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{"id":3040939,"date":"2017-12-13T13:47:00","date_gmt":"2017-12-13T12:47:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/death_coming\/3040939"},"modified":"2024-07-18T13:15:01","modified_gmt":"2024-07-18T11:15:01","slug":"death_coming","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/death_coming\/3040939","title":{"rendered":"Death Coming (Logik & Kreativit\u00e4t) – Final Destination in R\u00e4tselform"},"content":{"rendered":"Auf Seelenjagd<\/strong>

In Death Coming \u00fcbernimmt man unbeabsichtigt die Rolle eines Handlangers von Gevatter Tod, denn der Sensenmann ist mittlerweile zu faul, um selbst auf Seelensammeltour zu gehen. Daher schl\u00e4gt er einen Kuhhandel vor: Schafft man es, genug “Seelen” f\u00fcr ihn zu besorgen, darf man wieder zur\u00fcck in das Reich der Lebenden. Allerdings darf man keine Pixelmenschen direkt \u00fcber die Wupper schicken, sondern muss irgendwie die vorhandene Umgebung nutzen und dadurch “kreative” Unf\u00e4lle inszenieren – und daher ist Death Coming in erster Linie ein R\u00e4tselspiel mit Geschicklichkeitselementen, das durchaus makaber ist, wobei die putzige Cartoon-Optik und viele \u00fcbertriebene Todesarten helfen, die Sache zu entsch\u00e4rfen.

In sechs Akten (Levels) geht man aus “isometrischer Gott-Perspektive” auf Seelenjagd. Vorschnelles Handeln ist nicht angesagt, da die potenziellen Opfer zun\u00e4chst sehr genau beobachtet werden m\u00fcssen. Dabei sollte man sich fragen: Welche sich stetig wiederholenden Wege\/Routen laufen sie?\n
\"[GUI_STATICIMAGE(setid=83055,id=92557098)]\"<\/figure>\n
T\u00f6dliche “Unf\u00e4lle” auf der Baustelle. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nAn welchen Objekten laufen sie vorbei? Welche Dinge lassen sich als Falle nutzen? Wie k\u00f6nnte ein Unfall ablaufen? Wie lassen sich mehrere Leute auf einmal erledigen, schlie\u00dflich sind manche Todesfallen nur limitiert nutzbar? Manche Charaktere geben mit Texten in Sprechblasen auch kleine Hinweise auf ihr Verhalten oder auf m\u00f6gliche Aktionen. Danach sollte man sich \u00fcberleben, welches Objekte oder welche Handlungskette f\u00fcr das Ableben denkbar w\u00e4ren – oftmals gibt es mehrere M\u00f6glichkeiten pro Person, an Seelen zu k\u00f6nnen. Eine einfache Art und Weise ist z.B. schwere Blument\u00f6pfe herunterfallen zu lassen, Getr\u00e4nkeautomaten umzukippen oder mit etwas Wasser aus einem Hydranten eine Eisbahn bis zum n\u00e4chsten Gully (ohne Deckel) zu bauen. Dabei kann es vorkommen, dass einem irgendwann die Gegenst\u00e4nde ausgehen und es keine M\u00f6glichkeiten mehr gibt, bestimmte Personen auszuschalten. Dann hilft nur der Neustart.

Hitman w\u00e4re stolz<\/strong>

Oftmals sind es die kreativen und die komplexeren L\u00f6sungen, die besser und effektiver funktionieren. In der zweiten Mission, die in einer Atombombenfabrik stattfindet, kann man den “gro\u00dfen Anf\u00fchrer” zum Beispiel durch die Besch\u00e4digung seiner Propaganda weglocken. Dann \u00f6ffnet man die T\u00fcr zu seinem privaten Liebesgemach und prompt vergn\u00fcgt sich ein anderer Mitarbeiter mit der Gespielin des Diktators.\n
\"[GUI_STATICIMAGE(setid=83055,id=92557110)]\"<\/figure>\n
Der Diktator macht kurzen Prozess. \u00a9 4P\/Screenshot<\/div>\n<\/div>\n\u00d6ffnet man nun erneut die T\u00fcr zum Versteck, schaut der Diktator nach dem Rechten, regt sich furchtbar auf und erledigt alle. In der Museumsmission kann am beispielsweise einen Pharao wiederbeleben, einen Vampir freisetzen, einen Dinosaurier mit Hei\u00dfhunger klonen, ein Tentakelmonster mit einer Streamerin plus Gefolgschaft f\u00fcttern oder einen Werwolf freilassen – nat\u00fcrlich nur, wenn man die entsprechenden Objekte und Zusammenh\u00e4nge entdeckt. Stellenweise w\u00e4re auch Agent 47 (Hitman) stolz auf die Unfallideen, wobei viele Todesarten schon sehr comichaft \u00fcberzeichnet oder “\u00fcbernat\u00fcrlich” sind. W\u00e4hrend die erste Mission recht simpel erscheint, wird es zunehmend umfangreicher, da wechselndes Wetter (Regen, Sturm, Gewitter) und Nicht-Spieler-Charaktere mit gezielten Aufgaben wie Diebe oder Schatzj\u00e4ger ins Spiel kommen.

Engel und Uneinsichtige<\/strong>

Die virtuellen Personen reagieren \u00fcbrigens auf die “Unf\u00e4lle” von anderen Nicht-Spieler-Charakteren, kehren f\u00fcr meinen Geschmack jedoch etwas zu schnell zu ihrem Tagesgesch\u00e4ft zur\u00fcck – und \u00e4ndern an ihrem Verhalten nat\u00fcrlich nichts. Nach mehreren Todesf\u00e4llen kommt dann die “Polizei” in Form von Engeln vorbei, die die Umgebung beobachten. Fortan muss man stets die Sichtbereiche (Sichtkegel) der Engel meiden – wenn man nur ein Objekt in ihrer Sichtweite angeklickt hat, verliert man eines der drei “Leben”.\n
\"[GUI_STATICIMAGE(setid=83055,id=92557091)]\"<\/figure>\n
Auf dieser hilfreichen optionalen Liste k\u00f6nnen die Silhouetten aller Objekte angeschaut werden, die sich “einsetzen” lassen. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nDa wirklich viele Engel unterwegs sein k\u00f6nnen und sich ihr in gr\u00fcn dargestellter Sichtkegel nicht immer gut vom Hintergrund abhebt, ist hier ein bisschen Engel\u00e4rger vorprogrammiert – zumal ihr Sichtbereich etwas gr\u00f6\u00dfer ist, als der dargestellte Kegel. Dar\u00fcber hinaus sind pro Mission drei spezielle Personen als Ziel ausgeschrieben, deren Ableben mit kleinen Zwischensequenzen illustriert wird, jedoch ist es gar nicht die n\u00f6tig, diese Zielpersonen zu t\u00f6ten, um zum n\u00e4chsten Level weiterzukommen. Es muss lediglich eine bestimmte Anzahl an Seelen gesammelt werden. Mit diesen Spezial-NPCs h\u00e4tte man mehr anstellen k\u00f6nnen, als sie an ein Achievement zu kn\u00fcpfen.

Fazit<\/strong><\/h3>Death Coming ist trotz oder gerade wegen seiner makaberen Idee ein \u00fcberraschend kurzweiliges R\u00e4tselspiel, das dank des farbenfrohen Grafikstils und der stellenweise \u00fcbertriebenen bis \u00fcbernat\u00fcrlich bizarren Unfallursachen nicht bierernst daherkommt. In den sechs Akten bzw. auf sechs Karten hei\u00dft es zun\u00e4chst beobachten, beobachten und nochmals beobachten, um einen \u00dcberblick \u00fcber die Opfer und die Unfallm\u00f6glichkeiten zu bekommen. Meistens gibt es mehrere M\u00f6glichkeiten die Pixelpersonen auszuschalten und stellenweise sind diese so kreativ, dass selbst Agent 47 stolz w\u00e4re. Manche Spezialangriffe erfordern auch l\u00e4ngere Ereignis- und R\u00e4tselketten. Abgesehen davon, dass der Umfang etwas ergiebiger ausfallen k\u00f6nnte, ist die Engelspolizei etwas zu nervig und viele Leute reagieren nur sehr kurzfristig auf den Tod von anderen Nicht-Spieler-Charakteren. Als spielbares Todesr\u00e4tsel ist Death Coming jedenfalls \u00fcberraschend kurzweilig.<\/div><\/div>

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

Death Coming ist trotz oder gerade wegen seiner makaberen Idee ein \u00fcberraschend kurzweiliges R\u00e4tselspiel, das dank des farbenfrohen Grafikstils nicht bierernst daherkommt.<\/p><\/div><\/div> <\/div>

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

Gef\u00e4llt mir<\/h3>
  • kurzweilige und kreative R\u00e4tsel <\/li>
  • witzige und makabre Ideen<\/li>
  • Wetter hat unterschiedliche Einfl\u00fcsse<\/li>
  • meist mehrere Todesm\u00f6glichkeiten pro Person<\/li>
  • praktische Silhouetten-Liste und Hinweise<\/li>
  • putziger Grafikstil<\/li><\/ul><\/div>

    Gef\u00e4llt mir nicht<\/h3>
    • nur sechs Akte (Levels)<\/li>
    • nervige Engelspolizei; Sichtkegel nicht gut sichtbar<\/li>
    • ausgew\u00e4hlte Todeskandidaten sind praktisch nutzlos<\/li>
    • kleine Textfehler<\/li><\/ul><\/div><\/div>

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: 6,99 Euro<\/li>
      • Getestete Version: Vollversion (463)<\/li>
      • Sprachen: Englisch, Chinesisch (vereinfacht)<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Ja<\/li>
      • Multiplayer & Sonstiges: Kein Mehrspieler-Modus<\/li><\/ul><\/div>

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

          Final Destination l\u00e4sst gr\u00fc\u00dfen! Im R\u00e4tselspiel Death Coming sammelt man im Auftrag des Sensenmanns haufenweise Seelen. Dabei d\u00fcrfen die Seelen nicht direkt “geerntet” werden. Es darf nur die Umgebung manipuliert werden, damit t\u00f6dliche “Unf\u00e4lle” entstehen. Wir haben uns im Test auf die Seelenjagd begeben.<\/p>\n","protected":false},"author":549,"featured_media":3203641,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_yoast_wpseo_title":"Death Coming - Test, Logik & Kreativit\u00e4t, PC","_yoast_wpseo_metadesc":"Final Destination l\u00e4sst gr\u00fc\u00dfen! Im R\u00e4tselspiel Death Coming sammelt man im Auftrag des Sensenmanns haufenweise Seelen. Dabei d\u00fcrfen die Seelen nicht direkt "geerntet" werden. Es darf nur die Umgebung manipuliert werden, damit t\u00f6dliche "Unf\u00e4lle" entstehen. 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