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{"id":3041754,"date":"2014-08-21T10:00:00","date_gmt":"2014-08-21T08:00:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/gravity_crash-2\/3041754"},"modified":"2024-07-18T13:19:07","modified_gmt":"2024-07-18T11:19:07","slug":"gravity_crash-2","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/gravity_crash-2\/3041754","title":{"rendered":"Gravity Crash (Arcade-Action) – Schwerkraftflieger"},"content":{"rendered":"

Eine Prise Realismus<\/strong>

Es ist die kleine Prise Realismus, durch die sich Lunar Lander<\/a>, Thrust<\/a> und Gravity Crash von gew\u00f6hnlichen Zweistick-Shootern wie Robotron: 2084<\/a>, Geometry Wars<\/a> oder Resogun<\/a> unterscheidet. Denn obwohl sich das Raumschiff problemlos in jede Richtung schieben l\u00e4sst, zieht es die Anziehungskraft stets nach unten. Man muss ihr sp\u00e4testens dann entgegenwirken, wenn der Flieger auf einer kleinen Ebene landen soll, um einen gestrandeten Kameraden an Bord zu holen.

Auch das ist anders: An Felsw\u00e4nden angebrachte Gesch\u00fctze sowie feindliche Flieger und Kreaturen machen dem Eindringling zwar zu schaffen, frenetisches Dauerfeuer steht aber nicht im Vordergrund. Stattdessen befinden sich neben den Gestrandeten zahlreiche Kristalle sowie besonders wertvolle Gegenst\u00e4nde in den weitverzweigten Canyons. Wertvoll f\u00fcr den Punktestand, wohl gemerkt, denn auch in Gravity Crash geht es vor allem um einen Platz in den Onlineranglisten. Die gibt es sowohl f\u00fcr die vollst\u00e4ndige Kampagne als auch das Abfliegen einzelner Planeten.

Partikel-Maximalismus<\/strong>

So weit, so wenig Unterschiede zum PS3-Original (
4Players-Test: 86%<\/a>). Tats\u00e4chlich sind im Editor erstellte Levels sogar zu beiden Versionen kompatibel, wodurch Vita-Besitzer mit einem Schlag viele zus\u00e4tzliche Herausforderungen erhalten. W\u00e4hrend die Mehrspielerm\u00f6glichkeiten allerdings schon auf Konsole auf das Spiel vor einem Bildschirm beschr\u00e4nkt waren, verzichtet Entwickler Just Add Water auf dem Handheld komplett darauf.

Zudem erweitert das britische Studio sein Spiel um Kleinigkeiten, die es zum Teil schon der PSP-Fassung zukommen lie\u00df. Und leider schaden sie der knackigen Action dadurch mehr, als dass sie sie verbessern.<\/p>\n

\"[GUI_STATICIMAGE(setid=76825,id=92488964)]\"<\/figure>\n
Neue Partikeleffekte machen die Gravity Crash Ultra zur aufw\u00e4ndigsten Version… \u00a9 4P\/Screenshot<\/div>\n<\/div>\n

Str\u00f6mungen und Antriebsabgase sind f\u00fcr sich genommen z.B. h\u00fcbsche Partikeleffekte, wirken aber wie Fremdk\u00f6rper in dem minimalistischen Stil. \u00c4hnliches gilt f\u00fcr die neue Struktur der vorher flachen Felsen.

Ranglisten f\u00fcr alle<\/strong>

Schlimmer wiegt das Hinzuf\u00fcgen eines neuen Schwierigkeitsgrades, bei dem die Schwerkraft keine Rolle mehr spielt. Die Steuerung gleicht dann der eines Zweistick-Shooters, beim dem man das Schiff \u00fcber den linken Analogstick in eine Richtung dr\u00fcckt und mit dem rechten in eine andere zielt. Das gab es auch vorher schon, allerdings zieht die Schwerkraft den Flieger auf dem zweiten Schwierigkeitsgrad nach unten. K\u00f6nigsdisziplin ist ohnehin die \u201eklassische\u201c Steuerung, mit der man das Raumschiff drehen muss, weil es bei aktiviertem Schub ausschlie\u00dflich \u00fcber den Bug beschleunigt und auch nur nach vorne schie\u00dft.

Dass damit nicht nur Rekordzeiten, f\u00fcr die es immerhin einen Zeitbonus gibt, bedeutend schwerer fallen, versteht sich von selbst. Das w\u00e4re auch kein Problem, wenn der verwendete Schwierigkeitsgrad in den Ranglisten vermerkt w\u00e4re. Diese wichtige Kleinigkeit fehlt aber, wodurch der Spa\u00df am fairen Wettstreit verloren geht. Auf PS3 gab es die Unterscheidung ebenso wenig. Allerdings mussten Zweistick-Spieler damals mit einer wesentlich niedrigeren Schussfrequenz Vorlieb nehmen \u2013 das war ein fairer Kompromiss.

Gravity “Crash”<\/strong>

Eine weitere Vereinfachung haben die Entwickler an den Kristallen vorgenommen, die unter Beschuss Treibstoff und Schildenergie freigeben. Dass das Zerst\u00f6ren der Depots keine Punkte mehr einbringt, ist eine sinnvolle<\/p>\n

\"[GUI_STATICIMAGE(setid=76825,id=92488968)]\"<\/figure>\n
… besser wird das Spiel dadurch allerdings nicht. \u00a9 4P\/Screenshot<\/div>\n<\/div>\n

Erg\u00e4nzung, denn es erspart das erm\u00fcdende Abklappern aller Kristalle kurz vor dem Verlassen eines Levels. Da die sich aufladenden Vorr\u00e4te allerdings nicht mehr endg\u00fcltig verschwinden k\u00f6nnen, fehlt der Nervenkitzel des dadurch entstandenen Zeitdrucks.

Und auch f\u00fcr das folgende Missgeschick haben sich die Entwickler einen dicken R\u00fcffel verdient: Deaktiviert man w\u00e4hrend des Spielens die Netzwerkfunktionen der Vita oder verliert der Handheld den Zugang zu einem Netzwerk, sucht Gravity Crash nach dem Beenden eines Levels so lange nach dem PlayStation Network, bis es sich aufh\u00e4ngt. Das davor gespielte Level muss man nach dem Neustart von vorn beginnen. Ich spiele \u00e4hnlich h\u00e4ufig unterwegs wie Zuhause und \u00e4rgere mich deshalb sehr \u00fcber diesen groben Fehler!<\/p>\n

Fazit<\/strong><\/h3>

Die minimalistischen Neonfarben sind f\u00fcnf Jahre nach dem PS3-Original kaum gealtert, die Musik von Tim “CoLD SToRAGE” Wright kratzt noch immer vertr\u00e4umt altmodisch und das Spiel fesselt heute noch mit seinem ungew\u00f6hnlichen Prinzip: Auch in der Ultra-Version m\u00f6chte ich auf Gravity Crash nicht verzichten! Leider macht die Highscorejagd auf dem Handheld aber weniger Spa\u00df, weil Spieler mit unterschiedlichen F\u00e4higkeiten nicht unterschieden werden. Kleine \u00c4nderungen werfen manchen spielerischen Anspruch leichtfertig \u00fcber Bord und mir missf\u00e4llt auch weiterhin, dass nach einem “Game Over” nur der Punktestand zur\u00fcckgesetzt wird \u2013 das Durchspielen der Kampagne ist kinderleicht. Die ungl\u00fccklichen Neuerungen sowie das Aufh\u00e4ngen des Spiels beim Verlust des Kontakts zum PSN sorgen leider daf\u00fcr, dass die Vita-Fassung das bislang schlechteste Gravity Crash ist.<\/p><\/div><\/div>

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

Auch auf Vita gute altmodische Arcade-Action – leider mit Kompromissen auf Kosten des spielerischen Anspruchs und einem \u00e4rgerlichen Programmfehler.<\/p><\/div><\/div> <\/div>

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

Gef\u00e4llt mir<\/h3>
  • neue visuelle und akustische Effekte…<\/li>
  • sehr fordernde Geschicklichkeits-Action<\/li>
  • einige Kopfn\u00fcsse und versteckte Extras f\u00fcr Bonuspunkte<\/li>
  • verschiedene Steuerungsarten<\/li>
  • moderner Old School-Soundtrack<\/li>
  • unterschiedlich starke bzw. umgekehrte Gravitationsverh\u00e4ltnisse<\/li>
  • kompletter Level-Editor einschl. Online-Bewertungssystem<\/li>
  • Austausch von Levels mit PS3-Version<\/li><\/ul><\/div>

    Gef\u00e4llt mir nicht<\/h3>
    • … die leidlich gut zum minimalistischen Stil passen<\/li>
    • keine Unterscheidung der Schwierigkeitsgrade in Ranglisten<\/li>
    • kein echtes “Game Over” bei Durchspielen der Kampagne<\/li>
    • Kompromisse auf Kosten des spielerischen Anspruchs<\/li>
    • bleibt h\u00e4ngen, wenn Netzwerk im Spiel ausgeschaltet wird<\/li>
    • relativ einfache Bossk\u00e4mpfe <\/li>
    • keine Mehrspielervarianten<\/li><\/ul><\/div><\/div>

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: 5,59 Euro<\/li>
      • Sprachen: Deutsch, Englisch u.a.<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Ja<\/li>
      • Multiplayer & Sonstiges: Onlineranglisten<\/li><\/ul><\/div><\/div>","protected":false},"excerpt":{"rendered":"

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