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{"id":3059442,"date":"2004-05-31T13:12:05","date_gmt":"2004-05-31T11:12:05","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/onimusha_blade_warriors\/3059442"},"modified":"2024-07-18T11:49:48","modified_gmt":"2024-07-18T09:49:48","slug":"onimusha_blade_warriors","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/onimusha_blade_warriors\/3059442","title":{"rendered":"Onimusha: Blade Warriors (Pr\u00fcgeln & K\u00e4mpfen) – Onimusha: Blade Warriors"},"content":{"rendered":"Pr\u00fcgeln ohne Sinn und Verstand<\/strong>

Die Grundvoraussetzung f\u00fcr Onimusha Blade Warriors ist interessant: Man nehme zahlreiche Charaktere aus dem Onimusha-Universum, setze sie in eine abgegrenzte Kampfumgebung mit mehreren Ebenen und lasse sie gegeneinander k\u00e4mpfen.
Zw\u00f6lf Figuren stehen anf\u00e4nglich zur Verf\u00fcgung, um sie im Einzelspieler-Modus \u00fcber zehn Kapitel hinweg die Geschehnisse der ersten zwei Teile der Erfolgsserie nachempfinden zu lassen \u2013 wahlweise auch auf Seiten der B\u00f6sen.

<\/p>

<\/a><\/td>Sieht nach echtem 3D aus, bleibt in punkto Kampfmechanik aber an der Oberfl\u00e4che \u00fcblicher 2D-Action stecken.<\/td><\/tr><\/tbody><\/table><\/figure><\/td><\/tr><\/tbody><\/table><\/figure><\/figure>
Anstatt wie bei den Originalen eine halbwegs vern\u00fcnftige Story und glaubhafte Charaktere einzubauen, bekommt ihr hier \u2013meist in Spielgrafik- minimale Versatzst\u00fccke der bekannten Geschichte vorgeworfen, um die Geschehnisse und die Stages, ebenfalls angelehnt an Schaupl\u00e4tze der beiden ersten Onimushas, zu verbinden.
Stimmung kommt dadurch in keinem Fall auf. Doch mit einigen zugedr\u00fcckten Augen k\u00f6nnte man dar\u00fcber fast noch hinweg sehen, wenn der Titel in punkto Kampfmechanik etwas auf dem Kasten h\u00e4tte.

Onimusha-Wurzeln
<\/strong>
Capcom ist recht offenherzig mit der Verwertung aller aus Onimusha bekannten Elemente umgegangen und hat nahezu alles eingebaut, was man kennen und sch\u00e4tzen gelernt hat.\u00a0 \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0__NEWCOL__Man kann Seelen aufsammeln, um seine F\u00e4higkeiten aufzupowern, es stehen Elementarf\u00e4higkeiten (vergleichbar mit einer Smartbomb) zur Verf\u00fcgung und es gibt zahlreiche bekannte Waffen und Gegenst\u00e4nde \u2013 selbst der Phantom Realm fehlt nicht. Und da sich auch die einfache Steuerung an Onimusha orientiert, findet man sich schnell zurecht.

Doch trotzdem mag sich langfristig kein packender Spielspa\u00df einstellen. Anf\u00e4nglich macht es noch Spa\u00df, seine Charaktere aufzupeppen und sich ggf. sogar an h\u00f6heren Schwierigkeitsgraden zu versuchen, die eine gr\u00f6\u00dfere Ausbeute an Seelen mit sich bringen. Doch hat man seine ersten zwei bis drei Figuren auf Maximalwerte gebracht, setzen starke Erm\u00fcdungserscheinungen ein. Das Gameplay wird zunehmend monoton, an der nicht gerade \u00fcppigen Gegnervielfalt hat man sich bis dahin satt gesehen und auch die Tatsache, dass jede Figur mit ein paar eigenen Stages aufwartet, hilft nicht mehr viel. Denn im Maximalfall dauert ein Durchlauf der zehn Abschnitte etwa 15 Minuten (plus eventuelle Continues).

<\/p>

<\/a><\/td>Die Spezialeffekte sind nett, reichen aber nicht aus, um das Gesamtniveau der eher entt\u00e4uschenden Optik entscheidend anzuheben.<\/td><\/tr><\/tbody><\/table><\/figure><\/td><\/tr><\/tbody><\/table><\/figure><\/figure>
Sch\u00f6n, um ein schnelles Spielchen zwischendurch zu machen. Schlecht, um die Spieler langfristig ans Pad zu binden. Denn au\u00dfer den etwa 100 Gegenst\u00e4nden wird wenig geboten, um auf Dauer zu unterhalten und Langzeitmotivation zu bieten.

\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0Multiplayer-Spa\u00df?<\/strong>

Ein bisschen angenehmer gestaltet sich der Mehrspieler-Part: Immerhin k\u00f6nnen bis zu vier Spieler aufeinander losgehen, um festzustellen, welcher Onimusha-K\u00e4mpfer die Nase vorn hat. Und schlie\u00dflich kann man sogar mit MegaMan den Samurais in den Hintern treten. Zahlreiche Konfigurationsm\u00f6glichkeiten geben im Multiplayer die Siegbedingungen vor.
Doch trotzdem werden elementare Schw\u00e4chen deutlich: Denn so eing\u00e4ngig die Steuerung auch ist, bietet sie wenige Finessen. Egal ob Block, Ausweichm\u00f6glichkeiten oder sonstige Specials: die meiste Zeit ist man mit Buttonmashen besch\u00e4ftigt \u2013 um Taktik braucht man sich nicht gro\u00dfartig k\u00fcmmern.

<\/p>

<\/a><\/td>Das Design von Gegnern und Hintergr\u00fcnden orientiert sich an den ersten zwei Onimushas – erreicht aber insgesamt nicht deren Klasse.<\/td><\/tr><\/tbody><\/table><\/figure><\/td><\/tr><\/tbody><\/table><\/figure><\/figure>
Etwas Abwechslung h\u00e4tte man von Entwicklerseite einbringen k\u00f6nnen, wenn man sich f\u00fcr einen echten 3D-Pr\u00fcgler entschieden h\u00e4tte. So aber turnen die Blade Warriors in einer retro-angehauchten 3D-Umgebung herum, haben allerdings nur die M\u00f6glichkeit, sich in zwei\u00a0Dimensionen zu bewegen und k\u00f6nnen sich nur per Doppeldruck auf dem Digipad in eine h\u00f6her oder tiefergelegene Ebene auf dem gleichen Schirm bewegen. Eine echte dritte Dimension fehlt. Und ja; ihr habt richtig gelesen: Es wird keine Analogsteuerung unterst\u00fctzt, was angesichts der nicht gerade \u00fcppig belegten Kn\u00f6pfe eine Frechheit ist.

\u00a0\u00a0__NEWCOL__Einfach einzusetzende Power-Ups unterst\u00fctzen sowohl Arcade- als auch Retro-Charakter, kommen aber nur im Mehrspieler-Teil einigerma\u00dfen zur Geltung.

<\/p>

<\/a><\/td>Zu viert ganz spa\u00dfig – ohne allerdings die Pr\u00fcgelreferenzen in Gefahr zu bringen.<\/td><\/tr><\/tbody><\/table><\/figure><\/td><\/tr><\/tbody><\/table><\/figure><\/figure>
Spezialeffekte – und was sonst?<\/strong>

Angefangen von der spr\u00f6den und nur zweckm\u00e4\u00dfigen Men\u00fcf\u00fchrung \u00fcber die mit sauberen, aber viel zu abwechslungsarmen Animationen versehenen Figuren bis hin zu den wenig spektakul\u00e4ren Hintergr\u00fcnden, findet man wenig, das das Auge erfreuen k\u00f6nnte. Einzig die Texturen der Charaktere und die aus den Onimusha-Spielen entliehenen Spezialeffekte k\u00f6nnen einigerma\u00dfen \u00fcberzeugen, ohne jedoch an den Standard echter 3D-Pr\u00fcgler heranzureichen.

Noch schlimmer steht es um die Akustik: Eint\u00f6nige Kampfger\u00e4usche und unsaubere und sich extrem schnell wiederholende Sprachausgabe kennzeichnen das Gemetzel. Musikalisch sieht es etwas besser aus, da im Hintergrund sch\u00f6ne japanische Melodien vor sich hin laufen und f\u00fcr so etwas wie Fernost-Stimmung sorgen.\u00a0\u00a0\n\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nAuch wenn die Idee, einen Retro-Pr\u00fcgler in dem sich daf\u00fcr anbietenden Onimusha-Universum anzusiedeln, recht lobenswert ist, bleibt die Umsetzung entt\u00e4uschend. Die erste Stunde macht das Aufpeppen der Charaktere dank der aus den Originalen bekannten Seelensteine noch Spa\u00df, doch danach wird der Titel eint\u00f6nig. Und auch die zahlreichen Waffen und Gegenst\u00e4nde d\u00fcrften nur die eingeschworensten Fans von Samanosuke & Co. ans Pad binden. Der Mehrspielermodus ist mit seinen zahlreichen Konfigurationsm\u00f6glichkeiten zwar unterhaltsamer, aber auch hier kommt der Buttonmasher nicht \u00fcber das Pr\u00e4dikat “Nett, aber nichts Besonderes!” hinaus. Nimmt man dazu noch die im Gro\u00dfen und Ganzen maue Grafik, die verp\u00f6nte Digitalsteuerung\u00a0sowie Ladezeiten aus der H\u00f6lle, bleibt\u00a0vom Ruhm der Vorbilder nicht mehr viel \u00fcbrig.\n<\/div>\n<\/div>\n\n\n\n
\n
\n

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

Gef\u00e4llt mir<\/h3>\n\n\n
    \n
  • insgesamt 24 spielbare Charaktere
    <\/li>\n\n\n
  • einfaches Beat\u00b4em-up im Retro-Stil
    <\/li>\n\n\n
  • viel freizuspielen
    <\/li>\n\n\n
  • Onimusha-Universum gut eingebunden
    <\/li>\n\n\n
  • zu viert ganz nett
    <\/li>\n\n\n
  • gute Musikuntermalung
    <\/li>\n\n\n
  • 60 Hz-Modus<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      \n
    • kein spielerischer Tiefgang
      <\/li>\n\n\n
    • laue Storyerz\u00e4hlungen
      <\/li>\n\n\n
    • grafisch schwach
      <\/li>\n\n\n
    • laue Soundeffekte
      <\/li>\n\n\n
    • langweilige Sprachausgabe
      <\/li>\n\n\n
    • Ladezeiten
      <\/li>\n\n\n
    • nur Digitalsteuerung<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n","protected":false},"excerpt":{"rendered":"

      Lizenzen m\u00fcssen ausgeschlachtet werden. Das gilt nicht nur f\u00fcr westliche Hersteller wie Electronic Arts, sondern auch f\u00fcr fern\u00f6stliche Vertreter wie Capcom. Mit Onimusha Blade Warriors versuchen die kampfspielerprobten Japaner das Flair der Action-Adventures in einen Retro-Pr\u00fcgler zu packen.<\/p>\n","protected":false},"author":535,"featured_media":3202909,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_yoast_wpseo_title":"Onimusha: Blade Warriors - Test, Pr\u00fcgeln & K\u00e4mpfen, PlayStation 2","_yoast_wpseo_metadesc":"Lizenzen m\u00fcssen ausgeschlachtet werden. Das gilt nicht nur f\u00fcr westliche Hersteller wie Electronic Arts, sondern auch f\u00fcr fern\u00f6stliche Vertreter wie Capcom. 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