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{"id":3042114,"date":"2020-12-10T17:18:00","date_gmt":"2020-12-10T16:18:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/doom_eternal-2\/3042114"},"modified":"2024-07-18T13:21:10","modified_gmt":"2024-07-18T11:21:10","slug":"doom_eternal-2","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/doom_eternal-2\/3042114","title":{"rendered":"Doom Eternal (Shooter) – Hell on Switch"},"content":{"rendered":"Starke Technik auf schwacher Konsole<\/strong>

Im Gegensatz zum Vorg\u00e4nger handelt es sich bei Doom Eternal ja nicht um eine klassische Umsetzung. Denn auch wenn die Nintendo-Fassung einige Monate auf sich warten lie\u00df, wurde sie doch von Beginn an parallel mit den anderen Versionen entwickelt. Verantwortlich zeichnet wie gehabt Panic Button, das in st\u00e4ndigem Kontakt mit id Software einen Weg finden musste, die fortschrittliche Technik auf die schw\u00e4chste der aktuellen Konsolen zu \u00fcbertragen. Ist ihnen das gelungen?

Nun… die Entwickler haben das Spiel tats\u00e4chlich auf Switch zum Laufen gebracht \u2013 mit grafischen Abstrichen nat\u00fcrlich, aber die waren unvermeidbar. So wirken viele Oberfl\u00e4chen flacher oder sehen wie nasses Plastikspielzeug aus. Au\u00dferdem ist die Aufl\u00f6sung mitunter so niedrig, dass man die Kulissen wie durch eine angelaufene Brille beobachtet. Nach wie vor ist es mir tausendmal lieber, wenn ein Spiel auf die M\u00f6glichkeiten seiner Hardware zurechtgeschnitten wird, anstatt es nur irgendwie dort zum Laufen zu bringen. Denn den Unterschied sieht man! Alles in allem sind die bisher genannten Einbu\u00dfen aber verschmerzbare Abstriche, da sie das eigentliche Spiel nicht beeinflussen.

Die Kunst der richtigen Plattform-Wahl<\/strong>

\n
\n
Falls ihr eure Erinnerung auffrischen wollt: Unseren Test der urspr\u00fcnglichen PC-, PlayStation-4- und Xbox-One-Versionen findet ihr unter diesem Link<\/a>. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nGanz anders verh\u00e4lt es sich allerdings mit weiteren \u00c4nderungen, die sich leider sehr deutlich auf den Spielfluss auswirken und zu denen die maximal 30 Bilder pro Sekunde z\u00e4hlen. Die sind in einem derma\u00dfen schnellen Shooter, der die Vertikale voll ausnutzt, flinke akrobatische Bewegungen verlangt und zu allem \u00dcberfluss noch zu den spielerisch anspruchsvollsten seiner Art geh\u00f6rt, jedenfalls ein Unding. Schlie\u00dflich sorgt die geringe Bildrate daf\u00fcr, dass man dem Geschehen schlechter folgen kann und dass s\u00e4mtliche Eingaben mit einer gr\u00f6\u00dferen Verz\u00f6gerung umgesetzt werden \u2013 in einem Spiel, dessen knackige Herausforderungen so pr\u00e4zise wie die Teile eines Uhrwerks an schnelle Bildraten und Eingaben angepasst wurden.

\n
\"[GUI_STATICIMAGE(setid=89938,id=92630824)]\"<\/figure>\n
Die niedrige Aufl\u00f6sung geh\u00f6rt zu den verschmerzbaren grafischen Abstrichen – die geringe Bildrate schadet allerdings dem Spielfluss und macht Doom Eternal auf Switch leider zur mit Abstand schlechtesten Version des eigentlichen Ausnahme-Shooters. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nUnd selbstverst\u00e4ndlich wurde Doom Eternal auch nicht so designt, dass es auf eing\u00e4ngige Art mit den Joy-Cons spielbar ist \u2013 was wie in vielen Switch-Umsetzungen u.a. das genaue Zielen erschwert. Der Witz ist: Panic Button ist dieser Umstand voll bewusst. Nicht umsonst gibt es Steuerungsoptionen, die nur dann zur Verf\u00fcgung stehen, wenn man mit den Joy-Cons spielt. Dann funktioniert das Umsehen n\u00e4mlich so, dass man den Blick in den ersten (einstellbaren) Millisekunden des Umsehens nicht so schnell dreht wie nach einer (ebenfalls einstellbaren) kurzen Verz\u00f6gerung. Nach einigem Ausprobieren konnte ich die Steuerung dadurch ein wenig an meine Vorlieben anpassen. Das ist also eine sehr sinnvolle…

Gl\u00fcck im Ungl\u00fcck?<\/strong>

… unterm Strich aber dennoch einschr\u00e4nkende Kr\u00fccke, denn insgesamt kann man sich dank Bildrate und Joy-Cons weder so schnell einen \u00dcberblick verschaffen noch so pr\u00e4zise zielen wie auf allen anderen Plattformen, wodurch ein zentraler Teil des Spielprinzips empfindlich gest\u00f6rt wird. Nat\u00fcrlich k\u00f6nnte man Doom Eternal auf einem niedrigen Schwierigkeitsgrad spielen, um nicht mehr gegen die Technik als gegen die D\u00e4monen zu k\u00e4mpfen. Das darf in einem auf fordernde Action fokussierten Spiel aber nicht der Anspruch sein und w\u00fcrde mir sogar noch weniger Spa\u00df machen als das Ringen mit der Steuerung!

Immerhin: Nutzt man einen Pro Controller oder ein anderes herk\u00f6mmliches Gamepad, f\u00e4llt wenigstens eins der gro\u00dfen Mankos weg. Die Bildrate kommt dem ganz gro\u00dfen Vergn\u00fcgen dann zwar trotzdem in die Quere, aber die h\u00f6llischen Gefechte sind auf zumindest halbwegs normale Weise spielbar.

Fazit<\/strong><\/h3>Dieses Spiel wurde nie f\u00fcr Switch gemacht! Auch wenn Panic Button von Anfang an dabei war: Die rasante und noch dazu h\u00f6chst anspruchsvolle Action verlangt nicht weniger als 60 Bilder pro Sekunde sowie eine pr\u00e4zise Steuerung. Und beides ist auf Switch besonders beim Spielen mit den Joy-Cons einfach nicht vorhanden. Ja, es l\u00e4uft. Und ja, das ist beachtlich \u2013 aber leider auch komplett ohne Belang, wenn die Einbu\u00dfen in Sachen \u00dcbersicht und Pr\u00e4zision dem grundlegenden Konzept in die Quere kommen. Nun ist Doom Eternal zumindest inhaltlich noch immer jener grandiose Shooter, der manche Grenzen seines Genres neu definiert. Und mit einem normalen Gamepad kann man dieses Erlebnis auch in halbwegs anst\u00e4ndiger Form genie\u00dfen. Von dem nahezu perfekten Arcade-Rausch des urspr\u00fcnglichen Spiels ist die Switch-Fassung allerdings in jedem Fall weit entfernt.<\/div><\/div>

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

Inhaltlich steckt das gleiche Spiel drin – eine niedrige Bildrate sowie die Steuerung per Joy-Cons st\u00f6ren allerdings den Spielfluss der Switch-Fassung.<\/p><\/div><\/div>

Anzeige: DOOM Eternal Day 1 Edition (AT-PEGI) Xbox One kaufen bei \"Amazon<\/a><\/p>