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{"id":3040673,"date":"2016-08-09T17:42:00","date_gmt":"2016-08-09T15:42:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/road_to_ballhalla\/3040673"},"modified":"2024-07-18T13:14:15","modified_gmt":"2024-07-18T11:14:15","slug":"road_to_ballhalla","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/road_to_ballhalla\/3040673","title":{"rendered":"Road to Ballhalla (Geschicklichkeit) – Das etwas andere Rollenspiel"},"content":{"rendered":"

Rhythmisches Rumkugeln<\/strong>

Fl\u00fcchtig betrachtet handelt es sich bei Road To Ballhalla nur um ein Murmelspiel, wie sie vor sechs, sieben Jahren dutzendfach das iPhone \u00fcberschwemmten. Das Design beschr\u00e4nkt sich auf ein paar geometrische Figuren; sogar die \u201eGegner\u201c sind schlicht und einfach gr\u00f6\u00dfere Kugeln im Gitterdesign. Andererseits war es vermutlich eine gute Idee, als Ein-Mann-Team ohne Grafiker auf ein derart schlichtes Design zu setzen: So kommt wenigstens nichts Peinliches dabei heraus. Stattdessen verspr\u00fchen die gl\u00fchenden Bahnen durchaus einen gewissen minimalistischen Charme, der prima zu den herrlich entspannenden Synthie-Kl\u00e4ngen von Nicholas Singer passt. Wer sich erst einmal auf den Weg nach \u201eBallhalla\u201c macht, merkt schnell, wie viel Liebe ins Spiel geflossen ist: Fast jedes einzelne Level bietet eine neue \u00dcberraschung: Oft muss man im passenden Rhythmus durch die musikalisch pulsierenden Fallen kullern, anderswo im richtigen Takt den Lasern ausweichen oder sie mit Hilfe eines rhythmischen Automatiksprungs \u00fcberqueren. Anderswo \u00e4ndert sich pl\u00f6tzlich die Perspektive, so dass man entweder umdenken oder den Controller drehen muss.

<\/p>\n

\"[GUI_STATICIMAGE(setid=80522,id=92530664)]\"<\/figure>\n
Wie in Ballance oder Marble Blast Ultra steuert man die Kugel direkt \u2013 statt den Untergrund wie in Super Monkey Ball zu kippen. Mit dem Analogstick bestimmt man die Richtung und boostet per Knopfdruck \u2013 das war’s schon! \u00a9 4P\/Screenshot<\/div>\n<\/div>\nAll das flie\u00dft so leichtf\u00fc\u00dfig ineinander \u00fcber, dass man schnell im Spiel versinkt: Nach und nach meistert man immer mehr Abschnitte des Labyrinths, das zwar nicht wirklich neuen Ideen bietet, bekannte Spieldesign-Tricks aber geschickt miteinander verkn\u00fcpft. So lassen sich z.B. auch attackierende fette Kugeln wie \u201eMiss Marble\u201c zum eigene Vorteil nutzen. Ich m\u00f6chte nicht zu viel vorwegnehmen, aber sie sind ebenfalls auf motivierende Weise in das Mosaik aus Lasern, sammelbaren Orbs und Sprungfeldern eingeflochten.

Hochgradig albern

<\/strong>Auch versteckte Abschnitte und kleine Logikr\u00e4tsel sind dabei, bei denen Quizfragen dem Spieler auf die Spr\u00fcnge helfen. Komplett auf die Hinweise verlassen sollte man allerdings nicht, denn der Entwickler f\u00fchrt einen immer wieder mit fiesen kleinen Texten am Rand aufs Glatteis. \u201eLass dich hier vernichten, um herauszufinden, wie du deine Respawns auf 0 zur\u00fccksetzt\u201c \u2013 ja ne – ist klar! Die komplette Reise wird mit albernen Spr\u00fcchen garniert: \u201eAn diesem Ort bist du rhythmisch unschlagball……Weil Gr\u00fcnde.\u201c Ahhh ja. Auch das Level-Design wird nicht von Wortspielen verschont: So wird ein fettes \u201eFU\u201c auf dem Weg pl\u00f6tzlich zu \u201eFUN\u201c. Reizend!

\n
\"[GUI_STATICIMAGE(setid=80522,id=92530666)]\"<\/figure>\n
Klirr! Die resoluten Laser lassen nicht mit sich spa\u00dfen. Gl\u00fccklicherweise wird die Murmel zeitweise immun – und zwar im Takt der Musik. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nSchade, dass der Spa\u00df in der \u201eKampagne\u201c schon nach rund zweieinhalb Stunden vorbei ist. Die Jagd auf weltweite Bestzeiten hat mich zwar noch eine Weile motiviert. Ich hatte aber keine Lust mehr auf die zahlreichen Wettrennen im Speedrun-Modus, die zum freischalten weiterer Bonus-Levels n\u00f6tig gewesen w\u00e4ren. Der Men\u00fcpunkt mit geplanten Community-Levels l\u00e4sst sich \u00fcbrigens noch nicht erreichen, eine Twitch-Unterst\u00fctzung gibt es dagegen schon jetzt.\n

\u00a0<\/p>\n

Fazit<\/strong><\/h3>Respekt an Kai Hillenbrand aka Torched Hill: Road to Ballhalla ist dank kleiner Tricks und viel Abwechslung ein echtes Kleinod im vernachl\u00e4ssigten Genre der \u201eRollenspiele\u201c. Es f\u00fchlt sich einfach gut und richtig an, im passenden Rhythmus \u00fcber das pulsierende Gitter zu kullern und sich mit den st\u00e4ndig wechselnden Mechaniken auseinanderzusetzen. Besonders gut gef\u00e4llt mir die spielerische Art, mit der die kleinen fiesen Kommentare mich zu neuen Bestleistungen auf den gut ausbalancierten Kursen angespornt haben. Die einzigen Schw\u00e4chen des Spiels sind der geringe Umfang und der Umstand, dass man nur sehr selten mal schwungvoll \u00fcber richtig schnelle, lange Murmelbahnen d\u00fcsen darf: Genau das ist anderswo ein nicht zu untersch\u00e4tzender Motivationsfaktor! G\u00f6\u00dfere Titel wie Marbles! Balance Challenge oder Super Monkey Ball boten zudem noch viel verdrehtere Bahnen, fantasievolle Themenwelten und teils richtig coole Bewegungssteuerungen. Sei’s drum, denn in seinem klein gehaltenen Rahmen hat Hillenbrand fast alles richtig gemacht und ein gutes Murmelspiel auf die Beine gestellt, welches mal herrlich entspannt und dann wiederum angenehm fordert. Bitte mehr davon!<\/div><\/div>

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

Kleines aber unterhaltsames Kugel-Labyrinth, dass trotz minimalistischer Aufmachung erfreulich viel Humor und Abwechslung bietet.<\/p><\/div><\/div> <\/div>

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

Gef\u00e4llt mir<\/h3>
  • klassische Murmelbahn<\/li>
  • Rhythmen, R\u00e4tsel & Tricks bringen Abwechslung<\/li>
  • alberner Humor lockert die Anspannung und zieht sich durchs komplette Spiel<\/li>
  • Twitch-Einbindung und geplanter Level-Tausch…<\/li>
  • motivierend ansteigender mittlerer Schwierigkeitsgrad<\/li>
  • entspannend melodi\u00f6ser Synthie-Soundtrack<\/li><\/ul><\/div>

    Gef\u00e4llt mir nicht<\/h3>
    • minimalistisches Design mitunter arg karg<\/li>
    • kaum schnelle Abschnitte oder fantasievoll verzwirbelte Bahnen<\/li>
    • Kampagne nur zweieinhalb Stunden kurz<\/li>
    • …Leveltausch aber noch nicht verf\u00fcgbar<\/li><\/ul><\/div><\/div>

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: 13,49 Euro<\/li>
      • Getestete Version: Steam-Version<\/li>
      • Sprachen: Deutsch, Englisch<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Nein<\/li>
      • Multiplayer & Sonstiges: Weltweite Bestenlisten<\/li><\/ul><\/div>

        Vertrieb & Bezahlinhalte<\/h3>
        • Erh\u00e4ltlich \u00fcber: Steam<\/li>
        • Online-Aktivierung: Ja<\/li>
        • Online-Zwang: Nein<\/li>
        • Account-Bindung: Ja<\/li>
        • Sonstiges: DRM-freie Version (ohne Steam Workshops und Leaderboards) ist in Arbeit<\/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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