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{"id":3050608,"date":"2004-09-26T09:39:41","date_gmt":"2004-09-26T07:39:41","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/headhunter_redemption\/3050608"},"modified":"2024-07-18T11:18:05","modified_gmt":"2024-07-18T09:18:05","slug":"headhunter_redemption","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/headhunter_redemption\/3050608","title":{"rendered":"Headhunter: Redemption (Action-Adventure) – Hat es Kopfgeldj\u00e4ger Jack Wade immer noch drauf?"},"content":{"rendered":"
Geld regiert die Welt<\/strong>
Die Handlung ist zwanzig Jahre nach den Ereignissen des Originals angesiedelt und wenig \u00fcberzeugend aus zigfach verwendeten SciFi-Versatzst\u00fccken zusammengeschustert. Die Spielwelt fu\u00dft jedenfalls auf einer radikalen Zwei-Klassen-Gesellschaft: W\u00e4hrend es sich die <\/p>
<\/p>
<\/figure><\/td><\/tr>
Alter Mann am Boden: Kopfgeldj\u00e4ger Jack Wade ist sicht- und sp\u00fcrbar gealtert. (PS2)<\/td><\/tr><\/tbody><\/table><\/figure><\/figure>Wohlhabenden im luftigen “Above” gut gehen lassen, m\u00fcssen die sozialen Verlierer im d\u00fcsteren “Below” Zwangsarbeit verrichten. Raubein Jack ist das egal. Der in die Jahre gekommene Kopfgeldj\u00e4ger versucht sich irgendwie \u00fcber Wasser zu halten und seine ungl\u00fcckliche Vergangenheit in Arbeit und Alkohol zu ertr\u00e4nken.
Wer hat Angst vorm Mann, der mit Maschinen geht…?<\/strong>
Eines Tages holt ihn diese allerdings schlagartig ein: Erst liest er ein M\u00e4dchen auf, dessen Vater er vor Jahren niedergeschossen hatte, und macht sie zu seiner unfreiwilligen Partnerin im Kampf gegen das Verbrechen. Kurz darauf schneit auch noch seine Ex-Geliebte Angela Stern nach jahrelanger Funkstille pl\u00f6tzlich mit einem dringenden Anliegen herein. Und zu allem \u00dcberfluss kommt es auch noch zu aufst\u00e4ndischen \u00dcbergriffen aus Below, die vom omin\u00f6sen “Man who walks with Machines” angef\u00fchrt werden…
Unfreiwillige Kom\u00f6die<\/strong>
Ein Unruhestifter mit originellem Namen macht aber noch lange keine originelle Story und so pl\u00e4tschert die Handlung von Headhunter: Redemption eher wirr und belanglos vor sich hin, als dass sie einen \u00fcberrascht oder in ihren Bann zieht.
<\/p>
<\/figure><\/td><\/tr>
“Wat, wer bist du denn?” – Mit dem neuen Scan-Feature k\u00f6nnt ihr\u00a0Gegner und\u00a0Objekte n\u00e4her unter die Lupe nehmen. (Xbox)<\/td><\/tr><\/tbody><\/table><\/figure><\/figure>Schade auch, dass die zynisch-grotesken Nachrichten\u00fcbertragungen des Vorg\u00e4ngers fallen gelassen wurden und die humoristische Seite nun in beil\u00e4ufigen Werbeeinblendungen gefangen gehalten wird. Ansonsten schmunzelt man leider eher \u00fcber unfreiwillig komische Dialoge, Animationen oder Clipping-Fehler.
Mysteri\u00f6se Anziehungskraft<\/strong>
Doch w\u00e4hrend man \u00fcber die gek\u00fcnstelt bzw. gelangweilt wirkenden englischen Synchro, die unnat\u00fcrlichen Bewegungsabl\u00e4ufe und die zum Gl\u00fcck eher seltenen Grafikfehler noch lachen kann, bleibt einem selbiges beim Versuch, Steuerung und Kamera in den Griff zu bekommen, schnell im Hals stecken. Nicht nur, dass die eigenwillige Zielautomatik das Fadenkreuz wie eine Ballerina \u00fcber den Bildschirm tanzen l\u00e4sst, auch dass man beim Anschleichen immer wieder wie magnetisch von nahe gelegenen W\u00e4nden oder Kisten angesogen wird, ist alles andere als lustig. __NEWCOL__
Ballettschuhe statt Zielwasser <\/strong> Vor allem, wenn ihr mehreren Gegnern auf einmal gegen\u00fcbersteht, bringt euch die hirnrissige Steuerung immer wieder zur Wei\u00dfglut: Aus hinterh\u00e4ltigen Stealth-Attacken werden aufgrund mysteri\u00f6ser Kollisionsabfragen viel zu oft unfreiwillige Querschl\u00e4ger, die ganze Gegnerrudel alarmieren. Diese k\u00f6nnen einen trotz m\u00e4\u00dfiger Intelligenz ganz sch\u00f6n unter Druck setzen, w\u00e4hrend man wie ein Zirkusclown <\/p>
<\/p>
<\/figure><\/td><\/tr>
Geduldsprobe f\u00fcr Fans: In die Rolle von Raubein Jack d\u00fcrft ihr leider erst gegen Mitte des Spiels schl\u00fcpfen… (Xbox)<\/td><\/tr><\/tbody><\/table><\/figure><\/figure>durch den Raum turnt, um den erlittenen Schaden\u00a0so gering wie m\u00f6glich zu halten, bis man aus einer halbwegs gesch\u00fctzten Position heraus, die l\u00e4stigen Verfolger selbst aufs Korn nehmen kann. Allerdings muss man sich zuerst an das wie unter Alkoholeinfluss stehende und sich nur langsam beruhigende Fadenkreuz gew\u00f6hnt haben, das eine Art dynamische Zielgenauigkeit ausdr\u00fccken soll – eine originelle Idee, die nur leider \u00fcberhaupt nicht zum actionlastigen Spielverlauf passt.
Programmierter Unsinn <\/strong> Unpassend wirkt auch die nicht ver\u00e4nderbare Tastenbelegung, welche das ohnehin schon hakelige Handling zus\u00e4tzlich erschwert – von intelligenter Controller-Nutzung keine Spur. \u00c4hnlich wenig gedacht hat man sich wohl auch bei der Gestaltung der dreidimensionalen Auto-Map, die kontra-intuitiver zu bedienen nicht sein k\u00f6nnte. Selbst die von Metroid Prime inspirierte Scan-Funktion der Spielumgebung wird durch \u00fcberstrapazierte Anwendung immer wieder zu einem hemmenden Bremsklotz – oder findet ihr es nicht nervig, wenn ihr offensichtliche Ziele erst dann anvisieren k\u00f6nnt, wenn ihr sie zuvor allesamt separat gescannt habt?
\u00d6de und unfair<\/strong>
So zerbrecht ihr euch zwar immer wieder den Kopf dar\u00fcber, wo es weitergeht, aber allzu oft ist dies eher eine Frage von Flei\u00df und Genauigkeit als von Ideenreichtum und Kombinationsgabe. Trotzdem sorgen Code- und Objektr\u00e4tsel immer wieder f\u00fcr angenehme Abwechslung, auch wenn die meisten nicht sehr originell sind. Allerdings wirkt das komplette Level- und Missionsdesign ziemlich altbacken und unspektakul\u00e4r, wobei manche Trial&Error-Passagen mit t\u00f6dlichen \u00dcberraschungen aufgrund eingeschr\u00e4nkter Speicherfunktion auch noch f\u00fcr v\u00f6llig unn\u00f6tigen Frust sorgen.