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{"id":3042362,"date":"2013-01-16T14:00:00","date_gmt":"2013-01-16T13:00:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/nba_2k13-2\/3042362"},"modified":"2024-07-18T13:22:46","modified_gmt":"2024-07-18T11:22:46","slug":"nba_2k13-2","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/nba_2k13-2\/3042362","title":{"rendered":"NBA 2K13 (Sport) – NBA 2K13"},"content":{"rendered":"Der \u00fcberfl\u00fcssige R\u00f6ntgenblick<\/strong>

[GUI_PLAYER(ID=100427,width=400,text=NBA 2K13 ist letztes Jahr f\u00fcr WiiU in den USA erschienen. Europ\u00e4er mussten bis Januar warten – aber das hat sich gelohnt. Die Analyse der Spielmechanik findet ihr in diesem Test<\/a>.,align=right)]Dirk Nowitzki ist tats\u00e4chlich on fire! Woher ich das wei\u00df? Ich halte das WiiU GamePad senkrecht Richtung Fernseher und scanne quasi alle Spieler, auch jene des Gegners, wobei diesmal nur der deutsche Power Forward rot gl\u00fcht \u2013 also sind seine Trefferchancen gerade richtig gut. Diese exklusive Neuerung nennt 2K Games den \u201eGatorade Biometric Scan\u201c und das Beste daran ist, dass man die \u00fcberaus unansehnliche und \u00fcberfl\u00fcssige Visualisierung der “Hotness” in den Optionen abschalten kann.

Dieses Feature hat angesichts der Tatsache, dass es ohnehin ein Icon gibt, das einen hei\u00dfen Spieler mit Lauf anzeigt, keinen Mehrwert. Zwar kann man sich nicht nur die aktuelle Form, sondern auch die M\u00fcdigkeit aller aktiven oder alle Zustandsinfos zu nur einem Spieler anzeigen lassen, aber wer das WiiU GamePad w\u00e4hrend eines laufenden Matches senkrecht h\u00e4lt, ist selber schuld \u2013 schlie\u00dflich verliert man so schneller den Ball als einem lieb ist. Warum hat man anstatt des aktiven Scannens nicht einfach ohne Tamtam die Hotness auf den Touchscreen gepackt? Also eine passive Anzeige? Daf\u00fcr ist es wiederum sch\u00f6n, dass man NBA 2K13 auch komplett auf dem kleinen Schirm spielen kann.

Touchtaktik & Slowdowns<\/strong>

\n
\"Auch<\/figure>\n
Auch auf WiiU inszeniert 2K Games erstklassigen Basketball. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nInteressanter als das Scannen ist, dass man w\u00e4hrend des Spiels direkt per Fingertipper auf die Auswechslungen, Schnelltaktiken sowie Spielz\u00fcge zur\u00fcckgreifen kann. Die offensiven und defensiven Einstellungen werden auf dem Touchscreen angezeigt, so dass man sie immer im Blick hat. Allerdings kostet das deutlich mehr Zeit als die klassische Methode per Steuerkreuz, zumal man sich angesichts der schmalen Men\u00fcfelder vertippen kann. Leider kann man keine grafische Animation der Spielz\u00fcge auf dem WiiU GamePad aufrufen, so dass man erkennt, was man taktisch ausl\u00f6st – das w\u00e4re zumindest f\u00fcr Einsteiger ein Mehrwert.

Die Entwicklungszeit h\u00e4tte man besser in den Spielablauf investieren sollen, denn im Gegensatz zum fl\u00fcssigen Ablauf auf Xbox 360 und PlayStation 3 kommt es hier zu sporadischen Rucklern, nicht nur online (da hinkte es auch auf den anderen Konsolen), sondern auch in Offlinematches \u2013 das ist nicht fatal, aber \u00e4rgerlich. Auch wenn die stylische Pr\u00e4sentation sowie die lebendige Kulisse auf par mit den anderen Konsolen sind, wirken die Profis auf WiiU nicht ganz so k\u00f6rnig und plastisch; hinzu kamen auch gelegentliche Clippingfehler, wie z.B. durch K\u00f6rper laufende Spieler an der Au\u00dfenlinie. Unterm Strich flutscht der Ball hier nicht ganz so sauber.

Herzschlag & Benutzerf\u00fchrung<\/strong>

\n
\"Lediglich<\/figure>\n
Lediglich die kleinen Ruckler st\u00f6ren den spannenden Spielablauf. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nWer nicht offline mit bis zu f\u00fcnf Freunden oder \u00fcber das Internet mit bis zu zehn Spielern loslegt, sondern alleine antritt, bekommt \u00fcbrigens auch in der Karriere zus\u00e4tzliche Anzeigen. Man kann seinen selbst erstellten Profi quasi \u00e4hnlich durchleuchten wie mit dem Scan, nur dass man auch noch auf seinen Herzschlag h\u00f6ren kann, der sich je nach Leistung und Kondition \u00e4ndert. Das ist eine nette Idee, aber keine sp\u00fcrbare Bereicherung f\u00fcr das Spielgef\u00fchl. \u00a0

Schade ist, dass 2K Games nicht an der spr\u00f6den Benutzerf\u00fchrung gearbeitet hat, die aus einem Mix aus Analogstick- und Buttonanwahl besteht. Wer das noch nicht kennt, wird sich des \u00d6fteren im Dschungel der Optionen verlaufen. Auf WiiU wird man zudem dadurch verwirrt, das die Aktivierung eines ausgew\u00e4hlten Men\u00fcpunktes nicht eindeutig auf einen Knopf gelegt ist – mal ist es A, B oder Start. Die Steuerung kann man \u00fcbrigens manuell anpassen und auch mit dem Wii U Pro Controller loslegen. Andere Ger\u00e4te werden nicht unterst\u00fctzt.



Fazit<\/strong><\/h3>

Gar keine Frage: Die Wii U-Version inszeniert ebenso herrlichen Basketballsport wie jene f\u00fcr Xbox 360 und PlayStation 3. Au\u00dferdem wurde sie inhaltlich nicht so kastriert wie die PC-Version. Damit ist NBA 2K13 auf Nintendos frisch geschl\u00fcpfter Konsole das intensivste, ansehnlichste und umfangreichste Sportspiel. Man muss allerdings kleine Abstriche machen: Die neuen Features f\u00fcr das WiiU GamePad sind entweder \u00fcberfl\u00fcssig oder allerh\u00f6chstens nett gemeinte, aber halbherzig umgesetzte Zugaben \u2013 dass man vor allem den Scan in den Optionen abschalten kann, ist daher ein Pluspunkt. Hinzu kommt, dass das Spiel auf Wii U zu sporadischen Rucklern neigt. Trotz ebenso stylischer Pr\u00e4sentation und herrlich lebendigem Publikum wirkt die Kulisse, vor allem die Figuren der Spieler, im direkten Vergleich nicht ganz so k\u00f6rnig. Aber das sind angesichts der spielmechanischen Qualit\u00e4t marginale Defizite. Wer Basketball liebt, wird seinen Spa\u00df haben! Nur wer die Wahl hat, sollte zu PS3- oder 360-Version greifen.<\/p><\/div><\/div>

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

Nicht ganz so fl\u00fcssig wie auf PS3 & Co: Aber ansonsten sehr guter Basketball mit allen Spielmodi!<\/p><\/div><\/div> <\/div>

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

Gef\u00e4llt mir<\/h3>