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{"id":3044741,"date":"2009-09-18T13:46:16","date_gmt":"2009-09-18T11:46:16","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/samurai_-_way_of_the_warrior\/3044741"},"modified":"2024-07-18T13:34:52","modified_gmt":"2024-07-18T11:34:52","slug":"samurai_-_way_of_the_warrior","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/samurai_-_way_of_the_warrior\/3044741","title":{"rendered":"Samurai – Way of the Warrior (Arcade-Action) – Samurai – Way of the Warrior"},"content":{"rendered":"

Das Schwert am Finger
<\/STRONG>
Das Team von Madfinger hat sich offensichtlich vor allem das DS-Abenteuer aus dem Ninja Gaiden-Universum angeschaut, um sich inspirieren zu lassen. Nicht nur, dass die Geschichte um den einsam durch die Lande streifenden Samurai \u00e4hnlich wie Ninja Gaiden Dragon Sword in stimmungsvollen d\u00fcsteren Comic-Sequenzen vorangebracht wird. Auch die Kontrollmechanismen lehnen sich an die Stylus-Man\u00f6ver des Kult-Ninjas Ryu Hayabusa an.

Ein Tippen auf den Bildschirm und der namenlose Samurai l\u00e4uft gehorsam an die Stelle. L\u00e4sst man den Finger drauf, folgt der Katana schwingende Kampfmeister so lange, bis man den Kontakt abbricht.
<\/SPAN>
<\/A><\/A><\/TD><\/TR>
Samurai sieht trotz gelegentlich unsauberen Scrollings gut aus und steuert sich innerhalb seiner eingeschr\u00e4nkten M\u00f6glichkeiten nahezu perfekt. Doch inhaltlich ist es kaum mehr als eine unterhaltsame Tech-Demo.<\/TD><\/TR><\/TBODY><\/TABLE><\/SPAN>Begegnet man auf seinem Weg einem der meist nur in verschiedenfarbige Kost\u00fcme (stellvertretend f\u00fcr den Schwierigkeitsgrad) steckenden Gegnern, kann man durch Auf- und Seitw\u00e4rtsbewegungen \u00fcber deren K\u00f6rper Katanahiebe anbringen, wobei im Laufe der Zeit auch interessante Kombos (rechts, links, rechts oder oben, rechts, links etc.) freigeschaltet werden.

Dabei ist erfreulich festzustellen, dass die Kontrolle \u00fcberraschend genau funktioniert\u00a0– wenn man sich auch bei an der Seite oder “unter” einem positionierten Gegnern daran h\u00e4lt und diese nicht “relativ” zu ihrer Position zu attackieren versucht. Allerdings f\u00e4llt auch auf, dass der Toleranzspielraum hinsichtlich unsauber positionierter Schnitte (sprich: leicht diagonal) extrem gering ist.
Doch was noch mehr ins Gewicht f\u00e4llt: Man hat keine M\u00f6glichkeit, aktiv zu blocken oder auszuweichen. Schafft man es, mit gutem Timing eine eigene Kombo zu setzen, w\u00e4hrend der Gegner angreift, macht der Samurai zwar einen Ausfallschritt, doch alles wirkt etwas zu willk\u00fcrlich. Wie \u00fcbrigens auch die Finisher, die die Gegner zerteilt zur\u00fccklassen und Blut an die Innenseite des Schirms spritzen lassen. Eher per Zufall als durch gutes Timing ausgel\u00f6st, wirken sich diese auch auf den schnell fordernden Schwierigkeitsgrad aus. Mal trifft man selbst harte Brocken mit dem ersten Schlag t\u00f6dlich. Dann wiederum f\u00fchrt bei “Kanonenfutter” nicht einmal eine korrekt ausgef\u00fchrte Kombo dazu.
Alternativ zur Story kann man sich im Dojo auch an Arenak\u00e4mpfen gegen immer st\u00e4rker werdende Feinde probieren\u00a0– nett, aber letztlich belanglos.

Stilsicher<\/STRONG>

Da man nicht springen kann und auch R\u00e4tsel Mangelware sind, bleibt das Vorhaben “Touchscreen-Katana” nur wenig mehr als ein Beweis, dass die Steuerungsmechanik funktioniert\u00a0– und eine brauchbare Techdemo.
Denn die verwendete Unity-Engine wird genutzt, um eine \u00fcberzeugende und vor allem stimmungsvolle Welt mit starkem Comic-Touch zu zeichnen, w\u00e4hrend im Hintergrund dynamisch fern\u00f6stliche Fl\u00f6ten und Saiteninstrumente in das feudale
Preis: derzeit 2,39 Euro
Gr\u00f6\u00dfe: 43,9 MB
getestete Version: 1.0.1<\/TD><\/TR><\/TBODY><\/TABLE><\/SPAN>Japan entf\u00fchren. Dabei setzt man auf eine leider nicht immer sauber scrollenden 2D\/3D-L\u00f6sung. Soll hei\u00dfen: Man bewegt die Figur \u00e4hnlich wie in GTA Chinatown Wars durch eine mit Polygongebilden gef\u00fcllte Landschaft, ohne allerdings in die Tiefe gehen zu k\u00f6nnen, da die Kamera sehr steil und hoch positioniert ist. Und das kann hin und wieder zu Un\u00fcbersichtlichkeit f\u00fchren, da Figuren hinter Geb\u00e4uden etc. verschwinden.<\/P>\u00a0

Fazit<\/strong><\/h3>Von den im AppStore als Vergleichstitel genannten Devil May Cry, Heavenly Sword oder Ninja Gaiden ist Samurai ein gutes St\u00fcck entfernt. Vor allem Letzteres \u00fcberzeugte mit dem sehr \u00e4hnlich angelegten DS-Ableger Dragon Sword. Und tats\u00e4chlich erinnert der Weg des Kriegers in seinen besten Momenten an Ryu Hayabusas Stylus-Schnetzelei. Die Gestensteuerung funktioniert \u00e4hnlich gut und mit der gleicherma\u00dfen \u00fcberzeugenden wie stilsicheren semi-dreidimensionalen Comic-Kulisse, bei der die passabel animierten Akteure nur selten von der Umgebung verdeckt werden, bietet man einiges f\u00fcrs Auge\u00a0– brachiale Finisher inklusive. Trotzdem mag der Funke nicht \u00fcberspringen. Dazu bleibt der Rachefeldzug des fern\u00f6stlichen Katana-Schwingers zu rudiment\u00e4r. Hack & Slay in Reinkultur ist zwar sch\u00f6n und gut. Doch mit Sprungeinlagen, R\u00e4tseln, etwas mehr Vielfalt hinsichtlich des Gegnerdesigns sowie einem insgesamt ausgewogeneren Schwierigkeitsgrad h\u00e4tte man nicht nur den als Vorbildern dienenden Titeln auf station\u00e4ren Systemen Rechnung getragen. Man h\u00e4tte zus\u00e4tzlich die stimmungsvolle und selten ins Stocken kommende Technik mit einem durchdachten Spielprinzip aufgewertet. So aber ist der Samurai nicht mehr als eine kurzzeitig unterhaltende Techdemo, die mehr W\u00fcnsche offenl\u00e4sst als sie zu befriedigen versteht.<\/div><\/div>

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

Technisch ansprechend und mit einem guten Steuerungsprinzip, aber inhaltlich kaum mehr als eine Tech-Demo.<\/p><\/div><\/div> <\/div>

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

Gef\u00e4llt mir<\/h3>
  • durchdachtes Kontrollschema…
    <\/li>
  • gelungener Semi-3D-Grafikstil
    <\/li>
  •  stimmungsvolle Comic-Sequenzen als erz\u00e4hlerisches Stilmittel
    <\/li>
  • saubere Musikuntermalung<\/li>
  • Dojo-Modus als Arena-Trainingsm\u00f6glichkeit<\/li><\/ul><\/div>

    Gef\u00e4llt mir nicht<\/h3>
    • … aber kein aktives Blocken oder Ausweichen
      <\/li>
    • keine R\u00e4tsel
      <\/li>
    • keine Sprungm\u00f6glichkeit
      <\/li>
    • zufallsabh\u00e4ngige Finisher
      <\/li>
    • gelegentlich unsauberes Scrolling<\/li>
    • Figuren manchmal hinter Umgebung versteckt<\/li><\/ul><\/div><\/div>
      <\/div>","protected":false},"excerpt":{"rendered":"

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