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{"id":3050680,"date":"2004-05-02T15:57:12","date_gmt":"2004-05-02T13:57:12","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/hitman_contracts\/3050680"},"modified":"2024-07-18T11:18:21","modified_gmt":"2024-07-18T09:18:21","slug":"hitman_contracts","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/hitman_contracts\/3050680","title":{"rendered":"Hitman: Contracts (Action-Adventure) – Hitman: Contracts"},"content":{"rendered":"

Memento 47<\/strong>

Keine Ruhe mehr in einem kleinen italienischen Kloster: Das Spiel beginnt mit einem zu Boden fallenden, blut\u00fcberstr\u00f6mten Hitman. W\u00e4hrend er in einer Pariser Herberge um sein Leben k\u00e4mpft, \u00bberspielt\u00ab ihr euch die Hintergr\u00fcnde als Erinnerungen von Nr. 47 \u2013 wer den Film \u00bbMemento\u00ab kennt, d\u00fcrfte mit dieser Erz\u00e4hlweise vertraut sein. Ihr beginnt in einem rum\u00e4nischen Irrenhaus, sprengt eine S\/M-Party in einem niederl\u00e4ndischen Schlachthaus, ballert euch durch eine U-Boot-Werft auf der russischen Halbinsel Kamtschatka oder demoliert ein feines englisches Landhaus. W\u00e4hrend ihr also mit jeder Mission die Vergangenheit n\u00e4her kennen lernt, wird die Story in der Gegenwart mit Renderszenen fortgef\u00fchrt.

<\/p>

<\/p>

<\/a><\/td>Solche Situationen sollten vermieden werden – gegen eine Gegner-\u00dcbermacht hat Nummer 47 keine Chance.<\/td><\/tr><\/tbody><\/table><\/figure><\/td><\/tr><\/tbody><\/table><\/figure><\/figure>
Am Spielprinzip hat sich erwartungsgem\u00e4\u00df nichts ge\u00e4ndert: Noch immer \u00fcbernehmt ihr die Rolle des d\u00fcster dreinblickenden Auftragsm\u00f6rders \u00bb47\u00ab. In jedem Auftrag habt ihr mehrere Ziele, die ihr auf viele verschiedene Weisen l\u00f6sen k\u00f6nnt. Denn ihr k\u00f6nnt entweder auf die leise oder rabiate Methode vorgehen: Geduldige Spieler greifen nur im absoluten Notfall zur Pistole. Stattdessen meiden sie Wachen, strangulieren oder bet\u00e4uben sie via Klaviersaite bzw. Beruhigungsspritze von hinten und verstecken tote K\u00f6rper in dunklen Ecken. Wer lieber den Ballerfinger sprechen l\u00e4sst, greift zu Scharfsch\u00fctzengewehr, vielerlei Pistolen (die immer noch den etwas albernen Namen \u00bbBallers\u00ab tragen), MGs oder Fleischerhaken und geht nach der Metzgermethode vor.__NEWCOL__



Was dank der sehr simpel gestrickten KI auch kein wirklicher Beinbruch mehr ist \u2013 fr\u00fcher war diese Vorgehensweise schwerer. Wie gehabt passt unter euren dunklen Anzug maximal eine gr\u00f6\u00dfere Knarre, ein paar Pistolen und zus\u00e4tzliche Ausr\u00fcstung wie Dietrich oder Nachtsichtger\u00e4t.

<\/p>

<\/p>

<\/a><\/td>Lebensnotwendiger Kleiderwechsel: Ohne den Strahlenschutzanzug w\u00fcrden wir schnell draufgehen.<\/td><\/tr><\/tbody><\/table><\/figure><\/td><\/tr><\/tbody><\/table><\/figure><\/figure>
Des Killers neue Kleider<\/strong>

Wer sich f\u00fcr die Schleichmethode entscheidet, wird \u00fcber die Wandlungsf\u00e4higkeit des Hitman dankbar sein: Mit nahezu jedem Opfer kann er in Windeseile die Kleidung tauschen, wodurch etwaig auf ihn aufmerksam gewordene Wachen erfolgreich get\u00e4uscht werden k\u00f6nnen. Gelegentlich f\u00fchrt kein Weg um einen schnellen Klamottenwechsel herum, wenn ihr etwa radioaktiver Strahlung ausgesetzt seid, und ein Schutzanzug ganz praktisch w\u00e4re. Auch das Verstecken von Opfern ist mehr als nur ein grafischer Gag: Sobald eine Wache einen toten Kollegen rumliegen sieht, schl\u00e4gt sie sofort Alarm, wodurch in den meisten F\u00e4llen auch eure Tarnung futsch ist. Ihr habt jederzeit Zugriff auf eine Karte, auf der jede Ebene eurer Missionsziele ersichtlich ist, inklusive aller Wachen, interessanter Gegenst\u00e4nde usw. Leider ist sie jedoch derart mit Icons \u00fcberfrachtet, dass man sehr lange braucht, um darauf einigerma\u00dfen den \u00dcberblick zu behalten \u2013 das w\u00e4re wesentlich einfacher zu l\u00f6sen gewesen.

In jedem Level habt ihr mehrere Aufgaben, die von \u00bbErledige diese Person\u00ab bis \u00bbSprenge das geheime Labor\u00ab reichen. Zu jedem Auftrag gibt es eine ausf\u00fchrliche Beschreibung, au\u00dferdem bekommt ihr von einer freundlichen Frauenstimme zus\u00e4tzliche Informationen. Im Level seid ihr zumeist auf euch allein gestellt, nur in seltenen F\u00e4llen trefft ihr Informanten oder andere euch freundlich gesonnene Zeitgenossen.

<\/p>

<\/p>

<\/a><\/td>Solange man sich unauff\u00e4llig verh\u00e4lt und keine Waffen zeigt, hat man nichts zu bef\u00fcrchten.<\/td><\/tr><\/tbody><\/table><\/figure><\/td><\/tr><\/tbody><\/table><\/figure><\/figure>
Vertraute Gesichter<\/strong>

Optisch wirkt das Spiel auf den ersten Blick sehr vertraut: Die Frisur von Kojak ist gleich geblieben, die T\u00e4towierung im Nacken ebenso, die Lauf-Animationen sehen immer noch etwas ungelenk aus. Im Detail hat sich jedoch einiges getan, was man durchaus w\u00f6rtlich nehmen kann \u2013 Figuren und Umgebung sind wesentlich feiner und liebevoller gestaltet, Wettereffekte und Reflektionen wirken realistisch, die obligatorisch ausufernden Blutlachen finden sich an jeder Ecke. __NEWCOL__Wenn ihr am PC gen\u00fcgend Rechenpower unter der Haube habt, k\u00f6nnt ihr auch einen \u00bbPost-Filter\u00ab aktivieren, der das Bild Anti-Aliasing-\u00e4hnlich leicht verschwimmen l\u00e4sst und weichzeichnet.\u00a0Ein sch\u00f6ner Anblick sind auch die Echtzeit-Schatten, die allerdings nicht immer realistisch gebrochen werden. Wie beim zweiten Teil d\u00fcrft ihr auch in eine Ego-Ansicht schalten, die auf Dauer allerdings etwas zu sehr wackelt.

<\/p>

<\/a><\/td>Der Hitman verf\u00fcgt zwar \u00fcber viele Animationen, l\u00e4uft aber etwas wackelig.<\/td><\/tr><\/tbody><\/table><\/figure><\/td><\/tr><\/tbody><\/table><\/figure><\/figure>
Die Musik stammt wieder aus der Feder von Jesper Kyd, der schon den zweiten Teil gro\u00dfartig vertont hat. Dieses Mal ist sie aber weniger orchestralisch, daf\u00fcr treibend und d\u00fcster \u2013 passt aber dennoch hervorragend zum Spiel. Das gilt auch f\u00fcr die sehr gelungene deutsche Sprachausgabe, in welcher der Hitman mit der coolen deutschen Synchronstimme von Wesley Snipes mordet. Auch die anderen Sprecher lassen keine W\u00fcnsche offen; Linguistiker bekommen au\u00dferdem viele Fremdsprachen zu h\u00f6ren. \n

Fazit<\/strong><\/h3>Auf den ersten Blick vermutet man ein etwas sp\u00e4t kommendes Hitman 2-Add-On \u2013 optisch hat sich oberfl\u00e4chlich nichts getan, der Missionsumfang ist derselbe, die Bewaffnung bis auf wenige Ausnahmen durch die Bank bekannt, die Karte leider unver\u00e4ndert un\u00fcbersichtlich. Auch dass Nummer 47 immer noch nicht springen kann, und so selbst kleinere Vorspr\u00fcnge, die der ungelenke Killer nicht automatisch erklettert, zum un\u00fcberwindlichen Hindernis werden, ist weder logisch noch dem Spielfluss f\u00f6rderlich. Doch unter der Decke des Bekannten lauert neben general\u00fcberholter Optik auch wieder der gewohnt fiese Spielspa\u00df, der sowohl Schleichern als auch Ballerfreunden viele L\u00f6sungswege offen h\u00e4lt. Atmosph\u00e4risch ist der Hitman also wieder auf der H\u00f6he der Zeit, akustisch sowieso \u2013 nur das Spielerische setzt langsam Staub an. Pers\u00f6nlich finde ich auch die Abwesenheit einer Mehrspielervariante schade, Splinter Cell: Pandora Tomorrow hat erfolgreich vorgemacht, wie man so was in dieser Art von Spiel umsetzen kann.<\/div><\/div>

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

Gef\u00e4llt mir<\/h3>
  • verschiedene Vorgehensweise m\u00f6glich
    <\/li>
  • interessante Story-Erz\u00e4hlweise
    <\/li>
  • cooler Soundtrack
    <\/li>
  • interessantes Spielprinzip
    <\/li>
  • gelungene Sprachausgabe
    <\/li>
  • detaillierte Grafik
    <\/li>
  • dichte Atmosph\u00e4re<\/li><\/ul><\/div>

    Gef\u00e4llt mir nicht<\/h3>
    • kaum Ver\u00e4nderungen zum Vorg\u00e4nger
      <\/li>
    • wenig intelligente Gegner
      <\/li>
    • \u00fcberladene Karte
      <\/li>
    • viel Leerlauf
      <\/li>
    • unbrauchbare Ego<\/li>
    • Perspektive
      <\/li>
    • keine Sprung<\/li>
    • M\u00f6glichkeit<\/li><\/ul><\/div><\/div>","protected":false},"excerpt":{"rendered":"

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