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{"id":3059423,"date":"2004-11-17T15:43:20","date_gmt":"2004-11-17T14:43:20","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/ghost_master_the_gravenville_chronicles-2\/3059423"},"modified":"2024-07-18T11:49:41","modified_gmt":"2024-07-18T09:49:41","slug":"ghost_master_the_gravenville_chronicles-2","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/ghost_master_the_gravenville_chronicles-2\/3059423","title":{"rendered":"Ghost Master: The Gravenville Chronicles (Taktik & Strategie) -Warum lehrt uns ein Spiel f\u00fcr Sechsj\u00e4hrige das Gruseln?"},"content":{"rendered":"Ich bin ein Sim, holt mich hier raus!<\/strong>
Macht das vorgerenderte Intro durchaus noch Lust auf mehr, folgt die Ern\u00fcchterung auf dem Fu\u00dfe: So wirkt die Spielgrafik wie ein Low-Budget-Klon der Sims mit plumpen Charaktermodellen\u00a0
<\/p>von der Stange, unterirdisch schlechten Hampelmann-Animationen, unansehnlichen Texturtapeten
<\/figure><\/td><\/tr>
Spuk im Polizeirevier: \u00dcber das praktische Opferkarussell\u00a0ermittelt ihr\u00a0geeignete Zielpersonen.<\/td><\/tr><\/tbody><\/table><\/figure><\/figure>und antiquierten Effekten – von unerkl\u00e4rlichen Einbr\u00fcchen der Bildrate ganz zu schweigen. Auch die Sound-FX sind einfach nur peinlich. Schreie und Seufzer klingen wie schlechte Parodien und wenn erschreckte Sterbliche das Weite suchen, ist dies ein audiovisuelles Trauerspiel, das sich kaum in Worte fassen l\u00e4sst.
Das Schweigen der L\u00e4mmer <\/strong> Sogar der Soundtrack zehrt mit seinem passablen, aber \u00e4u\u00dferst wiederholungsanf\u00e4lligen Geklimper auf Dauer ziemlich an den Nerven. Die deutsche Synchro klingt hingegen ganz ordentlich, obwohl sich Sprachausgabe im Spiel eher rar macht und alle Spielfiguren wortlos ihren Besch\u00e4ftigungen nachgehen. Eigentlich kommt das ganze Spiel \u00fcber nur der imagin\u00e4re Erz\u00e4hler zu Wort, der euch mal mehr, mal weniger klare Anweisungen gibt, die strikt zu befolgen sind, um kein vorzeitiges Scheitern des aktuellen Levels heraufzubeschw\u00f6ren.
Die Geister, die ich nicht rief <\/strong> Was man zu Beginn des Spiels noch als Teil eines Tutorials in Kauf nimmt, geht einem im weiteren Spielverlauf immer mehr auf den Keks und irgendwann hat man es einfach satt, st\u00e4ndig vorgeschrieben zu bekommen, wie man wen und wann aus dem Haus vertreiben soll.
<\/p>
<\/figure><\/td><\/tr>
Kadett auf der Flucht: Im Schlafsaal\u00a0der Kaserne schie\u00dfen pl\u00f6tzlich dornige Ranken empor.<\/td><\/tr><\/tbody><\/table><\/figure><\/figure>Auch dass man keinen Einfluss darauf hat, mit welchen Geistern man die einzelnen Szenarien beginnt, gibt einem das Gef\u00fchl, nur als Handlanger zu fungieren statt als Ghost Master t\u00e4tig zu sein. Komisch auch, dass es das Spiel trotz all der peniblen Vorgaben und genau einzuhaltenden Reihenfolgen immer wieder schafft, so viele Leerlaufphasen zu generieren.
Gruseln nach Vorschrift <\/strong> Selbst die F\u00e4higkeiten der Geister sind strikt vorgegeben und beschr\u00e4nkt, was den Freiraum zus\u00e4tzlich einengt. Doch auch wenn man sich an das lineare Aufgabenkorsett fast ohne jegliche Story-Elemente gew\u00f6hnt hat, will einfach keine Stimmung aufkommen. Die meiste Zeit ist man nur mit m\u00fchsamem Plasmasammeln besch\u00e4ftigt, um genug Energie f\u00fcr die entscheidenden Spukaktivit\u00e4ten zur Verf\u00fcgung zu haben, und viele Missionsziele sind so unklar, dass man nur mit Trial&Error sowie einer Engelsgeduld weiterkommt. Abgesehen davon wirken Schwierigkeitsgrad und Spielbalance alles andere als zielgruppengerecht.\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0Spieldesign von der Streckbank <\/strong> Dies wiegt umso schwerer, da man keine M\u00f6glichkeit hat, den Fortschritt w\u00e4hrend einer Mission zwischenzuspeichern und bei jedem Fehler den ganzen Level nochmals von vorn beginnen darf. Zwar sind die teils mehrst\u00f6ckigen Spielabschnitte relativ kompakt und die eigentlichen Aufgaben schnell zu bew\u00e4ltigen,
<\/p>
<\/figure><\/td><\/tr>
Unerwartete Gegenwehr:\u00a0Manche eurer Opfer entpuppen sich als wehrhafte Hexen oder Priester.<\/td><\/tr><\/tbody><\/table><\/figure><\/figure>aber da man st\u00e4ndig bestimmte Konstellationen abwarten, Energie sammeln und besonders schreckhafte Schl\u00fcsselfiguren wieder aufp\u00e4ppeln muss, zieht sich jede noch so kleine Aufgabe in die L\u00e4nge wie Kaugummi, w\u00e4hrend im Hintergrund unaufhaltsam ein Countdown tickt. Sp\u00e4ter werden euch bereits gemeisterte Szenarien sogar mit neuen Aufgaben ein zweites Mal vorgesetzt. Der an sich geringe Spielumfang wird dadurch aber auch nicht \u00fcppiger.
Praktisches Geisterkarussell<\/strong>
Dabei ist die Benutzerf\u00fchrung f\u00fcr die Umsetzung eines PC-Spiels auf Konsole eigentlich vorbildlich. So ruft ihr \u00fcber die Schultertasten Auswahlkarusselle eurer zur Verf\u00fcgung stehenden Geister bzw. aller potentiellen Opfer auf, wo ihr auf Knopfdruck Bewegungsanweisungen gebt, individuelle Spukf\u00e4higkeiten aktiviert oder erl\u00e4uternde Hilfstexte einblendet. Eure Gespenster sind dabei in unterschiedliche Kategorien eingeteilt, w\u00e4hrend eure Zielpersonen individuelle Schwachpunkte haben. So verringern manche Geister die Widerstandskraft eurer Opfer, w\u00e4hrend andere leibliche Schmerzen zuf\u00fcgen, als Lockv\u00f6gel dienen, zu bestimmten Taten anstiften oder eine einschl\u00e4fernde bzw. heilende Wirkung haben. Letzteres ist vor allem wichtig, um essentielle Personen an der Flucht oder m\u00f6gliche Widersacher am Aufwachen zu hindern.
Die Geisterj\u00e4ger kommen <\/strong> In Ghost Master gibt es n\u00e4mlich nicht nur \u00e4ngstliche Normalsterbliche, sondern auch Charaktere mit \u00fcbersinnlicher Wahrnehmung und exorzistischen Talenten, die euch einmal aus dem Schlaf gerissen, das Spukhandwerk als Hexen, Priester oder Schamanen zur Qual machen. Zum Gl\u00fcck k\u00f6nnt ihr euer Gespenster-Ensemble jedoch jederzeit zur Heilung in den Limbus schicken und unbemerkt durch W\u00e4nde gehen,\u00a0