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{"id":3044701,"date":"2009-08-04T11:42:53","date_gmt":"2009-08-04T09:42:53","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/doom_resurrection\/3044701"},"modified":"2024-07-18T13:34:46","modified_gmt":"2024-07-18T11:34:46","slug":"doom_resurrection","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/doom_resurrection\/3044701","title":{"rendered":"Doom Resurrection (Arcade-Action) – Doom Resurrection"},"content":{"rendered":"

Der Marsmarine mal wieder<\/STRONG>

Doom + Story = haha. Diese einfache Rechnung galt schon immer und wird auch immer gelten – Geschichten erz\u00e4hlen war noch nie id Softwares St\u00e4rke, musste es aber auch nie sein. Also begn\u00fcgen wir uns einfach
<\/A><\/A><\/TD><\/TR>
D\u00fcstere G\u00e4nge, durchschlagende Waffen, Grauen erregende Gegner – Doom Resurrection bleibt den Traditionen von Doom 3 treu.<\/TD><\/TR><\/TBODY><\/TABLE><\/SPAN><\/SPAN>mit dem Wissen, dass eine d\u00fcstere Forschungsstation auf dem Mars mal wieder von Zombies aus der H\u00f6lle \u00fcberrannt wurde, und nur der Spieler, in Form eines namenlosen Marines, die keuchende Brut aufhalten kann. MG, Schrotgewehr, Laser, Kettens\u00e4ge und die gute alte Big Fucking Gun scheinen genau die Mittel der Wahl zu sein.

Doom Resurrection orientiert sich in nahezu jeder Hinsicht an Doom 3 <A class=DYNLINK onmouseover="DynToolTipp_Show('Klicken f\u00fcr Gameinfos<\/b>‘)” onmouseout=”DynToolTipp_Hide(); ” href=”javascript:DynCont_Display(‘Gamefinder’,’runmod.php?sid={SID}&LAYOUT=dyncont_gf&spielid=193′)”><\/A><\/B><\/B>: Hauptmen\u00fcmusik, Leveldesign, Soundeffekte, Gegner, generelles Szenario – ein Spin-Off, wie es im Buche steht. In einem wichtigen Punkt scheiden sich aber die Wege der beiden: dem Spieldesign! Denn w\u00e4hrend Doom 3 ein klassischer WASD-Egoshooter ist, erwartet einen auf dem iPhone ein Railshooter sehr houseofthedeadiger Machart. Die Bewegungen der Spielfigur erfolgen automatisch, man selbst hat keinen Einfluss auf die Lauf- oder Sichtrichtung. Stattdessen kontrolliert man das frei im Bild schwebende Fadenkreuz, indem man das Ger\u00e4t herumkippt – zum Spielstart wird automatisch kalibriert. Au\u00dferdem kann man, falls man seine Position ver\u00e4ndert haben sollte, jederzeit manuell nachjustieren, was wunderbar unkompliziert funktioniert. Die Fadenkreuz-Kontrolle bedarf Gew\u00f6hnung, da sie relativ tr\u00e4ge funktioniert – das ist aber auch sinnvoll, denn zu schnelle Bewegungen w\u00fcrden nicht zum eher gem\u00fctlichen Spielablauf passen. F\u00fcr Hektik wird trotzdem gesorgt: Entweder durch halbversteckte Items, die man sich schnell schnappen muss, bevor die Spielfigur ihren Blick wegdreht. Oder durch Reaktionstests bei Gegnern, deren Geschossen man auf Knopfdruck ausweichen muss.

St\u00f6hnen in der Dunkelheit<\/STRONG>

Aber ausgewichen wird nur selten, die meiste Zeit spricht der Feuerknopf: Dr\u00fcckt man auf den rechten unteren Rand des Touchscreens, wird drauflos geballert, bis der Gegner r\u00f6chelnd zu Boden geht und sich kurz darauf in kleine Funken aufl\u00f6st. Ob Pinky Demon, Hellknight, Imp, Lost Soul, oder diverse Standard-Zombies – ein bemerkenswert gro\u00dfer Teil des Doom 3-Feindeskaders hat den Sprung auf den iPod geschafft. Je nach Waffe gehen die Widersacher schneller oder langsamer zu Boden,
<\/A><\/A><\/TD><\/TR>
Doom Resurrection ist kein klassischer WASD-Shooter, sondern folgt eher der Tradition von The House of the Dead: Das Programm \u00fcbernimmt die Spielerkontrolle, man selbst bewegt nur das Fadenkreuz. Ab und zu muss man gegnerischen Geschossen auch per Knopfdruck ausweichen.<\/TD><\/TR><\/TBODY><\/TABLE><\/SPAN>manche gehen sogar in den Nahkampf: Wird man gepackt, muss man das Ger\u00e4t schnell sch\u00fctteln, um den Gegner abzuwehren. Ein dezentes Autotargeting vereinfacht das Marine-Leben, ebenso wie die automatisch angelegten, gro\u00dfz\u00fcgig verteilten Checkpunkte, was gerade auf den h\u00f6heren der vier Schwierigkeitsgrade sehr hilfreich ist. Zwar erreicht Doom Resurrection nie das fiese Niveau des gro\u00dfen Bruders, ist aber dennoch herausfordernd.

Das sollte es auch besser sein, denn gerade mal acht Levels sind im Schnitt f\u00fcr etwa drei Stunden Spielspa\u00df gut, kein Mehrspielermodus wartet weit und breit – danach gibt es nicht mehr viel au\u00dfer die Abschnitte nochmal im \u00bbFree Play\u00ab-Modus durchzuhetzen und nach perfekten Scores zu jagen. Denn nach jedem geschafften Level wird abgerechnet; gefundene Items und Geheimnisse, Geschwindigkeit, Schusspr\u00e4zision – all das f\u00fchrt zu einer Endnote.

Wie bereits erw\u00e4hnt ist Doom Resurrection ein kleines Technikwunder: Die enge Zusammenarbeit von id Software und den Escalation Studios zaubert beeindruckende Bilder auf den so harmlos und klein wirkenden iPod – d\u00fcstere G\u00e4nge, gut animierte (wenn auch etwas eckige) Gegner, sch\u00f6ne Grafikeffekte, und all das bei bemerkenswert hoher Geschwindigkeit, selbst auf dem iPod touch der ersten Generation! Allerdings wird diese technische Brillanz mit sehr langen Ladezeiten erkauft. Der Gewaltgrad wurde im Vergleich
Gr\u00f6\u00dfe: 79,6 MB
Getestete Version: 1.0.1
Preis (Stand: 4.\u00a0August 2009): 7,99 Euro<\/TD><\/TR><\/TBODY><\/TABLE><\/SPAN><\/SPAN>zum Vorbild aber erheblich zur\u00fcckgekurbelt, ein paar rote Flatscher hier und da sind schon der H\u00f6hepunkt der Jugendverrohung. Akustisch geht’s weniger atemberaubend zur Sache: Etwas (englische) Sprachausgabe, gut krachende Soundeffekte, abwechslungsarm st\u00f6hnende Feinde, ordentliche Musik – so kennen wir Doom.<\/P>\u00a0\u00a0\u00a0\u00a0\u00a0

Fazit<\/strong><\/h3>Der erste Eindruck ist \u00fcberraschend: Huh, h\u00e4, wie jetzt – Mars of the Dead? Wenn man sich vom Gedanken der WASD-Freiheit l\u00f6st und Doom Resurrection als Railshooter akzeptiert, was ungewohnt ist, dann macht das Teil verdammt viel Spa\u00df! Es sieht beeindruckend gut aus, klingt ordentlich, die Steuerung funktioniert nach kurzer Gew\u00f6hnungsphase wunderbar Pr\u00e4zise. Die Gegner kommen angemessen st\u00f6hnend angewankt, die altbekannte Doppel-Schrotflinte ist ebenso vorhanden wie das eine oder andere explodierende Fass – Spacemarineherz, was verlangst du mehr? Vielleicht etwas mehr Wiederspielwert, denn nach drei Stunden hat man alles gesehen, was das Game zu bieten hat – danach warten nur h\u00f6here Schwierigkeitsgrade sowie der Free Play-Modus, falls man nicht genug dunkle G\u00e4nge haben kann. Und auch wenn es im Doom-Universum fehl am Platze wirken mag: Ein bisschen mehr Story als das \u00fcbliche Mars-H\u00f6llenzombies-Ged\u00f6ns k\u00f6nnte es ruhig sein, auch wenn die Texteinblendungen teilweise sehr witzig sind – aber \u00bbintense Story\u00ab (so der vollmundige Pressetext) ist anders. Nichtsdestotrotz: Als anschauliches Beispiel, was auf dem iPhone\/iPod touch technisch m\u00f6glich ist, ist Doom Resurrection ein beeindruckender Vorzeigekandidat. <\/div><\/div>

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

Technisch h\u00f6chst beeindruckender, spielerisch h\u00f6chst durchschnittlicher Railshooter.<\/p><\/div><\/div> <\/div>

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

Gef\u00e4llt mir<\/h3>
  • exzellente 3D-Grafik
    <\/li>
  • gute Soundkulisse
    <\/li>
  • einfache Steuerung
    <\/li>
  • aufregende Gefechte<\/li>
  • einige Komfortfunktionen
    <\/li>
  • unterhaltsame Dialoge<\/li><\/ul><\/div>

    Gef\u00e4llt mir nicht<\/h3>
    • lange Ladezeiten
      <\/li>
    • kein Mehrspielermodus
      <\/li>
    • kaum Wiederspielwert<\/li>
    • wenig Interaktion
      <\/li>
    • schlaffe Story<\/li><\/ul><\/div><\/div>
      <\/div>","protected":false},"excerpt":{"rendered":"

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