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{"id":3040801,"date":"2017-01-26T17:00:00","date_gmt":"2017-01-26T16:00:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/imprint-x\/3040801"},"modified":"2024-07-18T13:14:36","modified_gmt":"2024-07-18T11:14:36","slug":"imprint-x","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/imprint-x\/3040801","title":{"rendered":"imprint-X (Logik & Kreativit\u00e4t) – Geheimnisvolle Apparaturen"},"content":{"rendered":"

Der Reiz des Unbekannten<\/strong><\/p>\n

\u00a0<\/p>\n

Der Hintergrund f\u00fcr all die wundersamen Apparaturen ist die Versklavung der Menschheit durch die Naniten: Die winzigen Maschinen haben die Gehirne einiger Menschen infiziert und sich an ihre Synapsen angedockt. Nur die Protagonistin ist noch in der Lage, sich mit einem VR-Headset bewaffnet in die K\u00f6pfe der Opfer zu hacken, um sie von den au\u00dferirdisch anmutenden Technik-Parasiten zu befreien. Die fremdartigen Schmarotzer haben sich nat\u00fcrlich mit Mechanismen gesch\u00fctzt, die ein Mensch auf Anhieb nicht versteht. Erst nachdem ich auf ein paar Kn\u00f6pfchen gedr\u00fcckt habe, erschlie\u00dfen sich erste Muster: Ach so, dieser Knopf klappt den Metallsteg aus! Und danach muss ich die \u00fcbrigen Schalter in der richtigen Reihenfolge aktivieren. Ein Hinweis-Diagramm dazu befindet sich auf dem anderen ausklappbaren Steg. So ergeben sich spannende Experimente, bei denen ich mich langsam voran taste und versuche, den Sinn hinter den Apparaturen zu entr\u00e4tseln, w\u00e4hrend im Hintergrund entspannende Acid-, Trance- und Ambient-Kl\u00e4nge die Nerven bes\u00e4nftigen.<\/p>\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=81254,id=92538283)]\"<\/figure>\n
Mal gibt es Schalter und ausklappbare Stege zu entr\u00e4tseln… \u00a9 4P\/Screenshot<\/div>\n<\/div>\nEine Konstante des per Kickstarter erm\u00f6glichten Titels bleibt die vorgegebene Anzahl an Schritten, die am unteren Bildrand eingeblendet wird. Leiste ich mir zu viele Fehltritte, ist die Runde vorbei und ich muss von Neuem beginnen. \u00c4hnlich wie in Dyad<\/a> ist das Motivierendste am Spiel, dass sich die Mechanik fast immer ein wenig \u00e4ndert und ich stets zum Umdenken gezwungen werde. Mal muss ich mir Muster und Farbkombinationen einpr\u00e4gen, anderswo Steinchen auf mechanischen Schaufelr\u00e4dern durchs Level bef\u00f6rdern \u2013 oder auch beides zusammen. Im sp\u00e4teren Spielverlauf passen die Elemente aber nicht immer so gut zusammen.
\n

\u00a0<\/p>\n

Mangel an Musikalit\u00e4t<\/strong><\/p>\n


Vor allem die Rhythmusspiel-Einlagen haben mich ausgiebig fluchen lassen. Bei ihnen muss man im passenden Takt auf die Maustaste h\u00e4mmern, w\u00e4hrend kleine Kreise wild zuckend \u00fcber den Schirm kreisen. Dumm nur, dass das nicht auf den Soundtrack abgestimmt wurde. Manchmal habe ich einfach kurz die Kopfh\u00f6rer abgesetzt, um nicht vom \u201efalschen\u201c Takt abgelenkt zu werden. Ich kann verstehen, dass es f\u00fcr das kleine Team ein gro\u00dfer Aufwand w\u00e4re, die ungew\u00f6hnlich durch den Raum wirbelnden Elemente an die Musik anzupassen. Manchmal rotieren sie z.B. umeinander wie physikalisch berechnete Planeten in einem instabilen Sonnensystem. Trotzdem h\u00e4tte die Synchronit\u00e4t f\u00fcr einen deutlich runderen Knobelrhythmus gesorgt. Ein Schwachpunkt sind auch die etwas krakelig und amateurhaft wirkenden Zeichnungen, die es vor allem im Zeichentrick-Intro zu sehen gibt. Gelungen wirken dagegen die Maschinen selbst \u2013 und die im Hintergrund blitzenden Synapsen, die ein wenig an die Milchstra\u00dfe erinnern.<\/p>\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=81254,id=92538272)]\"<\/figure>\n
…anderswo muss man sich Muster und Rhythmen einpr\u00e4gen \u00a9 4P\/Screenshot<\/div>\n<\/div>\nGamepads werden \u00fcbrigens nicht unterst\u00fctzt, obwohl es in den bewusst minimalistischen Optionen ein Controller-Symbol gibt. Stattdessen wurde die sehr simpel gehaltene Steuerung aber gut auf die Maus abgestimmt. Die ersten Levels konnte ich noch gem\u00fctlich vom Sofa aus mit dem Steam-Controller bew\u00e4ltigen, sp\u00e4ter hat mich der Zeitdruck mancher F\u00f6rderb\u00e4nder dann zur\u00fcck vor den Monitor gezwungen. Ab und zu muss man unterschiedliche Kn\u00f6pfe schnell genug mit dem Cursor erreichen, was mit der Maus deutlich besser klappt. Auf der Oberweltkarte helfen eine Reihe von Abzweigungen und alternativen Pfaden gegen R\u00e4tselfrust; dank dieser Freiheit kann ich Schwerpunkte f\u00fcr pers\u00f6nliche Lieblingsmechaniken setzen. Zudem lassen sich Fehltritte wiedergutmachen, indem ich danach besonders gut spiele und so verlorene Schritte wieder auff\u00fclle. Auch sporadisch durch den Raum schwebende Herzchen laden die Leiste ein wenig auf. Weltweite Highscorelisten oder andere soziale Features fehlen leider.\n

\u00a0<\/p>\n

Fazit<\/strong><\/h3>

\u00c4hnlich wie in The Room haben mich auch die geheimnisvollen Maschinen aus Imprint-X von Anfang an fasziniert. Ich liebe es, wenn die Entwickler kaum Hinweise geben und ich auf eigene Faust den Sinn hinter obskuren Mechanismen erforschen muss. Das Erfolgserlebnis ist danach schlie\u00dflich um so gr\u00f6\u00dfer! Vor allem die Schalter- und Mechanik-Puzzles haben es mir angetan. Einige andere wie die nicht auf die Musik abgestimmten Rhythmus-Tests haben die Stimmung sp\u00e4ter aber wieder stark ged\u00e4mpft. Auch die etwas krakeligen, auf hip getrimmten Pixel-Zeichnungen sind nicht wirklich mein Fall – der blitzende Hintergrund und der hypnotisch blubbernde Acid-Trance dagegen schon. Wer Spa\u00df an kleinen, geheimnisvollen Mechanismen und Kn\u00f6pfchen hat, wird von Imprint-X gut unterhalten.<\/p><\/div><\/div>

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

Faszinierende, aber nicht immer durchdachte Mechanikpuzzles und Geschicklichkeitstests im Sci-Fi-Design.<\/p><\/div><\/div> <\/div>

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

Gef\u00e4llt mir<\/h3>