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{"id":3039914,"date":"2013-04-09T12:40:00","date_gmt":"2013-04-09T10:40:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/evoland\/3039914"},"modified":"2024-07-18T13:10:21","modified_gmt":"2024-07-18T11:10:21","slug":"evoland","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/evoland\/3039914","title":{"rendered":"Evoland (Action-Adventure) – Evoland"},"content":{"rendered":"

Schatzkisten in die Moderne<\/strong><\/p>\n


<\/strong><\/p>\n[GUI_PLAYER(ID=105439,width=400,text=Evoland gibt es f\u00fcr knapp 10 Euro aktuell nur digital f\u00fcr PC und Mac; die iOS-Versionen sollen Ende April erscheinen. Mittlerweile werden am PC auch Gamepads unterst\u00fctzt.,align=right)]Man muss selbst als Retrofan ungl\u00e4ubig blinzeln, wenn man den Helden Clink (ein Schuft, wer Zipfelm\u00fctziges dabei denkt!) durch die ersten Level bewegt: Schwarzwei\u00dfe Tristesse, keine Soundeffekte, es ruckelt, man geht lediglich per Pfeiltaste nach links oder rechts? Waren die ersten Videospiele wirklich so beschr\u00e4nkt? Oh ja. Aber mit jeder Schatzkiste n\u00e4hert sich der Pixelk\u00e4mpfer der interaktiven Moderne.

Kaum \u00f6ffnet man eine Truhe, wird ein kleines Feature wie etwa eine Textanzeige oder ein Inventar mit drei Pl\u00e4tzen freigeschaltet. Schnell gibt es nicht nur ein Schwert und Monster, sondern auch ein sanfteres Scrolling, sogar Musik und ganz wichtig: Speicherpunkte. Denn ein Treffer sorgte in der Antike der Pixelaction nat\u00fcrlich f\u00fcr das gnadenlose Game Over. Und Vorsicht: Zuschlagen oder laufen kann man zun\u00e4chst nur nach oben oder unten \u2013 aber keine Bange, auch die Diagonale ist unterwegs.

Gro\u00dfe Schritte mit Aha-Effekt<\/strong>

\n

\"Im<\/figure>\n
Im Zentrum steht die Evolution des Action-Adventures, die man mit dem Helden erspielt: Von Schwarzwei\u00df bis 3D. Das Original “Evoland Classic” wurde von Nicolas Cannasse in unter 30 Stunden entwickelt. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nKaum hat man ein paar Monster in monotoner Manier per Return verhauen und weitere Schatzkisten entdeckt, gibt es 16, kurze Zeit sp\u00e4ter endlich 256 Farben. Der pl\u00f6tzliche Wechsel der Kulisse geh\u00f6rt zu den besten Momenten des Spiels, denn man f\u00fchlt sich wie ein staunender Zeitreisender, wenn erste Labyrinthe in dritter Dimension, etwas sp\u00e4ter dann sogar Texturen auf W\u00e4nden auftauchen. Hier erkennt man: Was heute alles als selbstverst\u00e4ndlich gilt, musste \u00fcber viele Jahre langsam wachsen.

Auch inhaltlich bemerkt man quasi mit jeder Spielminute einen historischen Fortschritt: Irgendwann gibt es neben dem Echtzeitgekloppe auch Rundenk\u00e4mpfe \u00e0 la Final Fantasy, den ersten Nichtspielercharakter und ein Dorf mit H\u00e4ndler, wo der Held symbolisch w\u00e4chst. In den Dungeons kommen Druckplatten, zerbrechliche Vasen und kleine R\u00e4tsel hinzu, man \u00f6ffnet Truhen mit modernem Kamerazoom und selbst der obligatorische Boss-Schl\u00fcssel ist dabei. Schade, dass man da teilweise nur Zelda abbildet, anstatt auch mal andere Action-Adventure zu zitieren. Stattdessen bleibt es bei recht monotoner Klopperei, die zu selten von R\u00e4tseln unterbrochen wird.

\n
\"Das<\/figure>\n
Das Spieldesign orientiert sich vor allem an The Legend of Zelda. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nInteressant ist zwar, dass auch plumpe Designmittel wie die erzwungene Wahl oder die \u00d6ffnung einer T\u00fcr nach dem Tod des letzten Monsters dargestellt werden, aber Evoland inszeniert das Ganze recht steril ohne dramaturgische \u00dcberraschungen. Ich habe angesichts all der virtuellen Vorbilder wesentlich mehr Witz und bessere Anspielungen als \u201eMinen von Noria\u201c erwartet. Zumal das Spieldesign stellenweise dr\u00f6ge und gestreckt wirkt. Man bleibt zwar neugierig angesichts kommender Fortschritte, aber statt nostalgischer Begeisterung kommt zwischenzeitlich sogar Langeweile auf \u2013 selbst beim ersten Bosskampf. Wie man einerseits Retroflair abbilden und gleichzeitig ein tolles, aber clever verfeinertes Spielgef\u00fchl alter Schule anbieten kann, hat 3D Dot Game Heroes<\/a> auf PlayStation 3 demonstriert.

\n

Fazit<\/strong><\/h3>Durch die Videospielgeschichte reisen, indem man ein Abenteuer in 2D ohne Soundeffekte beginnt, sich dann langsam 16 Farben und schlie\u00dflich der HD-Moderne ann\u00e4hert? Eine gute Idee! Und es gibt in den knapp vier Stunden einige tolle Aha-Momente, wenn die Kulisse z.B. pl\u00f6tzlich in die dritte Dimension wechselt. Aber es kommt auch Langeweile auf, wenn man sich durch die Labyrinthe kloppt. Obwohl ich richtig Lust auf Evoland hatte und obwohl die Entwickler viele Fortschritte des Spieldesigns clever integrieren, wollte keine nostalgische Begeisterung entstehen. Dabei liebe ich Retro-Interpretationen wie z.B. das gro\u00dfartige 3D Dot Game Heroes. Aber hier steckt mir zu wenig Witz und Finesse in einem durchaus unterhaltsamen, aber ohne sp\u00fcrbare Spannungskurve vor sich hin pl\u00e4tschernden Abenteuer. Ein historisch interessanter, aber streckenweise monotoner Kurztrip, der sicher p\u00e4dagogischen Wert f\u00fcr Gelegenheitsspieler und j\u00fcngere Zocker hat. Die \u00e4ltere Generation verpasst bis auf ein paar Schmunzler allerdings nicht viel, hat die Originale im Keller, im Kopf oder der Cloud.<\/div><\/div>

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

Tolle Idee, historisch interessant, aber spielerisch redundant – da war f\u00fcr Zelda-Zeitreisende mehr drin!<\/p><\/div><\/div> <\/div>

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

Gef\u00e4llt mir<\/h3>
  • interessante historische Spielidee<\/li>
  • gute Abbildung der Action-Adventure-Fortschritte<\/li>
  • einige tolle Aha-Momente beim Grafikwechsel<\/li><\/ul><\/div>

    Gef\u00e4llt mir nicht<\/h3>
    • recht monotones Spieldesign<\/li>
    • zu wenig Charme, Witz und Anspielungen<\/li>
    • kaum inhaltliche H\u00f6hepunkte<\/li><\/ul><\/div><\/div>

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: 10 Euro (Steam)<\/li>
      • Getestete Version: Deutsche digitale Verkaufsversion 1.1.2334.<\/li>
      • Sprachen: Deutsche, englische, franz\u00f6sische Texte.<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Nein<\/li>
      • Multiplayer & Sonstiges: Spielzeit knapp vier Stunden.<\/li><\/ul><\/div>

        Vertrieb & Bezahlinhalte<\/h3>
        • Erh\u00e4ltlich \u00fcber: Steam<\/li>
        • Online-Aktivierung: Ja<\/li>
        • Online-Zwang: Nein<\/li>
        • Account-Bindung: Ja<\/li>
        • Sonstiges: Mittlerweile werden am PC auch Gamepads unterst\u00fctzt.<\/li>
        • Verf\u00fcgbarkeit: SteamEntwicklerseiteGOG<\/li>
        • Hauptverf\u00fcgbarkeit: Digital,Entwicklerseite<\/li>
        • Verf\u00fcgbarkeit digital: Steam,GOG<\/li>
        • Bezahlinhalte: Nein<\/li><\/ul><\/div><\/div>","protected":false},"excerpt":{"rendered":"

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