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{"id":3044080,"date":"2006-05-08T13:56:36","date_gmt":"2006-05-08T11:56:36","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/gauntlet_seven_sorrows\/3044080"},"modified":"2024-07-18T13:31:11","modified_gmt":"2024-07-18T11:31:11","slug":"gauntlet_seven_sorrows","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/gauntlet_seven_sorrows\/3044080","title":{"rendered":"Gauntlet: Seven Sorrows (Rollenspiel) – Gauntlet: Seven Sorrows"},"content":{"rendered":"Br\u00f6ckelndes Fundament
<\/STRONG>
Eigentlich mag ich die Gauntlet-Serie, obwohl sie sich seit ihren Anfangstagen kaum weiter entwickelt hat. Gerade im Multiplayer-Modus waren die Spiele aber trotz ihrer Primitivit\u00e4t immer wieder f\u00fcr eine Runde kurzweiliges Koop-Gemetzel gut. Das Grundprinzip ist auch in Seven Sorrows noch dasselbe, obwohl man mehr als je zuvor versucht hat, sich von den Wurzeln der Serie zu entfernen. In den meisten F\u00e4llen ging der Versuch jedoch in die Hose.
<\/A><\/TD><\/TR>
Magischer Flammenwerfer: Grafisch kann sich Seven Sorrows teils durchaus sehen lassen (Xbox).<\/TD><\/TR><\/TBODY><\/TABLE><\/SPAN>\u00a0Dass die vier zur Verf\u00fcgung stehenden Charakterklassen nun mehr Moves drauf haben, die man Schritt f\u00fcr Schritt erwerben kann, ist zwar ganz nett, die individuellen Klassenunterschiede gingen dabei aber kurioserweise fast g\u00e4nzlich verloren. Lediglich der Zauberer hebt sich noch geringf\u00fcgig vom Rest des gegen\u00fcber Gauntlet: Dark Legacy wieder geschrumpften Heldenaufgebots ab. Auch die individuelle Erh\u00f6hung der Statuswerte durch gesammelte Erfahrungspunkte hat in der Praxis nur geringe Auswirkungen.

Der Bildschirm f\u00fcllende Manablast ist aufgrund weg rationalisierter Potions nur mehr ein Schatten seiner selbst und Gevatter Tod nur noch ein seltener Gast. Stattdessen gibt es nun einen Mana-Balken, der f\u00fcr eine ganze Reihe magischer Spezialangriffe eingesetzt werden kann und sich automatisch regeneriert. Auch das Sammeln von Schl\u00fcsseln zum \u00d6ffnen von Abk\u00fcrzungen oder Schatztruhen wurde \u00fcber den Haufen geworfen. Kisten \u00f6ffnen sich jetzt einfach auf Knopfdruck, Abk\u00fcrzungen oder Alternativrouten gibt es in den strikt linearen Levels \u00fcberhaupt nicht mehr und Schl\u00fcssel findet man jetzt nur noch f\u00fcr ganz bestimmte Magiebarrieren, die ge\u00f6ffnet werden m\u00fcssen, um \u00fcberhaupt weiter zu kommen. Ansonsten muss man hin und wieder mal einen Schalter bet\u00e4tigen oder eine gewisse Anzahl an Gegnern platt machen, um fortschreiten zu k\u00f6nnen – das war\u2018s.

[GUI_SPIELLINKS(align=left,SPIELID=6788)]<\/SPAN>Berg- und Talfahrt auf Schienen<\/STRONG>

So hat man das Gef\u00fchl, die gerade einmal 16 mickrigen Spielabschnitte, die man bereits nach drei bis vier Stunden bew\u00e4ltigt hat, auf Schienen zu durchlaufen. Aufgehalten wird man dabei eigentlich nur von st\u00e4ndig nachr\u00fcckenden Gegnermassen, die jetzt nicht nur Angriffe abblocken k\u00f6nnen, sondern selbst noch nachwachsen, wenn alle Monstergeneratoren zerst\u00f6rt sind… Eher nervig als spa\u00dfig sind auch die zum Teil \u00fcbertrieben h\u00e4ufig und unfair platzierten Umgebungsfallen, die man aufgrund der starren und un\u00fcbersichtlichen Kameraf\u00fchrung oft erst viel zu sp\u00e4t bemerkt.
<\/A><\/TD><\/TR>
Alter Bekannter: Gegen den Tod hilft nur Magie, bel\u00e4stigt werdet ihr von ihm aber nur\u00a0selten (PS2).<\/TD><\/TR><\/TBODY><\/TABLE>\u00a0Auch das halbautomatische Zielsystem arbeitet eher schlecht als recht, so dass viele Distanzangriffe gerade in entscheidenden Momenten wirkungslos verpuffen.\u00a0<\/SPAN> Hinzu kommt, dass der Schwierigkeitsgrad nicht kontinuierlich ansteigt, sondern teils wilde Eskapaden schl\u00e4gt – von einer ausgewogenen Spielbalance kann bei Seven Sorrows trotz vier verf\u00fcgbarer Schwierigkeitsgrade jedenfalls nicht die Rede sein.

Endstation Online-Friedhof<\/STRONG>

Wenn man ein bis drei Freunde zur Hand hat, kommt zwar dennoch Spielspa\u00df auf, aber selbst das Ur-Gauntlet zieht hier trotz Uralt-Technik noch an Seven Sorrows vorbei. Solisten k\u00f6nnen sowieso einen gro\u00dfen Bogen um das Spiel machen. Selbst die Hoffnung, online Mitspieler zu finden, k\u00f6nnt ihr begraben, denn dort herrscht sowohl auf der PS2 via Gamespy als auch \u00fcber Xbox Live absolut tote Hose. Dabei ist die M\u00f6glichkeit, offline aufgelevelte Charaktere in Online-Partien zu nutzen durchaus reizvoll und die Headset-Unterst\u00fczung auf beiden Konsolen l\u00f6blich. Gemeinsam zocken k\u00f6nnen PS2- und Xbox-Spieler aufgrund unterschiedlicher Online-Dienste aber trotzdem nicht und das obwohl beide Versionen inhaltlich v\u00f6llig identisch sind und sich auch technisch nur geringf\u00fcgig unterscheiden. W\u00e4hrend auf der Sony-Konsole das Controller-Layout minimal komfortabler ist,
<\/A><\/TD><\/TR>
Markenzeichen: Im Koop-Modus k\u00f6nnen nach wie vor bis zu vier Spieler gemeinsam metzeln (Xbox).<\/TD><\/TR><\/TBODY><\/TABLE><\/SPAN>profitieren Xbox-Besitzer von etwas k\u00fcrzeren Ladezeiten, weniger Kantenflimmern und exklusiven Community-Features wie Freundes- und Spielerlisten oder Privatpartien.

Einen 60Hz-Modus sucht man hingegen auf beiden Systemen vergeblich. Die PAL-Anpassung geht jedoch in Ordnung und auch die Lokalisierung wei\u00df dank solider \u00dcbersetzung und professionellem Erz\u00e4hler zu gefallen. Viel gesprochen wird allerdings nicht, die Helden selbst bringen kein einziges Wort \u00fcber die Lippen und dass bei den mittlerweile Kult gewordenen Gesundheitswarnungen die restliche Soundkulisse vor\u00fcbergehend komplett verstummt, wirkt irgendwie unprofessionell. Grafisch sieht Seven Sorrows streckenweise sogar recht h\u00fcbsch aus. Vor allem die Au\u00dfenlevels und Lichteffekte sind teils ganz nett anzusehen. Animationen und Zwischensequenzen sind hingegen \u00e4u\u00dferst unspektakul\u00e4r. Die Story ist aber ohnehin trotz origineller Erz\u00e4hlperspektive sehr haneb\u00fcchen und spannungsarm, was bei einem Spiel wie Gauntlet aber wohl das geringste \u00dcbel sein d\u00fcrfte.\u00a0\u00a0\u00a0

Fazit<\/strong><\/h3>Der Untertitel des neuen Gauntlets ist bezeichnend, denn sieben Sorgen plagen nicht nur den Geist des verstorbenen Kaisers von Uricointi, sondern auch mich als Spieler: Wieso unterscheiden sich die vier Charakterklassen nur noch marginal voneinander? Weshalb werden Gegner trotz zerst\u00f6rter Monstergeneratoren immer wieder aus dem Nichts herbei teleportiert? Warum hat man so viele Spielfluss hemmende Fallen eingebaut? Weshalb gehen meine Distanzangriffe trotz Zielautomatik so oft ins Leere? Wieso l\u00e4sst sich die oft ung\u00fcnstig platzierte Kamera nicht justieren? Und warum ist das Leveldesign so linear und der Umfang so mickrig? Da hatte teils selbst das Ur-Gauntlet vor \u00fcber 20 Jahren bereits mehr zu bieten… Als kurzzeitig unterhaltsame Pausen- oder Koop-Metzelei ist Seven Sorrows zwar nach wie vor bedingt geeignet, aber wirklich brauchen tut man es aufgrund weit umfang- und abwechslungsreicherer Alternativen eigentlich nicht.<\/div><\/div>

Wertung<\/strong><\/h3>
PS2<\/div>
PS2<\/div><\/div>
\"\"<\/div>

Missratener Versuch das Hack&Slay-Urgestein auf neue Bahnen zu lenken.<\/p><\/div><\/div> <\/div>

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

Gef\u00e4llt mir<\/h3>
  • erm\u00e4\u00dfigter Preis
    <\/li>
  • rudiment\u00e4re RPG-Elemente
    <\/li>
  • unterhaltsamer Koop-Modus
    <\/li>
  • solide Lokalisierung & Synchro
    <\/li>
  • unkomplizierte Hack\u2018n\u2018Slay-Action
    <\/li>
  • teils h\u00fcbsche Umgebungen & Effekte<\/li><\/ul><\/div>

    Gef\u00e4llt mir nicht<\/h3>
    • fiese Fallen
      <\/li>
    • extrem kurz und linear
      <\/li>
    • laue Story & Sequenzen
      <\/li>
    • oft nervige Kameraf\u00fchrung
      <\/li>
    • durchwachsenes Zielsystem
      <\/li>
    • kaum Charakterunterschiede
      <\/li>
    • unausgewogene Spielbalance
      <\/li>
    • hoffnungslos monotones Gameplay
      <\/li>
    • aus dem Nichts entstehende Gegner<\/li><\/ul><\/div><\/div>
      <\/div>","protected":false},"excerpt":{"rendered":"

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