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Der Multiplayer ist durchdacht aufgezogen, die Communtiy hat alles, was das Online-Spielerherz braucht, und die K\u00e4mpfe werden grafisch gut inszeniert. Jetzt die schlechte Nachricht: Es sieht besser aus als es ist – da geht es mir \u00e4hnlich wie bei einem Sahneh\u00e4ubchen. Es wirkt lecker und schmeckt am Anfang s\u00fc\u00df, aber wenn man reinbei\u00dft, ist dort nur hei\u00dfe Luft. Denn in den K\u00e4mpfen bietet das Echtzeit-Strategiespiel nur Altbekanntes: Ihr ballert mit eurer Horde Roboter, Elfenmutanten oder Au\u00dferirdischer wie wild durch die Gegend, achtet darauf, dass kein Offizier den Abgang macht, und unterst\u00fctzt von hinten mit Kanonen, Strahlern oder Zaubern. Das war’s eigentlich, denn bis auf gelegentliche Wiederbelebungsspr\u00fcche gibt es in den un\u00fcbersichtlichen Gefechten wenig zu tun. Wo bleiben Herausforderungen und Spannung? Es gibt auch kein echtes Ressourcenmanagement, das man sich zugunsten einer quasi von allein hoch z\u00e4hlenden Geldanzeige gespart hat. Keine gro\u00dfe Taktik, keine Formationen und keine Hinterhalte. Das Spiel will auf Teufel komm raus einsteigerfreundlich sein, vergr\u00e4tzt aber so echte Spieler und Genrekenner, da es f\u00fcr sie einfach zu wenig bietet – vor allem zu wenig frische Impulse. Am Anfang mag noch alles gef\u00e4llig sein, aber das verliert rasch seinen Reiz. Zudem merkt man, dass der Hintergrund wenig durchdacht ist, da die drei spielbaren V\u00f6lker schemenhaft bleiben. In der Welt nach dem Einschlag bleiben auch deshalb viele Fragen offen, weil es keine gescheite Story gibt, worunter letztlich auch die \u00fcberfl\u00fcssige Kampagne leidet. Der gr\u00f6\u00dfte Reiz sollte ja vom Multiplayermodus ausgehen, wo man gemeinsam Riesenmonster vernichten kann. Die Frage ist, ob man angesichts der Austauschbarkeit der Spielmechanik auf lange Sicht genug Leute zum Zocken findet.<\/p>\n","protected":false},"excerpt":{"rendered":"

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