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{"id":3042428,"date":"2015-11-13T16:36:00","date_gmt":"2015-11-13T15:36:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/rodea_the_sky_soldier\/3042428"},"modified":"2024-07-18T13:22:58","modified_gmt":"2024-07-18T11:22:58","slug":"rodea_the_sky_soldier","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/rodea_the_sky_soldier\/3042428","title":{"rendered":"Rodea: The Sky Soldier (Action-Adventure) – Absturz ins Bodenlose?"},"content":{"rendered":"

Die meinen das tats\u00e4chlich ernst\u2026<\/strong>

Wirklich wahr haben will ich es noch immer nicht. Ich sitze schon ein paar Stunden vor der Wii U und kann es noch immer nicht fassen. Hinter diesem Unfall steckt tats\u00e4chlich Yuji Naka? Mit Nights hatte ich fr\u00fcher doch so viel Spa\u00df \u2013 und er zischte doch so fl\u00fcssig durch seine zauberhafte Traumwelt. Ganz anders bei Rodea the Sky Soldier: Auch nach Stunden krampfhafter Gew\u00f6hnungsversuche will kein Spielfluss aufkommen. Stattdessen dreht sich die widerborstige Kamera noch immer wild weg und auch die hakelige Flugsteuerung ist alles andere als intuitiv. Wie konnte das passieren? Vermutlich wurde das urspr\u00fcnglich f\u00fcr Wii entwickelte Spiel nicht vern\u00fcnftig f\u00fcr die Gamepad-Steuerung angepasst. Naka und sein Team bei Kadokawa haben sich n\u00e4mlich f\u00fcr ein sehr ungew\u00f6hnliches Konzept entschieden. Man bewegt sich zwar wie in vielen Action-Adventures mit voller Bewegungsfreiheit durch mehr oder weniger schmale 3D-Levels. Statt direkt durch die Luft zu fliegen, peilt man aber mit dem Fadenkreuz ein Ziel an, dr\u00fcckt auf den Knopf und schon d\u00fcst man automatisch dorthin. Auch das kerzengerade Aufsteigen und kleine Ausweichrollen beherrscht Rodea. Unterwegs zielt man auf schwebende Bomber-Wale, krabbelnde Panzer-Krabben und andere Biester, um sie mit einem Dash oder einer Energiekanone auszuschalten.

<\/p>\n

\"[GUI_STATICIMAGE(setid=77842,id=92502165)]\"<\/figure>\n
Gestatten: Rodea und seine neue Mechanikerin Ion. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nF\u00fcr die Wii-Fernbedienung klingt das Schema durchaus sinnvoll – doch wenn man mit dem Stick des Gamepads herumwurschtelt und gleichzeitig die Kamera wilde Pirouetten dreht, werden selbst einfache Man\u00f6ver zur Qual. Die urspr\u00fcngliche Steuerung per Fernbedienung ist in unserer Download-Fassung \u00fcbrigens nicht enthalten \u2013 auch nicht als alternative Option. Nur wer \u00a0sich f\u00fcr die Disk-Version entscheidet, bekommt zus\u00e4tzlich auch die Wii-Fassung des Spiels mit ihrer Wiimote-Steuerung.

Krampf am Himmel<\/strong>

Auch die Entwickler haben offenbar erkannt, wie nervig die Handhabung im finalen Spiel ist. Vermutlich sind daher die K\u00e4mpfe gegen fliegende Fische so einfach gestrickt. Sogar Bosse wie ein Mechanik-Titan lassen sich l\u00e4cherlich einfach ausschalten \u2013 es sei denn, die nerv\u00f6se Kamera dreht sich mal wieder ung\u00fcnstig weg. Und selbst wenn das Schauspiel korrekt eingefangen wird, sieht es bemerkenswert h\u00e4sslich aus. Im Grunde gef\u00e4llt mir ja der Ansatz der fliegenden Inseln und der leichte Steampunk-Einschlag beim Design, doch die Texturen sind derart grob aufgel\u00f6st, dass man das Spiel vermutlich problemlos auf Dreamcast umsetzen k\u00f6nnte. Kein Scherz. Bei manchen Fl\u00e4chen bekommt man sogar ein h\u00e4ssliches Texturflimmern zu Gesicht. Oder handelt es sich um einen absichtlichen Effekt, um der Kulisse eine Comic-Look zu verpassen? Wirklich beantworten kann ich die Frage nicht. Ein R\u00e4tsel ist mir au\u00dferdem, wie es bei einer derartigen Grafik und nur 30 Bildern pro Sekunde noch zu massiven Ruckel-Attacken kommen kann. Wenigstens halbwegs modern wirkt nur das Upgrade-System, mit dem ich ein paar Statuswerte wie Geschwindigkeit oder Kraft der Attacken aufp\u00e4ppeln kann. Ab und zu lernt Rodea auch neue Tricks wie das Festhalten an steilen W\u00e4nden. W\u00e4hrend des Gleitens sollte man \u00fcbrigens die selbstaufladende Flugenergie im Auge behalten, damit man nicht ins Bodenlose f\u00e4llt.

\n
\"[GUI_STATICIMAGE(setid=77842,id=92502164)]\"<\/figure>\n
Sonic und Nights lassen gr\u00fc\u00dfen: Beim Express-Flug durch Portale und Edelsteine wird Nakas Handschrift erkennbar. Auch Project-Zero-Entwickler Zin Hasegawa war beteiligt. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nAuch die Story kann das Spiel nicht vorm Absturz retten: Nachdem der Roboter Rodea 1000 Jahre unter der Erde schlummerte, wird er von der aufgekratzten Mechanikerin Ion in einer Ruine ausgegraben und muss erneut das Himmelsk\u00f6nigreich Garuda vor den Naga-Invasoren sch\u00fctzen. Die meiste Zeit \u00fcber beschr\u00e4nken sich die Dialoge allerdings auf platte Witzeleien zwischen Rodea und seiner Mechanikerin. Wer seine Mitbewohner nicht mit dem \u00fcberdrehten Gekreische der japanischen Synchro nerven will, kann auch auf Englisch mit deutschen Untertiteln spielen oder das Spiel komplett aufs Gamepad verlegen. Eine 3DS-Version ist heute \u00fcbrigens ebenfalls erschienen.\n

\u00a0<\/p>\n

Fazit<\/strong><\/h3>

Wow. Eine derartige Gurke h\u00e4tte ich von Yuji Naka nicht erwartet. Selbst Sonics schw\u00e4chere Titel der letzten Jahre wirken noch richtig solide im Vergleich zu dem, was sein Erfinder und Kadokawa hier abliefern. Wurde das urspr\u00fcnglich f\u00fcr Wii entwickelte Spiel nur mit minimalem Aufwand f\u00fcr die Wii U konvertiert? Es spricht einiges daf\u00fcr: Mit einer derart fummeligen Handhabung und der schrecklich nerv\u00f6sen Kamera will selbst nach mehreren Stunden kein echter Spielfluss aufkommen. Auch die potth\u00e4sslichen Kulissen sind selbst f\u00fcr Wii-U-Verh\u00e4ltnisse ein Witz. Schade \u2013 eigentlich hatte ich mich auf unkomplizierte Arcade-Action am Himmel gefreut, bei der ich auch eine etwas schlichtere Grafik in Kauf genommen h\u00e4tte \u2013 aber das hier ist weit davon entfernt.<\/p><\/div><\/div>

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

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