick oder w\u00fcnscht man sich einen klassischen Controller zur\u00fcck?<\/p>\n","protected":false},"author":629,"featured_media":3194652,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_yoast_wpseo_title":"Need for Speed: Carbon - Test, Rennspiel, Nintendo Wii","_yoast_wpseo_metadesc":"Need for Speed Carbon ist ein typischer Multiplattform-Titel, der bisher auf ziemlich jedem\u00a0System erschienen ist. Klar, dass da auch eine Wii-Version nicht fehlen darf und so haben wir uns Remote und Nunchuk geschnappt, um uns erneut ins n\u00e4chtliche Palmont City zu begeben. 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