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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.

<\/p>

\"\"<\/figure><\/td><\/tr>
Kein Herz f\u00fcr Schleicher: Lautlose Stealth-Kills sind aufgrund der hakeligen Steuerung und Kollisionsabfrage oft reine Gl\u00fcckssache. (PS2)<\/td><\/tr><\/tbody><\/table><\/figure><\/figure>Zudem sind die insgesamt 14 Spielabschnitte hoffnungslos linear und die Unterschiede zwischen den beiden spielbaren Charakteren, deren Eins\u00e4tze genau vorgeschrieben sind, \u00e4u\u00dferst gering.

Tr\u00e4ger Einheitslook<\/strong>

Kaum Unterschiede gibt es auch zwischen der PS2- und Xbox-Version von Headhunter: Redemption. Wie \u00fcblich lassen sich Jack und Leeza mit dem Dual Shock 2-Controller einen Tick komfortabler steuern als mit dem Microsoft-Pad, wobei die Xbox etwas schneller l\u00e4dt und dank 60Hz-Option auch etwas fl\u00fcssiger l\u00e4uft. Von butterweichem Scrolling kann aber bei keiner Fassung die Rede sein und die Ladezeiten sind angesichts der detailarmen RenderWare-Optik fast schon eine Frechheit. Der st\u00e4ndig aktive Unsch\u00e4rfefilter kann sich hingegen sehen lassen, auch wenn eine Option, diesen zu deaktivieren, w\u00fcnschenswert gewesen w\u00e4re. Die Soundkulisse geht hingegen bis auf die dubiose englische Synchro und ein paar d\u00fcrftige Sound-FX in Ordnung und gl\u00e4nzt vor allem mit dynamischer Orchestrierung seitens Richard Jacques\u2018.
\n

Fazit<\/strong><\/h3>Headhunter: Redemption ist f\u00fcr Jack Wade mehr Fluch als Segen. Statt ihm den wohlverdienten Ruhestand zu g\u00f6nnen, zw\u00e4ngten ihn die schwedischen Entwickler in ein abgenutztes Dirty-Harry-Korsett, schubsten ihn mit anderen stereotypen Gestalten in ein ausgelutschtes SciFi-Szenario und lie\u00dfen ihn und seine austauschbare Partnerin Leeza X m\u00e4\u00dfig animiert, albern synchronisiert und spielerisch vermurkst allein. Selbst als Fan des herrlich zynischen Dreamcast-Originals f\u00e4llt es schwer, irgendetwas an dieser Fortsetzung sch\u00f6n zu reden. Dabei hat sich spielerisch gar nicht allzu viel ge\u00e4ndert: Ihr schleicht und ballert euch nach wie vor als Kopfgeldj\u00e4ger durch eine raue, nicht allzu ferne Zukunft – geschlichen wird allerdings weit seltener und geballert eher wie unter Drogeneinfluss. Das \u00f6de Leveldesign, die schwache Gegner-KI und die seichte Story sorgen auch nicht gerade f\u00fcr Begeisterung und lassen einen zweifeln, ob hier wirklich die gleichen Entwickler am Werk waren…<\/div><\/div>

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

Entt\u00e4uschende Fortsetzung des einstigen Dremacast-Hits.<\/p><\/div><\/div> <\/div>

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

Gef\u00e4llt mir<\/h3>
  • 60Hz-Modus (Xbox)
    <\/li>
  • h\u00fcbscher Unsch\u00e4rfefilter
    <\/li>
  • teils ansprechende R\u00e4tsel
    <\/li>
  • atmosph\u00e4rische Soundkulisse<\/li><\/ul><\/div>

    Gef\u00e4llt mir nicht<\/h3>
    • laue Story
      <\/li>
    • m\u00e4\u00dfige Technik
      <\/li>
    • \u00f6des Leveldesign
      <\/li>
    • d\u00fcrftige Animationen
      <\/li>
    • altbackenes Gameplay
      <\/li>
    • schwache Lokalisierung
      <\/li>
    • extrem lange Ladezeiten
      <\/li>
    • hakelige Steuerung & Kamera<\/li><\/ul><\/div><\/div>
      <\/div>","protected":false},"excerpt":{"rendered":"

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