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{"id":3040911,"date":"2017-06-19T15:50:00","date_gmt":"2017-06-19T13:50:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/danger_zone\/3040911"},"modified":"2024-07-18T13:14:57","modified_gmt":"2024-07-18T11:14:57","slug":"danger_zone","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/danger_zone\/3040911","title":{"rendered":"Danger Zone (Rennspiel) – Crash-Kreuzungen reloaded"},"content":{"rendered":"

Das Revival der Crash-Kreuzungen<\/strong>

Erinnert ihr euch an den Crash-Modus oder die Crash-Kreuzungen aus Burnout 2: Point of Impact und vor allem Burnout 3: Takedown (PS2, Xbox)? In diesem Modus musste man mit einem Fahrzeug m\u00f6glichst geschickt und gezielt in eine vielbefahrene Kreuzung brettern und dabei viel Chaos und Zerst\u00f6rung anrichten. Was auf dem Papier ziemlich simpel klingt, wurde durch Pick-Ups, manuell ausl\u00f6sbare Explosionen inklusive der Steuerung des durch die Luft fliegenden Wacks, mehrschichtige bzw. un\u00fcbersichtliche Kreuzungen und Blechlawinen-Kettenreaktion stetig erweitert und komplexer. Ich muss zugeben, dass ich in Burnout 3: Takedown mehr Zeit auf der Highscore-Jagd bei den Crash-Kreuzungen als in den normalen Rennen verbracht habe. Und da die federf\u00fchrenden Ex-Burnout-Entwickler, die mittlerweile bei Three Fields Entertainment arbeiten, nach Dangerous Golf und Lethal VR nun mit Danger Zone wieder den Geist der Crash-Kreuzungen aufleben lassen, kam ich nicht Drumherum, mir die explosionshaltige Mischung aus Renn-, Geschicklichkeits- und R\u00e4tselspiel einfach anzuschauen.

Crashen wie in Burnout <\/strong>

<\/p>\n

\"[GUI_STATICIMAGE(setid=82220,id=92548199)]\"<\/figure>\n
Der SmashBreaker l\u00e4sst das eigene Fahrzeug abheben. Das fliegende Wrack kann dann noch gesteuert werden – idealerweise bis zum n\u00e4chsten SmashBreaker-Pick-Up. \u00a9 4P\/Screenshot<\/div>\n<\/div>\n

Das Beste zuerst: Three Fields Entertainment ist es gelungen, das grundlegende, crashlastige Spielgef\u00fchl aus den Burnout-Klassikern in Danger Zone wieder einzufangen. Sowohl Tempo als auch Steuerung passen, obgleich ich das Gef\u00fchl habe, dass sich die Fahrzeuge etwas schwammig lenken lassen. Doch da gar nicht so wahnsinnig viel gelenkt wird, f\u00e4llt dieses Manko kaum ins Gewicht.

Auf insgesamt 20 Kreuzungen darf man seine zerst\u00f6rerischen Fertigkeiten beweisen. Mal muss man daf\u00fcr sorgen, dass auf dem Highway die H\u00f6lle losbricht, sich dann durch geschickte Explosionen und Detonations-Pick-Ups quer durch Mautstationen schleudern lassen oder sowohl Gegnerkehr als auch die normale Fahrbahn in einen Schrottplatz verwandeln. Bei den Crash-Schaupl\u00e4tzen haben sich die Entwickler jedenfalls um Abwechslung bem\u00fcht.

Bei der Planung des Crashs helfen der anf\u00e4ngliche Kameraflug \u00fcber die Piste sowie die meist klar sichtbar positionierten Geld- und Explosionssammelobjekte, wobei manche Levels \u00fcberraschende Unterebenen bieten, die man erstmal finden muss – zum Beispiel ein Parkplatz mit Tanklastern. Erstaunlich viel muss man mit dem Smashbreaker (Crashbreaker in Burnout) machen, der manuellen Explosion des Fahrzeugs und dem anschlie\u00dfend in Zeitlupe steuerbaren Wrack. Oftmals hangelt man sich von Explosions-Pick-Up zu Explosions-Pick-Up und versucht m\u00f6glichst viele Fahrzeuge mit der Explosion zu erwischen. Hierzu muss nat\u00fcrlich das Timing stimmen und zudem sollte sich in gew\u00fcnschter Flugrichtung kein Fahrzeug als Hindernis befinden. Meist dauert es l\u00e4nger das perfekte Smashbreaker-Explosionsstakkato hinzubekommen, als den ersten Fahrzeug-Einschlag gut zu platzieren. Ziel des Ganzen ist es, m\u00f6glichst viele Punkte durch Crash-Schaden und Sammelobjekte anzuh\u00e4ufen und irgendwie motiviert es schon, die gleiche Crash-Kreuzung mehrfach zu spielen, um den Highscore zu knacken oder die perfekte Crashorgie zu orchestrieren. Wobei man immer eine bestimmte \u201eSchadensanzahl\u201c erreichen muss, um die n\u00e4chste Strecke freizuschalten.<\/p>\n

\"[GUI_STATICIMAGE(setid=82220,id=92548196)]\"<\/figure>\n
Die Computerintelligenz ist nicht die hellste, da viele Fahrzeuge einfach ungebremst in die weit Unfallstelle reinbrettern, aber das Spielgeschehen w\u00fcrde ohne diese ‘Kleinigkeit’ nicht funktionieren. \u00a9 4P\/Screenshot<\/div>\n<\/div>\n



Virtuelles Crashtestcenter

<\/strong>Trotz der spa\u00dfigen Crashmechanik und dem stellenweise sehenswerten Tohuwabohu k\u00e4mpft Danger Zone mit drei Unzul\u00e4nglichkeiten: Umfang, Szenario und Schadenssystem. Zun\u00e4chst zum Umfang, denn die 20 Crash-Kreuzungen sind leider ein bisschen wenig. Nach zwei bis drei Stunden (inkl. Wiederholungsversuchen) hat man als erfahrener Burnout-Crasher alle Kreuzungen gesehen. F\u00fcr den Preis von 12,99 Euro ist das schon hart an der Grenze. F\u00fcnf oder zehn Schaupl\u00e4tze mehr, w\u00e4ren nicht verkehrt gewesen.

Gew\u00f6hnungsbed\u00fcrftig ist das Szenario, da man nicht auf st\u00e4dtischen oder l\u00e4ndlichen Stra\u00dfenkreuzungen unterwegs ist, sondern in einem ziemlich spartanischen und unpassenden virtuellen Crash-Test-Zentrum. H\u00f6chstwahrscheinlich wurde diese Entscheidung aus Budgetgr\u00fcnden getroffen. Schlimmer ist hingegen das nur rudiment\u00e4r enthaltene Schadensmodell, das praktisch keine Verformung der Fahrzeuge zul\u00e4sst. Gewisse Teile wie R\u00e4der fliegen zwar durch die Gegend, doch die anderen Sch\u00e4den sind blo\u00df aufgemalt, was wirklich bedauerlich bei einem Spiel ist, in dem es vorrangig um Crashs geht.<\/p>\n

Fazit<\/strong><\/h3>

Warum hat das so lange gedauert, bis die Idee mit den Crash-Kreuzungen nach Burnout wieder aufgegriffen wurde? Nun ja, das kleine Studio Three Fields Entertainment aus Ex-Burnout-Machern macht mit Danger Zone viel richtig. Das Reinbrettern in den simulierten Verkehr, der explosive Smashbreaker und das in Zeitlupe steuerbare Wrack nach der Explosionen f\u00fchlen sich fast wie damals bei Burnout an. Planung, Geschicklichkeit und Timing sind n\u00f6tig, um das gr\u00f6\u00dftm\u00f6gliche Chaos auf den Kreuzungen anzurichten und m\u00f6glichst viele Punkte mit bescheuert agierenden KI-Fahrern zu sammeln, die mit Vollgas in die Blechlawine donnern. Schade nur, dass der Umfang mit 20 Crash-Schaupl\u00e4tzen ziemlich mager ausf\u00e4llt und das Schadenssystem bei den Fahrzeugen allerh\u00f6chstens rudiment\u00e4r ist. Hier w\u00e4re mehr drin gewesen, zumal das virtuelle Crash-Test-Szenario nicht \u00fcberm\u00e4\u00dfig gelungen ist. Das Revival ist prinzipiell gegl\u00fcckt, wird jedoch vom Umfang und einigen Unzul\u00e4nglichkeiten getr\u00fcbt.<\/p><\/div><\/div>

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

Das explosive Revival der Crash-Kreuzungen ist grunds\u00e4tzlich gelungen. Nur fehlt es an Umfang und an einem \u00fcberzeugenden Schadensmodell.<\/p><\/div><\/div>

Anzeige: Danger Zone kaufen bei \"Amazon<\/a><\/p>