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{"id":3051490,"date":"2012-05-09T12:02:00","date_gmt":"2012-05-09T10:02:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/awesomenauts\/3051490"},"modified":"2024-07-18T14:03:02","modified_gmt":"2024-07-18T12:03:02","slug":"awesomenauts","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/awesomenauts\/3051490","title":{"rendered":"Awesomenauts (Arcade-Action) – Awesomenauts"},"content":{"rendered":"Feuer frei!<\/strong>

[GUI_PLAYER(ID=89252,width=450,text=Sheriff Lonestar wird der grunds\u00e4tzliche Spielablauf von Awesomenauts erkl\u00e4rt.,align=left)]Zwei Teams, zwei zu zerst\u00f6rende Hauptquartiere, ein paar Weg versperrende Gesch\u00fctze und jede Menge Feuerkraft – das sind die Grundzutaten f\u00fcr Ronimos MOBA<\/a>-Experiment Anwesomenauts. Jedes Teammitglied entscheidet sich f\u00fcr einen von sechs Charaktertypen, legt seine Upgrade-Vorlieben fest und d\u00fcst dann \u00e0 la Section 8<\/a> in einer auch f\u00fcr Respawns genutzten Ein-Mann-Kapsel Richtung Schlachtfeld – nur eben in 2D. Unterwegs kann man bereits die ersten Solarm\u00fcnzen sammeln, mit denen man seinen Cartoon-S\u00f6ldner sp\u00e4ter immer st\u00e4rker, agiler und gef\u00e4hrlicher macht.

Am Waffenautomat des eigenen Hauptquartiers gibt’s f\u00fcr bare M\u00fcnze alles, was das S\u00f6ldnerherz begehrt: Mehr Energie, mehr Reichweite, mehr Geschwindigkeit, mehr Durchschlagskraft sowie einzigartige Waffen und Spezialkr\u00e4fte, mit denen man je nach Spielfigur z. B. Tarnkappen \u00fcberziehen, Minen abwerfen, Heilstationen errichten oder tobende Hologramm-Bullen beschw\u00f6ren kann. Mit steigendem Rang l\u00e4sst sich das Shop-Angebot sogar immer individueller anpassen.

Dynamische Vielfalt<\/strong>

Die jeweiligen Fertigkeiten sind dabei so bunt gemischt wie die Charaktere selbst: Sheriff Lonestar ist ein explosiver Allrounder, Kampfroboter Clunk der klassische Tank, Superhirn Voltar k\u00fcmmert sich ums Heilen, Cham\u00e4leon Leon attackiert gern aus dem\n
\"Um<\/figure>\n
Um ins gegnerische Hauptquartier zu gelangen, m\u00fcssen erst eine Reihe automatischer Gesch\u00fctze aus dem Weg ger\u00e4umt werden. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nHinterhalt, Kr\u00f6te Froggy G h\u00fcpft schneller und h\u00f6her als alle anderen und Affe Yuri kann sogar fliegen. Je nach Schauplatz, Teamzusammensetzung und Upgrade-Wahl k\u00f6nnen dieselben Figuren sogar unterschiedliche Rollen spielen.

Doppelbesetzungen sind in den stets dreik\u00f6pfigen Teams allerdings nicht erlaubt, was die Experimentierm\u00f6glichkeiten zwar deutlich einschr\u00e4nkt, aber daf\u00fcr eine gewisse Grundbalance wahrt: Wer will schlie\u00dflich schon ohne Vorwarnung drei unsichtbaren Meuchelm\u00f6rdern oder einem schier unaufhaltsamen Robo-Trio gegen\u00fcber stehen? Wer trotzdem gern mehr Kombinationsm\u00f6glichkeiten h\u00e4tte, darf zumindest in punkto Figurenangebot aufatmen – da sind n\u00e4mlich bereits weitere Klassen via DLC geplant.

Weiter ausbauf\u00e4hig<\/strong>

Noch viel wichtiger w\u00e4re es in meinen Augen allerdings das Angebot an Karten und Spielmodi zu erweitern. Gerade mal drei recht kompakte und zudem auch noch sehr \u00e4hnlich aufgebaute Schlachtfelder sind schon verdammt wenig. Auch deren Alleinstellungsmerkmale wie giftige Dschungelmonster, auf Knopfdruck zuschnappende Sandw\u00fcrmer, flatternde Luftunterst\u00fctzung oder Ausfl\u00fcge in die Schwerelosigkeit sind \u00e4u\u00dferst \u00fcberschaubar.

Ich h\u00e4tte es jedenfalls ziemlich spannend gefunden auch mal auf Schlachtfeldern zu agieren, die mehr als nur zwei Wege ans Ziel gekannt, gr\u00f6\u00dfere oder gar mehrere Teams\n
\"Die<\/figure>\n
Die Anzahl der Spielcharaktere soll noch wachsen, die der Kampfarenen hoffentlich auch. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nerlaubt oder auch mal andere Aufgabenstellungen bem\u00fcht h\u00e4tten. Andere h\u00e4tten sich vielleicht eher Inhalte f\u00fcr Einzelspieler wie spezielle Herausforderungen, Missionen oder eine charaktergest\u00fctzte Kampagne gew\u00fcnscht. Etwas mehr Umfang und Abwechslung h\u00e4tte aber auf jeden Fall nicht geschadet – vor allem da die h\u00f6chste Sprosse der virtuellen Karriereleiter vergleichsweise schnell erklommen ist.

Trotzdem l\u00e4sst man sich immer wieder gern auf eine Partie Awesomenauts ein – egal, ob online, via Splitscreen oder einer Mischung aus beidem. Das Matchmaking pr\u00e4sentiert sich dabei erfreulich anpassungsf\u00e4hig und jongliert gekonnt mit Nachz\u00fcglern, Ersatzspielern, Hostwechseln und KI-Aushilfen. Man kann problemlos in laufende Partien einsteigen, dortige Bots ersetzen und mit einer kleinen Finanzspritze leistungstechnisch schnell aufschlie\u00dfen. Wer sich als Team \u00fcber ein Headset abspricht, ist nat\u00fcrlich im Vorteil. Man kann aber auch ein paar tastenbasierte Anweisungen an Mitspieler oder KI-Partner geben.\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nDie Perspektive mag ungewohnt sein, aber auch in den 2D-Kampfarenen von Awesomenauts finden packende MOBA<\/a>-Gefechte statt. Die sechs bisherigen Charakterklassen (weitere sollen per DLC folgen) sind angenehm eigenst\u00e4ndig und lassen sich dar\u00fcber hinaus auch noch individuell anpassen. Die Balance geht jedenfalls in Ordnung, die Steuerung leicht von der Hand, die audiovisuelle Inszenierung im Cartoon-Stil gef\u00e4llt und das dynamische Matchmaking \u00fcberzeugt. Schade ist nur, dass es lediglich drei Schlachtfelder gibt, in denen stets die gleiche Teilnehmerzahl (3 gegen 3) dem immer selben Spielmodus fr\u00f6nt, auch wenn’s trotzdem Spa\u00df macht.\n<\/div>\n<\/div>\n\n

Wertung<\/strong><\/h3>
360<\/div>
360<\/div><\/div>
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Ungemein spa\u00dfige Cartoon-Gefechte in 2D, die in punkto Umfang aber noch ausbauf\u00e4hig sind.<\/p><\/div><\/div>

PS3<\/div>
PS3<\/div><\/div>
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Ungemein spa\u00dfige Cartoon-Gefechte in 2D, die in punkto Umfang aber noch ausbauf\u00e4hig sind.<\/p><\/div><\/div> <\/div> \n\n

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Pro & Kontra<\/strong><\/h3>\n<\/div>\n<\/div>\n\n\n
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Gef\u00e4llt mir<\/h3>\n\n\n