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{"id":3040562,"date":"2016-03-04T10:53:00","date_gmt":"2016-03-04T09:53:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/soul_axiom\/3040562"},"modified":"2024-07-18T13:13:06","modified_gmt":"2024-07-18T11:13:06","slug":"soul_axiom","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/soul_axiom\/3040562","title":{"rendered":"Soul Axiom (Adventure) – Second-Hand-Cyberspace"},"content":{"rendered":"Pl\u00fcschaffen statt Badeentchen<\/strong>

Beinahe h\u00e4tte ich meine Einleitung zu Master Reboot zitiert. In ihrer Pr\u00e4misse sind sich die beiden Spiele n\u00e4mlich frappierend \u00e4hnlich. Damals klang das so: “In der nahen Zukunft werden unsere Seelen in einer Onlinedatenbank festgehalten und wenn wir sterben, k\u00f6nnen unsere Verwandten so genannte “Inseln” besuchen, auf denen Momente unserer Erinnerung wie auf digitalen B\u00fchnen festgehalten werden. Doch was, wenn die digitalen Seelen sich pl\u00f6tzlich nicht mehr daran erinnern k\u00f6nnen, wer und wo sie sind?”

Und so klingt es im Wesentlichen heute noch. Man erwacht, wei\u00df weder wo noch warum, findet aber nach und nach Erinnerungen und l\u00e4uft gelegentlich einer Art b\u00f6sem Bewusstsein \u00fcber den Weg.

Muss ja nichts Schlechtes sein. Allerdings erz\u00e4hlen die Entwickler einen Gro\u00dfteil ihrer Geschichte noch immer \u00fcber starre Zeitungsartikel, Ausweise, Brosch\u00fcren und andere Hinweise, die wie Fremdk\u00f6rper in der Umgebung wirken.\n
\"[GUI_STATICIMAGE(setid=79637,id=92521533)]\"<\/figure>\n
Mal schneit es im Cyberspace, mal ist es stockdunkel, mal mystisch verkl\u00e4rt, mal idyllisch sch\u00f6n. Wie eine lebendige Welt wirken die Kulissen allerdings nie. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nDenn versteckt sind sie in Pl\u00fcschaffen, nicht an plausiblen Orten einer nat\u00fcrlichen Umgebung. Der Cyberspace wirkt nie wie die virtuelle Nachbildung realer Schaupl\u00e4tze. Man erkennt immer seinen wichtigsten Zweck: Erz\u00e4hlung und Kulisse sind lediglich ein Vorwand f\u00fcr die Aneinanderreihung von R\u00e4tselr\u00e4umen.

“Klick hier zur L\u00f6sung!”<\/strong>

Immerhin l\u00f6st man die Aufgaben in beliebiger Reihenfolge, bis sich nach einem Zwischenschritt neue Herausforderungen auftun. W\u00e4ren die Puzzles nur nicht so bieder! Manch nette Kopfnuss ist zwar dabei, fast immer geht es aber lediglich darum, das richtige Objekt zu manipulieren, also den entsprechenden Knopf zu dr\u00fccken \u2013 bzw. ihn lange gedr\u00fcckt zu halten, denn die Steuerung ist ein tr\u00e4ges Geduldsspiel und noch dazu ungenau. Das war schon in Master Reboot so.

“Manipulieren” hei\u00dft \u00fcbrigens, Objekte verschwinden oder erscheinen zu lassen, sie zu bewegen oder zu zerst\u00f6ren. Klingt interessant! Aber wie spannend ist es wohl, eine Reihe Stege und Treppen an den rechten Fleck zu r\u00fccken, indem man jedes einzelne Objekt einfach auf die deutlich markierte Art anklickt? Notwendige Aktionen ergeben sich kaum aus einer erkennbaren Notwendigkeit heraus, sondern meist durch das grafische Hervorheben. Manche Aufgaben strapazieren das Wiederholen einmal erkannter L\u00f6sungswege zudem auf enervierende Art \u00fcber. Und wie aufregend kann es sein, das gesamte R\u00e4tsel von vorn zu beginnen, weil man zuvor, kurz vor dem Ende eines gro\u00dfen Raums, das Spiel verlassen musste?

Fazit<\/strong><\/h3>Erz\u00e4hlerisch und spielerisch ist Soul Axiom eine kleine Weiterentwicklung von Master Reboot \u2013 in den vergangenen zwei Jahren ist allerdings viel passiert. Ein The Talos Principle verbindet Erz\u00e4hlung und R\u00e4tsel wesentlich organischer, The Witness \u00fcberzeugt mit besseren R\u00e4tseln und sowohl technisch als auch k\u00fcnstlerisch sind beide Spiele bedeutend hochwertiger. Die tr\u00e4ge Steuerung ist \u00e4rgerlich, \u00fcber weite Strecken profane Suchspiele statt cleverer Herausforderungen verderben den Knobelspa\u00df und das n\u00fcchterne Freischalten kurzer Filmszenen ist langweilig \u2013 scheinbar willk\u00fcrlich platzierte Bonusinformationen unterstreichen die dr\u00f6ge Inszenierung nur. Und das ist heute sogar noch erm\u00fcdender als vor gut zwei Jahren schon.<\/div><\/div>

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

Spielerisch und erz\u00e4hlerisch erm\u00fcdendes R\u00e4tseln in einer Welt nach dem Tod.<\/p><\/div><\/div> <\/div>

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

Gef\u00e4llt mir<\/h3>
  • auf dem Papier interessante Geschichte<\/li>
  • gut gemeintes Manipulieren der Umgebung…<\/li><\/ul><\/div>

    Gef\u00e4llt mir nicht<\/h3>
    • langweilige Erz\u00e4hlweise \u00fcber kurze Filmszenen<\/li>
    • … das als vorgezeichnetes Klicken auf markierte Objekte inszeniert wird<\/li>
    • tr\u00e4ge, ungenaue Steuerung<\/li>
    • Zwischenschritte werden nicht gespeichert<\/li>
    • Umgebung wirkt leblos, Sammelobjekte aufgesetzt<\/li>
    • st\u00e4ndige Fortschrittsanzeige belangloser Z\u00e4hl<\/li>
    • “Erfolge”<\/li><\/ul><\/div><\/div>

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: 13,99 Euro<\/li>
      • Sprachen: komplett Englisch<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Ja<\/li><\/ul><\/div>

        Vertrieb & Bezahlinhalte<\/h3>
        • Online-Aktivierung: Ja<\/li>
        • Online-Zwang: Nein<\/li>
        • Account-Bindung: Ja<\/li>
        • Verf\u00fcgbarkeit: Steam<\/li>
        • Hauptverf\u00fcgbarkeit: Digital<\/li>
        • Verf\u00fcgbarkeit digital: Steam<\/li>
        • Bezahlinhalte: Nein<\/li><\/ul><\/div><\/div>","protected":false},"excerpt":{"rendered":"

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