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{"id":3049961,"date":"2009-11-25T17:30:17","date_gmt":"2009-11-25T16:30:17","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/dragonball_raging_blast\/3049961"},"modified":"2024-07-18T11:14:51","modified_gmt":"2024-07-18T09:14:51","slug":"dragonball_raging_blast","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/dragonball_raging_blast\/3049961","title":{"rendered":"DragonBall: Raging Blast (Pr\u00fcgeln & K\u00e4mpfen) – DragonBall: Raging Blast"},"content":{"rendered":"Urlaub f\u00fcrs Ged\u00e4chtnis

<\/b>Die Versoftungen zur beliebten Anime-Serie von Akira Toriyama bieten schon seit einigen Jahren einen angenehmen Kontrast zum Pr\u00fcgel-Mainstream: Die Serie bedient sich n\u00e4mlich nicht beim klassischen Street-Fighter-Prinzip, bei dem ein K\u00e4mpfer rechts, sein Kontrahent links steht und beide sich mit einem Wust von Tastenkombinationen bearbeiten.

<\/p>

\"\"<\/figure>
\"\"<\/figure><\/a><\/a><\/td><\/tr>
Die Charaktere sehen ihren Anime-Vorbildern erfreulich \u00e4hnlich…<\/td><\/tr><\/tbody><\/table><\/figure><\/figure>Stattdessen fliegen ansehnlich gestaltete Manga-Krieger durch gro\u00dfe dreidimensionale Arenen und kennen nur eine \u00fcberschaubare Anzahl von Grundattacken, welche durch ein paar Kombos und Super-Attacken verfeinert werden.

Ein gigantischer Energiestrahl l\u00e4sst sich z.B. durch ein einfaches Dr\u00fccken des rechten Analogsticks in eine von vier Richtungen ausl\u00f6sen. Die m\u00e4chtige Attacke taucht die komplette Kulisse dann in ein anderes Licht und setzt dem Gegen\u00fcber geh\u00f6rig zu, leert aber auch die eigene Leiste mit der “Ki” genannten Angriffs-Energie. Dank der einsteigerfreundlichen Mechanik ist Dragon Ball: Raging Blast wie geschaffen f\u00fcr Kampfsportler mit schwachem Ged\u00e4chtnis – wichtiger als das Auswendiglernen von Tastenkombinationen ist der taktisch kluge Einsatz der Angriffe sowie pr\u00e4zise abgestimmtes Ausweichen und Aufladen der Ki-Anzeige.

Ja wo k\u00e4mpfen sie denn?

<\/b>Doch gerade weil gutes Timing der Bewegungen so wichtig ist, f\u00e4llt das gro\u00dfe Manko des Spiels stark ins Gewicht: die nerv\u00f6se und oft v\u00f6llig unbrauchbar platzierte Kamera. Im Prinzip ist es nichts Neues f\u00fcr Sayajins, sich kurzzeitig unsichtbar zu machen – sie k\u00f6nnen schlie\u00dflich derart schnell von A nach B flitzen, dass nur das ge\u00fcbte Auge die Bewegungen noch erfasst.

<\/p>

\"\"<\/figure>
\"\"<\/figure><\/a><\/a><\/td><\/tr>
…k\u00e4mpfen aber vor tristen Kulissen<\/td><\/tr><\/tbody><\/table><\/figure><\/figure>Doch diesmal verschwinden die galaktischen Raufbolde auch deshalb von der Bildfl\u00e4che, weil die Kamera die Action aus dem falschen Winkel einf\u00e4ngt. Mal l\u00f6st sich die eigene Figur auf, weil sie neben einer Wand steht, ein anderes mal ist der Gegner nicht mehr zu sehen, weil er sich zu hoch, zu tief oder hinter einem der zerst\u00f6rbaren H\u00fcgel befindet. Dadurch l\u00e4sst sich nat\u00fcrlich schwer absch\u00e4tzen, was der Computer gerade im Schilde f\u00fchrt.

Gelegentlich dreht sich sogar die komplette Arena wie ein Kreisel. Einen besonders h\u00fcbschen Eindruck machen die Kulissen \u00fcbrigens nicht: Den eint\u00f6nigen Wiesen und kahlen Berglandschaften fehlt es an Details. Au\u00dferdem wird die Bewegungsfreigheit der Charaktere viel zu oft durch nervige Quicktime-Events eingeschr\u00e4nkt. Wird die eigene Figur gerade in von einem Berg zum anderen gepr\u00fcgelt, kann man sich z.B. durch wilde Kreisbewegungen aus der Bredouille befreien. Auch bei gleichzeitig ausgef\u00fchrten Attacken startet eine Sequenz mit eingeblendeten Knopfkombinationen. W\u00e4hrenddessen schrabbelt eine derart kitschige Mischung aus Gitarrenriffs und Blechbl\u00e4sern aus den Boxen, dass ich schon nach wenigen Minuten s\u00e4mtliche Kollegen aus dem Konsolenb\u00fcro verjagt hatte. \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0Mehr Modi, mehr Spa\u00df?

<\/b>Spielerisch ist Raging Blast im Vergleich zu seinen Vorg\u00e4ndern ein R\u00fcckschritt, doch immerhin hat Spike nicht beim Umfang geknausert. Statt gut 20 Charaktere wie in DragonBall Z: Burst Limit <a class="DYNLINK" onmouseover="DynToolTipp_Show('Klicken f\u00fcr Gameinfos<\/b>‘)” onmouseout=”DynToolTipp_Hide(); ” href=”javascript:DynCont_Display(‘Gamefinder’,’runmod.php?sid=%7BSID%7D&LAYOUT=dyncont_gf&spielid=14108′)”>
\"\"<\/figure><\/a><\/b><\/b> verpassen sich diesmal rund 70 intergalaktische Krieger (inklusive Transformationen) gegenseitig warme Ohren – wahlweise mit englischer oder japanischer Sprachausgabe. Der Wii-Ableger DragonBall Z: Budokai Tenkaichi 3 <a class="DYNLINK" onmouseover="DynToolTipp_Show('Klicken f\u00fcr Gameinfos<\/b>‘)” onmouseout=”DynToolTipp_Hide(); ” href=”javascript:DynCont_Display(‘Gamefinder’,’runmod.php?sid=%7BSID%7D&LAYOUT=dyncont_gf&spielid=11954′)”>
\"\"<\/figure><\/a><\/b><\/b> bot mit \u00fcber 160 Charakteren aber noch mehr Auswahl. Neu dabei ist Vegeta als Super Saiyan 3, welcher in dieser Form noch nie in der Serie auftauchte. Steuerung, F\u00e4higkeiten und Super-Attacken der Krieger lassen sich ausgiebig konfigurieren.

<\/p>

\"\"<\/figure>
\"\"<\/figure><\/a><\/a><\/td><\/tr>
Ein\u00a0Gro\u00dfteil der\u00a0Action spielt sich in luftiger H\u00f6he ab.<\/td><\/tr><\/tbody><\/table><\/figure><\/figure>Die Zahl der Spielmodi und Einstellungen \u00fcbertrumpft seinen Vorg\u00e4nger. Im Hauptmen\u00fc wartet ein ganzer Wust\u00a0an\u00a0Herausforderungen auf den Spieler. Das Kernst\u00fcck bilden die Story-Schlachten, in welchen Handlungsstr\u00e4nge von DragonBall und DragonBall Z sowie alternative “Was-w\u00e4re-wenn”-Szenarien nachgespielt werden. Leider gibt es zwischen den Gefechten nur triste Textfenster zu sehen. Am flottesten sind die K\u00e4mpfe in den Arcade-Modi vorbei: Mal wartet einfach eine Reihe von Gegnern auf eine Abreibung, ein anderes mal geht es ums \u00dcberleben mit begrenzter Energie oder um Punktrekorde. In einem der zahlreichen anderen Spielvarianten lassen sich die Anime-Helden f\u00fcr m\u00f6glichst ausgewogene Tagteam-Matches zusammenstellen. Die beiden Versionen f\u00fcr Xbox 360 und PS3 \u00e4hneln sich \u00fcbrigens grafisch und inhaltlich wie ein Ei dem anderen.

Fl\u00fcssige Online-Schlachten

<\/b>Wem der Overkill an Einzelspieler-Modi nicht ausreicht, darf sich die Z\u00e4hne an menschlichen oder unmenschlich starken Gegnern im Netz ausbei\u00dfen. Entweder versammeln sich bis zu 16 Spieler zu einem Turnier oder Duellen vor der Konsole oder es geht online zur Sache. Hat man es nach ein paar Fehlemeldungen geschafft, sich mit einer Lobby zu verbinden, laufen die K\u00e4mpfe traumhaft fl\u00fcssig ab – sogar, wenn das Gegen\u00fcber in Japan oder den USA sitzt. Die Spielsuche l\u00e4sst sich aber auch auf deutsche Gegner beschr\u00e4nken. Zur Wahl stehen unbewertete und Ranglisten-Duelle sowie Turniere f\u00fcr bis zu acht Teilnehmer, welche wahlweise mit Computer-Gegnern aufgef\u00fcllt werden. Auch hier gl\u00e4nzt der Titel mit vielen Einstellungsm\u00f6glichkeiten – so l\u00e4sst sich z.B. bestimmen, ob konfigurierte Charaktere zugelassen werden.\u00a0\u00a0\u00a0\u00a0\u00a0\n

Fazit<\/strong><\/h3>

\u00dcber 70 Krieger, ein Wust an Spielmodi und fl\u00fcssige Online-K\u00e4mpfe: Auf den ersten Blick bietet Dragon Ball: Raging Blast alles, was das Herz eines Anime-Fans begehrt. Doch sobald die Schlacht beginnt, offenbaren sich schon nach wenigen Sekunden die Schw\u00e4chen des aktuellsten Serien-Ablegers: Die hektische un\u00fcbersichtliche Kamera macht die blitzschnellen Gefechte zur Geduldsprobe.\u00a0Auch die h\u00e4ufigen Quicktime-Events st\u00f6ren den Rhythmus. Ein gro\u00dfes Vers\u00e4umnis ist zudem die schrecklich lieblos nacherz\u00e4hlte Rahmenhandlung. Gerade bei einer Anime-Versoftung muss mehr drin sein als kahle Textboxen. Greift lieber zu einem der durchdachteren Vorg\u00e4ngern, die es mittlerweile zum Schn\u00e4ppchenpreis gibt.<\/P><\/div><\/div>

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

Der aktuelle DragonBall-Pr\u00fcgler bietet einen gro\u00dfen Umfang und fl\u00fcssige Online-Matches, leidet aber stark unter handwerklichen Fehlern wie der extrem un\u00fcbersichtlichen Kamera.<\/p><\/div><\/div>

PS3<\/div>
PS3<\/div><\/div>
\"\"<\/div>

Der aktuelle DragonBall-Pr\u00fcgler bietet einen gro\u00dfen Umfang und fl\u00fcssige Online-Matches, leidet aber stark unter handwerklichen Fehlern wie der extrem un\u00fcbersichtlichen Kamera.<\/p><\/div><\/div> <\/div>

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

Gef\u00e4llt mir<\/h3>
  • <\/li>

  • blitzschnelle Zweik\u00e4mpfe
    <\/li>
  • einfache Grundattacken plus individuelle Feinheiten
    <\/li>
  • zahlreiche Modi
    <\/li>
  • passendes Comic-Design
    <\/li>
  • actionreiche Inszenierung m\u00e4chtiger Angriffe
    <\/li>
  • flotte und lagfreie Online-Duelle
    <\/li>
  • jede Menge Konfigurationsm\u00f6glichkeiten<\/P><\/li>
  • <\/li>

  • Online-Ranglisten f\u00fcr Online- und Arcade-Matches
    <\/li>
  • zerst\u00f6rbare Hintergr\u00fcnde
    <\/li>
  • speicherbare Replays
    <\/li>
  • variabler Schwierigkeitsgrad <\/P><\/li><\/ul><\/div>

    Gef\u00e4llt mir nicht<\/h3>
    • <\/li>

    • sehr un\u00fcbersichtliche Kamera
      <\/li>
    • nervige Quicktime<\/li>
    • Events
      <\/li>
    • etwas schwammige Steuerung
      <\/li>
    • Story<\/li>
    • Missionen sehr schlicht inszeniert
      <\/li>
    • detailarme Kulissen
      <\/li>
    • brutal kitschiger Japano<\/li>
    • Soundtrack
      <\/li>
    • Musikst\u00fccke wiederholen sich oft
      <\/li>
    • Verbindungsprobleme in den Online<\/li>
    • Lobbys
      <\/li>
    • zahlreiche lange Ladepausen
      <\/li>
    • viel zu langatmiges Tutorial<\/P><\/li>
    • <\/li>

    • Seltsam starre Kieferbewegungen
      <\/li>
    • keine deutsche Vertonung<\/P><\/li><\/ul><\/div><\/div>
      <\/div>","protected":false},"excerpt":{"rendered":"

      Es wird wieder hektisch vorm Bildschirm: Gem\u00e4\u00df der Serientradition dreht sich auch im zweiten HD-Aufguss der Dragon Ball-Saga alles um blitzschnelle Supermoves, knallbunte Explosionen und die grimmigsten Augenbrauen der Galaxis. Leider hat Entwickler Spike bei all der flotten Action die \u00dcbersicht aus den Augen verloren.<\/P><\/p>\n","protected":false},"author":667,"featured_media":3202109,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_yoast_wpseo_title":"DragonBall: Raging Blast - Test, Pr\u00fcgeln & K\u00e4mpfen, Xbox 360, PlayStation 3","_yoast_wpseo_metadesc":"Es wird wieder hektisch vorm Bildschirm: Gem\u00e4\u00df der Serientradition dreht sich auch im zweiten HD-Aufguss der Dragon Ball-Saga alles um blitzschnelle Supermoves, knallbunte Explosionen und die grimmigsten Augenbrauen der Galaxis. 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