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{"id":3041427,"date":"2019-12-27T09:43:00","date_gmt":"2019-12-27T08:43:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/wattam\/3041427"},"modified":"2024-07-18T13:18:09","modified_gmt":"2024-07-18T11:18:09","slug":"wattam","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/wattam\/3041427","title":{"rendered":"Wattam (Geschicklichkeit) – Der albernste Spielplatz der Welt"},"content":{"rendered":"

Takahashis dritter Streich<\/strong>

Sony ist schon seit drei Jahren nicht mehr Teil des Projektes Wattam, stattdessen sprang Annapurna Interactive (What Remains of Edith Finch<\/a>, Ashen<\/a>) als Publisher ein. Mit deren Hilfe und unter Mitwirkung von Executive Producer Robin Hunicke (Journey<\/a>) entstand ein \u00fcberaus kurioses Videospiel. Keita Takahashi, der schon im Alter von 29 Jahren f\u00fcr Namco sein kreatives Meisterst\u00fcck Katamari Damacy<\/a> (2004) ablieferte und zwischenzeitlich als Spielplatz-Designer arbeitete, ist in Wattam in seinem Element: kreischende Prim\u00e4rfarben und lachende Gesichter gepaart mit einem Spielprinzip, das man so bislang noch nicht gesehen hat. Dabei ist Wattam inhaltlich n\u00e4her an Noby Noby Boy<\/a>, seinem experimentellen PS3-Spiel mit dehnbarem Wurm, als an der Katamari<\/a>-Serie, wo noch typische Spielelemente wie Levels, Highscores oder Zeitlimits vorhanden waren.<\/p>\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=87324,id=92603310)]\"<\/figure>\n
Gestatten, der (gr\u00fcne) B\u00fcrgermeister und seine geometrischen Br\u00fcder. Alle mit Explosionshut und Hang zu irrem Lachen. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nWattam setzt dem Spieler eine bunte Ebene vor, auf der sich merkw\u00fcrdige Figuren tummeln: ein gr\u00fcner W\u00fcrfel mit Schnauzbart und Zylinder, genannt \u201eB\u00fcrgermeister\u201c, dazu Fr\u00fcchte, Alltagsgegenst\u00e4nde, Elektronikger\u00e4te, K\u00f6rperteile – allesamt mit fr\u00f6hlichen Gesichtern. Mit dem rechten Analogstick wechselt man zwischen diesen Charakteren – ein Steuerungskonzept, das bis zum Ende etwas Unbehagen bereitet. Die Kameradrehung, die in Hunderten Spielen auf besagtem rechten Stick liegt, wird in Wattam n\u00e4mlich mit den unteren Schultertasten erledigt. Die Figuren sind nicht gerade Multitalente: Sie k\u00f6nnen hopsen, (etwas schwammig) herumlaufen, sich begr\u00fc\u00dfen, einander an den H\u00e4nden fassen. All das sieht ulkig aus, f\u00fchrt aber zu wenig. Um die gestellten Aufgaben zu bew\u00e4ltigen, gilt es, die Spezialaktionen einiger weniger, f\u00e4higerer Gesellen zu nutzen: Der B\u00fcrgermeister kann auf Knopfdruck eine explosive Kiste z\u00fcnden, der Baum verwandelt allerlei Gegenst\u00e4nde in Fr\u00fcchte und Gem\u00fcse, der Ventilator erzeugt einen Luftstrom und der riesige Mund verputzt kleinere Fig\u00fcrchen, um sie anschlie\u00dfend als softweiche Koth\u00e4ufchen wieder auszuscheiden. Wozu das gut sein soll? Eigentlich nur, um die aktuelle Aufgabe, am oberen Bildrand durch vier stilisierte H\u00e4ufchen angezeigt, zu erf\u00fcllen. Dann freuen sich alle Fig\u00fcrchen, kichern d\u00fcmmlich und meist rauscht aus dem Weltall ein gro\u00dfes Objekt heran (Stuhl, K\u00fcrbis, Toilette, Schiff), auf dessen Oberfl\u00e4che neue, beseelte Gegenst\u00e4nde in die Welt gelangen: \u201eHallo Besen\u201c, \u201eHallo Nase\u201c, \u201eHallo Fotokamera\u201c rufen sie sich dann gegenseitig zu – der Spieler sch\u00fcttelt den Kopf und f\u00fchlt sich unangenehm an die Teletubbies erinnert.\n

\u00a0<\/p>\n

Vier Stunden Nonsens<\/strong><\/p>\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=87324,id=92603305)]\"<\/figure>\n
Milchflasche Bertha klettert oben auf den Turm, wo ich schon ein Klo verbaut habe. Und ja, links kullert ein goldenes Koth\u00e4ufchen herum. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nWer hier beim Lesen schon die Lust verloren hat, sollte einen gro\u00dfen Bogen um Wattam machen – sinnvoller wird es n\u00e4mlich mehr. Man stapelt die Figuren aufeinander, um eine bestimmte H\u00f6he zu erreichen, sp\u00fclt Dinge in einem Klo mit Gesicht herunter, sucht die Kaviar-Kinder vom weinenden Sushi-Teilchen, explodiert gemeinsam in Regenbogenfarben oder fasst sich an den H\u00e4nden und tanzt um einen kleinen Setzling, bis daraus ein stattlicher Baum erw\u00e4chst. All das wird begleitet von Lachen und Pl\u00e4rren, traurig-tr\u00e4nenden Schmollgesichtern oder eben ein bisschen Kacka-Humor. Das ist in der Tat ziemlich originell und auch wirklich einzigartig inszeniert, ein motivierendes Spielprinzip oder gut designte Geschichlichkeitspr\u00fcfungen sucht man hinter all dem Nonsens aber vergebens. Auch die Hintergrundgeschichte, die wie in der Katamari<\/a>-Serie mit gemalten Bildern erz\u00e4hlt wird, tr\u00e4gt nur wenig zu einer koh\u00e4renten, sinnstiftenden Spielerfahrung bei.\n

\u00a0<\/p>\n

\"[GUI_STATICIMAGE(setid=87324,id=92603308)]\"<\/figure>\n
Die Spielwelt von Wattam setzt sich aus Ebenen und andockenden Schiffen zusammen – dort tummeln sich zahlreiche Charaktere. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nMan merkt Wattam (das auf PC im Epic Games Store erh\u00e4ltlich ist) in beinahe jeder Szene an, dass sein japanischer Sch\u00f6pfer vom Prinzip des ziellosen Spielens und von kindlichem \u00dcbermut angetan, ja geradezu begeistert ist – Wattam k\u00f6nnte daher gerade Kindern gefallen, w\u00fcrde es sein jeweils n\u00e4chstes Spielziel nicht umst\u00e4ndlich verschleiern. Mitunter sucht man minutenlang herum, wer jetzt eigentlich gerade etwas von einem wollte – daher ist es vielleicht ratsamer, wenn Kinder einem Erwachsenen beim Zocken zusehen. Dann kann man sicher auch gemeinsam lachen, wenn man schon wieder zum Zeitvertreib den explosiven B\u00fcrgermeister z\u00fcndet oder im wahrsten Wortsinne einfach mal Schei\u00dfe baut.\n

\u00a0<\/p>\n

Fazit<\/strong><\/h3>Ich liebe die Katamari<\/a>-Serie und ziehe den Hut vor dem einzigartigen, innovativen Konzept von Noby Noby Boy<\/a> – aber Takahashis drittes Konsolenspiel Wattam ist mir in puncto Albernheit und Sinnlosigkeit eine Spur zu heftig. Ich hatte einigen Spa\u00df mit dem bombigen B\u00fcrgermeister (plus seiner wie PlayStation-Symbole geformten Sippschaft), mit den Glubschaugen, dem Brokkoli mit Gesicht und der Grinsegabel – war aber nach knapp vier Stunden auch froh, dass ich die Bande nicht l\u00e4nger sehen muss. Das liegt au\u00dferdem an den simpel auszuf\u00fchrenden, aber teils schlecht kommunizierten Aufgaben sowie an der schwammigen Steuerung und ungl\u00fccklichen Gamepad-Belegung. Aus zweierlei Gr\u00fcnden g\u00f6nne ich Wattam trotzdem jeden m\u00f6glichen kommerziellen Erfolg: Es k\u00f6nnte n\u00e4mlich andere Designer und Publisher ermutigen, au\u00dferhalb von Genrekonventionen zu denken, und obendrein Paradiesvogel Takahashi animieren, sich weiter Software auszudenken. Eine Bereicherung f\u00fcr die Spielelandschaft sind seine Kreationen n\u00e4mlich immer!<\/div><\/div>

Wertung<\/strong><\/h3>
PS4<\/div>
PS4<\/div><\/div>
\"\"<\/div>

Bunt, albern und voller Nonsens: p\u00e4dagogisch fragw\u00fcrdiger Playstation-Spielplatz mit kleinen Aufgaben und gro\u00dfen WTF-Momenten.<\/p><\/div><\/div> <\/div> \t\t\t

\n\t\t\t\t

Echtgeldtransaktionen<\/strong><\/h3>\n\t\t\t\t

"Wie negativ wirken sich zus\u00e4tzliche K\u00e4ufe auf das Spielerlebnis, die Mechanik oder die Wertung aus?"<\/p>\n\t\t\t\t

\n\t\t\t\t\t
Gar nicht.<\/div>
Leicht.<\/div>
Mittel.<\/div>
Stark.<\/div>
Extrem.<\/div>\t\t\t\t<\/div> \n\t\t\t\t
\n\t\t\t\t\t

Gar nicht.<\/h4>\n\t\t\t\t\t
\n\t\t\t\t\t\t
    \n\t\t\t\t\t\t\t
  • Es gibt keine K\u00e4ufe.<\/p><\/li>

  • Dieses Spiel ist komplett echtgeldtransaktionsfrei.<\/p><\/li>\t\t\t\t\t\t<\/ul> \n\t\t\t\t\t<\/div>\n\t\t\t\t\t\t\t\t\t<\/div> \n\t\t\t<\/div> \n\t\t\t

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

    Gef\u00e4llt mir<\/h3>
    • so etwas gab es noch nie<\/li>
    • cooler Grafikstil<\/li>
    • fr\u00f6hliche Gesichter \u00fcberall<\/li>
    • kreative Welt<\/li>
    • Klettern funktioniert gut<\/li>
    • verspielte, beschwingte Musik<\/li><\/ul><\/div>

      Gef\u00e4llt mir nicht<\/h3>
      • unausgereifte Gamepad<\/li>
      • Belegung<\/li>
      • insgesamt zu debil und chaotisch<\/li>
      • Figuren nicht wirklich herzig und charmant<\/li>
      • kein spielerischer Tiefgang<\/li>
      • in vier Stunden locker durchgespielt<\/li><\/ul><\/div><\/div>

        Versionen & Multiplayer<\/h3>
        • Preis zum Test: 19,99 Euro<\/li>
        • Getestete Version: deutsche digitale PS4-Version<\/li>
        • Sprachen: Fantasie-Gebrabbel, deutsche Texte<\/li>
        • Schnitte: Nein<\/li>
        • Splitscreen: Nein<\/li>
        • Multiplayer & Sonstiges: lokaler Zweispieler-Koop-Modus<\/li><\/ul><\/div>

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

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