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{"id":3039799,"date":"2013-01-14T12:30:00","date_gmt":"2013-01-14T11:30:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/fractured_soul-2\/3039799"},"modified":"2024-07-18T14:00:30","modified_gmt":"2024-07-18T12:00:30","slug":"fractured_soul-2","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/fractured_soul-2\/3039799","title":{"rendered":"Fractured Soul (Plattformer) – Fractured Soul"},"content":{"rendered":"H\u00fcpfende Blicke<\/strong>

\n
\"Paralleles<\/figure>\n
Paralleles Spiel auf zwei Ebenen: Man dirigiert die Spielfigur stets simultan auf beiden Bildschirmen durch die Levels. Interaktionen sind aber immer nur auf dem gerade aktiven Bildschirm (hier: unten) m\u00f6glich, den man jederzeit umschalten kann. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nWenn Molyneux schon Probleme damit hat<\/a>, seinen Blick zwischen Fernseher und Wii U-Controller bzw. Tablet hin und her wandern zu lassen, wird ihn Fractured Soul h\u00f6chstwahrscheinlich in den Wahnsinn treiben. Schlie\u00dflich muss man sein Augenmerk hier teils in Sekundenbruchteilen zwischen den beiden Bildschirmen des 3DS rotieren lassen. Das H\u00fcpf- und Ballerabenteuer findet n\u00e4mlich auf zwei parallelen Spielebenen statt, wobei auf Knopfdruck gewechselt wird.

Das Konzept ist nicht neu. Nur hat man sich bisher meist darauf beschr\u00e4nkt lediglich die gerade aktive Spielebene anzuzeigen und bei einem Wechsel entsprechend umzublenden, was vor allem
Soul Reaver<\/a> grandios beherrschte. Die Endgame Studios haben sich jedoch dazu entschlossen jeder Ebene einen eigenen Bildschirm zu verpassen und lediglich die Spielfigur bei einem Ebenenwechsel umzublenden. Als Folge dessen muss man stets hin und her blicken, um Figur und Umgebung im Blick zu behalten – wenn auch nur in 2D.

Anfangs mag das st\u00e4ndige Auf und Ab gew\u00f6hnungsbed\u00fcrftig sein, auch wenn man recht gem\u00e4chlich an das Konzept herangef\u00fchrt wird. Irgendwann geht es aber in Fleisch und Blut \u00fcber und man nutzt immer schneller und \u00f6fter die jeweiligen Ebenenvorteile aus. Sp\u00e4testens wenn einen t\u00f6dliche Laserbarrieren durch komplette Levels ohne jegliche Checkpoints hetzen, muss man sowieso alles im Griff haben, um nicht frustriert das Handtuch zu schmei\u00dfen. Eine Gefahr, die durchaus besteht, da es nur einen einheitlichen, mitunter wirklich happigen Schwierigkeitsgrad gibt.

Fordernde Faszination<\/strong>

\n
\"Am<\/figure>\n
Am interessantesten ist das Wechselspiel zwischen den beiden Bildschirmen, wenn unterschiedliche physikalische Kr\u00e4fte wirken wie hier der unter Wasser stehende Bereich im oberen Bildschirm. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nAls besondere Herausforderung gibt es neben dem Sammeln immer schwerer zu erreichender Extras und online vergleichbarer Bestzeiten auch durch entsprechende Rankings freischaltbare Bonuslevels, die einen mit noch kniffligerer Situationen konfrontieren. Neben Schwebeplattformen, Leitern, T\u00fcren oder Haltestangen gibt es auch t\u00f6dliche Fallen und Abgr\u00fcnde sowie eine Reihe angriffslustiger Gegner, die es zum Teil sogar auf beiden Bildschirmen oder in klassischen Flugabschnitten zu eliminieren gilt.

Besonders gelungen sind auch physikalische Unterschiede zwischen den Ebenen durch Wasser, Wind, Eis oder Gravitationsumkehr. Wenn z. B. nur einer der beiden Bildschirme unter Wasser liegt, muss man auf dieser Ebene Handicaps wie niedrigeres Bewegungstempo ber\u00fccksichtigen, kann sich aber auch Vorteile wie langsamere Fallgeschwindigkeiten sowie weitere und h\u00f6here Spr\u00fcnge zunutze machen, was u. a. an die Anti-Schwerkrafts\u00e4ulen eines
Pid<\/a> erinnert.

Die Handhabung ist dabei angenehm einfach gehalten: Man kann sich lediglich bewegen, springen, ducken und schie\u00dfen sowie zwischen den beiden Spielebenen hin und her schalten. Selbst der Touchscreen bleibt g\u00e4nzlich ungenutzt. Schade nur, dass nicht einmal die 3D-Funktion des 3DS zum Einsatz kommt und auch die Pr\u00e4sentation eher zweckm\u00e4\u00dfig ausf\u00e4llt. So gibt es keinerlei Sprachausgabe oder Story-Sequenzen. Zwischen den einzelnen Spielabschnitten bekommt man lediglich ein, zwei belanglose S\u00e4tze Text serviert.\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nAuch wenn Fractured Soul sicher nichts f\u00fcr die Peter Molyneux’ dieser Welt ist, f\u00fcr reaktionsschnelle Finger und Augen liegt hinter dem st\u00e4ndigen Auf und Ab der Blicke eine faszinierende Flucht durch parallele Welten. Die Handhabung ist trotz vieler t\u00f6dlicher Gefahren herrlich einfach, das Leveldesign trotz schlichter Aufmachung immer wieder interessant. Der oft gnadenlose und nicht ver\u00e4nderbare Schwierigkeitsgrad birgt allerdings ein ziemliches gro\u00dfes Frustpotential. Der komplette Verzicht auf 3D- und Touch-Funktionen wirft zudem die Frage auf, warum man sich \u00fcberhaupt f\u00fcr Nintendos 3D-Handheld als Zielplattform entschieden hat? Einen Blick ist das knapp acht Euro teure Zwei-Ebenen-Abenteuer im Metroidvania-Stil aber allemal wert.\n<\/div>\n<\/div>\n\n

Wertung<\/strong><\/h3>
3DS<\/div>
3DS<\/div><\/div>
\"\"<\/div>

Forderndes Jump'n'Shoot auf zwei parallelen Spielebenen.<\/p><\/div><\/div> <\/div> \n\n

\n
\n

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

Gef\u00e4llt mir<\/h3>\n\n\n
    \n
  • einfache Handhabung<\/li>\n\n\n
  • interessantes Leveldesign<\/li>\n\n\n
  • originelle Bildschirmwechsel<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      \n
    • zweckm\u00e4\u00dfige Inszenierung<\/li>\n\n\n
    • happiger Schwierigkeitsgrad<\/li>\n\n\n
    • keine 3D<\/li>\n\n\n
    • oder Touch<\/li>\n\n\n
    • Funktionen<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: 7,99 Euro<\/li>
      • Getestete Version: Deutsche Download-Fassung<\/li>
      • Sprachen: Deutsche Texte<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Ja<\/li>
      • Multiplayer & Sonstiges: Online-Ranglisten<\/li><\/ul><\/div><\/div>","protected":false},"excerpt":{"rendered":"

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