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{"id":3042506,"date":"2017-08-22T13:02:00","date_gmt":"2017-08-22T11:02:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/thumper\/3042506"},"modified":"2024-07-18T13:23:13","modified_gmt":"2024-07-18T11:23:13","slug":"thumper","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/thumper\/3042506","title":{"rendered":"Thumper (Musik & Party) – Knallharter Rhythmus-Minimalist"},"content":{"rendered":"So einfach kann schwer sein<\/strong>

Wenn sich jemand mit leicht zug\u00e4nglichen Rhythmus-Konzepten auskennt, dann Harmonix \u2013 und nat\u00fcrlich K\u00fcnstler, die mal bei Harmonix besch\u00e4ftigt waren. Wie z.B. Brian Gibson, eine H\u00e4lfte des f\u00fcr Thumper verantwortlichen Teams von Drool. Er hat u.a. an Guitar Hero, Rock Band und Amplitude mitgearbeitet. Und eine gewisse \u00c4hnlichkeit mit Letzterem ist nicht von der Hand zu weisen. Denn hier steuert man eine Art Chromk\u00e4fer auf einem rasend schnellen Highway durch neun Levels, die in jeweils 20 bis\u00a0 30 Segmente unterteilt sind.

\n
\"[GUI_STATICIMAGE(setid=82512,id=92551263)]\"<\/figure>\n
Standbilder k\u00f6nnen zwar das minimalistische Design gut vermitteln, doch das Spielgef\u00fchl dieses knallharten Rhythmustitels muss man erleben. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nWobei “steuern” leicht \u00fcbertrieben ist. Denn das merkw\u00fcrdige Wesen bewegt sich von alleine. Man hat nur die M\u00f6glichkeit, per X und dem Analogstick bzw. Digipad einzugreifen, um z.B. Hindernissen auszuweichen, sich in die Kurven zu legen oder Geschosse postwendend zum Absender zur\u00fcckzujagen. Das alles muss aber im Rhythmus der Musik passieren, deren elektronische Beats am besten per Kopfh\u00f6rer genossen bzw. auf einem optimal austarierten Fernsehger\u00e4t werden sollten. Klingt einfach? Ist es auch. Zumindest theoretisch. Praktisch hingegen stellt man sp\u00e4testens ab dem dritten der neun Abschnitte fest, wieso Drool bei der Beschreibung \u201eRhythm Violence\u201c als Marschrichtung ausgegeben hat. Denn schon das pure \u00dcberleben wird zu einer enormen Herausforderung.

Nur noch ein Versuch…<\/strong>

Lange Kurven, kurze Richtungswechsel, Spr\u00fcnge, Hindernisse, sp\u00e4ter auch noch Spurwechsel und das alles mitunter in einem frenetischen Tempo bringen das Adrenalin in Wallung. Gleichzeitig werden sowohl Konzentrations-F\u00e4higkeit als auch Hand-Auge-Ohr-Koordination auf eine harte Probe gestellt, die mitunter unschaffbar scheint. F\u00fcnf Versuche. Zehn. 15. Oder noch mehr. Wer schnell frustriert, sollte nach Level 1 mit all seinen Segmenten das Pad gut wegschlie\u00dfen. Doch wer sich nicht so leicht vom Zweifel an den eigenen F\u00e4higkeiten besiegen l\u00e4sst, wird feststellen, dass man immer wieder dem omin\u00f6sen Satz \u201eNur noch einen Versuch, du kannst es schaffen.\u201c als autosuggestivem Mantra folgt, bis man das jeweilige Segment hinter sich gebracht hat. Ich wiederhole: Das Segment, nicht das gesamte Level. Gl\u00fccklicherweise bedeutet nicht jeder Fehler\n
\"[GUI_STATICIMAGE(setid=82512,id=92551265)]\"<\/figure>\n
Trotz rhyhthmischer Anbindung an die treibende Akustik sind auch gute bis fantastische Reaktionen gefragt. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nautomatisch das Aus. Denn zuerst verliert man eine Art Schild, das man zu Beginn eines neuen Segments wieder aufladen kann, wenn man die Markierung nicht verfehlt.

Ganz harte Rhythmus-Veteranen werden zudem versuchen, in jedem Abschnitt eine \u201eS\u201c-Wertung zu bekommen \u2013 was im Normalfall eine weitgehend fehlerfreie Leistung bedingt. Ich war irgendwann einfach nur noch froh, durchzukommen. Punktzahlen wurden (zumindest beim ersten Durchlauf) zur Nebensache \u2013 ebenso wie die stylische, aber weitgehend spartanische Kulisse, die auf klare metallische Strukturen und Geschwindigkeit anstatt Polygon-Pomp und Schn\u00f6rkeln setzt. Schade ist allerdings, dass nach wie vor bestimmte Mechaniken nicht erw\u00e4hnt werden und man nur mehr oder weniger durch Probieren (oder die gro\u00dfe weite Welt des Internet) auf die L\u00f6sung kommt. Denn mir wird zwar erkl\u00e4rt, dass ich an bestimmten Stellen springen und mit dem Chromk\u00e4fer kurzzeitig abheben kann. Dass ein l\u00e4ngerer Tastendruck\u00a0 allerdings auch eine deutlich l\u00e4ngere Sprungphase bedeutet, sollte mir eigentlich nicht neu sein. Dennoch hat es erneut etwas l\u00e4nger gedauert, bis mir die Idee kam, auf der Taste zu verharren.

Fazit<\/strong><\/h3>Fans von Rhythmus-Spielen wie Amplitude & Co sollten definitiv einen Blick riskieren. Aber seid gewarnt: Das Anforderungsprofil steigt so schnell und so kontinuierlich an wie das Konzept einfach und \u00fcberschaubar ist. Eine Taste sowie der linke Stick reichen als Steuerungsoptionen aus, um zusammen mit dem clevereren sowie perfekt auf die treibende Musik abgestimmten Leveldesign die Frustresistenz bis zum letzten Mikromillimeter auszuloten. Zwar bleibt Thumper stets fair, dennoch sorgt der extrem hoch angesetzte Schwierigkeitsgrad daf\u00fcr, dass die Rhythmus-Tortur eine Belastungsprobe f\u00fcr Nerven und Gamepad darstellt. Sch\u00f6n, dass das minimalistische Rhythmus-Vergn\u00fcgen jetzt auch auf Xbox One erh\u00e4ltlich ist.<\/div><\/div>

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

Hammerhartes Rhythmus-Spiel, das mit minimalistischer Kulisse und einem hohen, aber stets fairen Anforderungsprofil punktet.<\/p><\/div><\/div> <\/div>

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

Gef\u00e4llt mir<\/h3>
  • treibender dynamischer Soundtrack<\/li>
  • hohes Anforderungsprofil…<\/li>
  • einfache Steuerung<\/li>
  • minimalistisches Artdesign<\/li><\/ul><\/div>

    Gef\u00e4llt mir nicht<\/h3>
    • einige n\u00f6tige Finessen werden nicht ausreichend erkl\u00e4rt<\/li>
    • … das immer wieder hart an der Grenze zum Frust schleift und manchmal \u00fcberdreht<\/li><\/ul><\/div><\/div>

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: 19,99 Euro<\/li>
      • Getestete Version: Store-Version<\/li>
      • Sprachen: Englisch<\/li>
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