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{"id":3065143,"date":"2001-01-18T15:14:51","date_gmt":"2001-01-18T14:14:51","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/strider_2\/3065143"},"modified":"2024-07-18T09:38:03","modified_gmt":"2024-07-18T07:38:03","slug":"strider_2","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/strider_2\/3065143","title":{"rendered":"Strider 2 (Plattformer) – Strider 2"},"content":{"rendered":"In Zeiten, da jedes Spiel mit 3D-Grafik protzt, kommt Capcom daher und will mit Strider 2 beweisen, dass auch 2D-Plattform-Action noch marktf\u00e4hig ist, wenn sie dreidimensional dargeboten wird. Ob der Beweis gelungen ist, oder ob das Spielprinzip mittlerweile doch zum alten Eisen geh\u00f6rt, erfahrt Ihr bei uns im Test.
<\/b>
Gameplay
<\/b>
Irgendwann in der Zukunft: Die Welt leidet unter einem Diktator namens Grandmaster, der den Planeten langsam, aber sicher zugrunde richtet. Doch ein wackerer K\u00e4mpfer namens Hiryu<\/i>, seines Zeichens ein Strider<\/i> (eine moderne Form der Ninjas), macht sich auf, um Grandmaster zu besiegen und die Welt zu retten.

Doch bis es soweit ist, muss Hiryu sich durch sechs enorm gro\u00dfe, abwechslungsreiche Welten springen und k\u00e4mpfen, die von Gegnern nur so bersten. Gl\u00fccklicherweise ist er nicht auf irgendwelche Handkantenschl\u00e4ge angewiesen, sondern hat Cypher<\/i> bei sich, ein Plasma-Schwert, dessen Durchschlagskraft durch herumliegende Power-Ups durchs ganze Spiel hindurch aufgewertet werden kann.
Weitere Gegenst\u00e4nde, die man finden kann, sind z.B. Gesundheitspacks, welche die Energieleiste des Striders wieder auff\u00fcllen oder Bonuspunkte.
Neben der F\u00e4higkeit, mit seinem Schwert zuzuschlagen, kann Hiryu noch einen Boost aktivieren, der ihn kurze Zeit weniger anf\u00e4llig f\u00fcr Attacken macht und den eigenen Angriff verst\u00e4rkt.

Damit Strider 2<\/i> nicht nur zu einer weiteren Final Fight<\/i>-Variante verkommt, spendierte man dem edlen Recken noch Sprung- und Sprintf\u00e4higkeiten. Die sorgen zusammen mit dem abwechslungsreichen Leveldesign und den Jump & Run-Elementen daf\u00fcr, dass sich das Spiel eher in den Bereich von Castlevania<\/i> oder Metal Slug<\/i> einordnet.
Und w\u00e4hrend man sich durch die Level k\u00e4mpft, springt und nebenher noch ein paar ziemlich heftigen Zwischengegnern, die alle eine eigene Kampf-Taktik erfordern, den Garaus macht, f\u00fchlt man sich positiv in die gute alte Zeit zur\u00fcckversetzt, in der 2D-Plattform-Spiele noch die grafische Krone der Spielewelt darstellten.
Capcom hat jedoch durch Variationen des altbekannten Themas noch ein paar kleine Extras auf Lager. So kann (und teilweise muss) sich Hiryu auch an W\u00e4nden und Decken entlang hangeln, um erfolgreich ans Ende des Spielabschnitts zu kommen.
Die Intelligenz der Gegner ist, dem Spielgenre entsprechend, als h\u00f6chst gering einzustufen: Sie kommen, sehen den Strider, greifen an und verlieren. Auch die Zwischengegner passen sich in keiner Form der eigenen Spielweise an und ziehen einfach ihr Angriffs-Schema durch, bis entweder sie selber oder der Spieler das Zeitliche segnen.
Der Schwierigkeitsgrad ist in den Optionen in mehreren Bereichen einstellbar, so dass Strider 2 sowohl Einsteigern wie auch Plattform-K\u00f6nigen gleicherma\u00dfen entgegenkommt.
Trotz aller Schwierigkeitsgrad-Regulierung wird man sich jedoch recht schnell durch das Spiel durchgearbeitet haben und da es keine gro\u00dfartigen Geheimnisse zu entdecken gibt, sinkt der Wiederspielfaktor gegen Null.

Grafik
<\/b>
Obwohl Strider 2 eigentlich vom Grundger\u00fcst her “nur” ein 2D-Spiel ist, haben die Entwickler \u00e4hnlich dem grandiosen
R-Type Delta<\/i> das Spielprinzip mit einem Hauch Dreidimensionalit\u00e4t versehen.
W\u00e4hrend die Hintergr\u00fcnde eine Mischung aus purer Bitmap-Grafik und Polygonen bieten, sind die Vordergr\u00fcnde hingegen voll polygonal und ansprechend, wenn auch detailarm texturiert.
Hier und da spielt die Grafik sogar mit den dadurch angebotenen M\u00f6glichkeiten und dreht sich z.B. um die Spielfigur.
Die wiederum ist genauso wie die meisten Gegner ein zweidimensionales Sprite und zwar sch\u00f6n anzuschauen, aber mit Animationen versehen, die man nur als spartanisch bezeichnen kann. Die Figuren sind bewegen sich zwar nicht mit nur zwei oder drei Animationsphasen, aber fl\u00fcssige Abl\u00e4ufe sehen anders aus.
Wohlgesonnene Naturen w\u00fcrden jetzt anmerken, dass die eingeschr\u00e4nkten Bewegungsabl\u00e4ufe nur den klassischen Charakter des Spieles unterst\u00fctzen; jedoch h\u00e4tte man bei einem Spiel, das heutzutage ver\u00f6ffentlicht wird, mehr erwarten k\u00f6nnen.
Doch wo Schatten ist, findet man auch (meistens) Licht.
Denn sobald die Gegner aus Polygonen bestehen, wie es bei manchen Zwischengegnern der Fall ist, wendet sich das Blatt. Mit optisch ansprechenden Texturen beklebt und gut animiert werfen diese Figuren die Frage auf, wieso nicht das ganze Spiel so aussieht.
Und auch die verschiedenen Explosions-, Schlag- und sonstigen Lichteffekte sind f\u00fcr ein Spiel dieser Art \u00fcberdurchschnittlich und k\u00f6nnen es fast mit Klassenprimus Castlevania<\/i> aufnehmen.

Sound<\/b>

Die Soundeffekte beschr\u00e4nken sich weitestgehend auf Kampfger\u00e4usche und sind, obwohl kaum st\u00f6rend, recht unattraktiv.
Die Musik hingegen, die sich dynamisch dem Spielgeschehen anpasst, kann einige Pluspunkte verbuchen. Denn obwohl haupts\u00e4chlich aus Synthi-Effekten bestehend, l\u00e4dt sie wirklich zum Zuh\u00f6ren ein und wird nicht langweilig oder gar nervig.\n

Fazit<\/strong><\/h3>Einerseits ist Strider 2<\/i> technisch trotz aller Anstrengungen, dem Spiel einen Hauch der dritten Dimension einzuverleiben, nur bedingt up-to-date. Spielerisch bietet das Abenteuer um Hiryu auch nur Durchschnittskost, ist leider zu kurz und selbst dem schon lange nicht mehr erh\u00e4ltlichen Castlevania<\/i> unterlegen.
Und trotzdem: Strider 2 bietet einen Flair, der einen umgehend zehn Jahre zur\u00fcckversetzt, in eine Zeit, als noch nicht jeder Knopf mit drei Funktionen belegt war und als Spiele noch um des Spielen willens gespielt wurden, und nicht, um sich an Grafik zu erg\u00f6tzen, was ja beileibe auch nichts Schlechtes ist.
Nostalgikern und Fans von Spielen wie dem schon angesprochenen Castlevania sei Capcoms Jump&Action-Spiel an Herz gelegt, alle anderen k\u00f6nnen sich gerne weiter mit Lara Croft und Konsorten besch\u00e4ftigen.
<\/div><\/div>

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

Gef\u00e4llt mir<\/h3>
    <\/ul><\/div>

    Gef\u00e4llt mir nicht<\/h3>
      <\/ul><\/div><\/div>
      <\/div>","protected":false},"excerpt":{"rendered":"

      In Zeiten, da jedes Spiel mit 3D-Grafik protzt, kommt Capcom<\/i> daher und will mit Strider 2<\/b> beweisen, dass auch 2D-Plattform-Action noch marktf\u00e4hig ist, wenn sie dreidimensional dargeboten wird. Ob der Beweis gelungen ist, oder ob das Spielprinzip mittlerweile doch zum alten Eisen geh\u00f6rt, erfahrt Ihr bei uns im Test.
      <\/p>\n","protected":false},"author":535,"featured_media":3165832,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_yoast_wpseo_title":"Strider 2 - Test, Plattformer, PlayStation","_yoast_wpseo_metadesc":"In Zeiten, da jedes Spiel mit 3D-Grafik protzt, kommt Capcom daher und will mit Strider 2 beweisen, dass auch 2D-Plattform-Action noch marktf\u00e4hig ist, wenn sie dreidimensional dargeboten wird. 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