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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.