Entdecken Sie die einfache Spielmechanik: Sie können nicht springen - aber stattdessen können Sie einfach die Gravitation umkehren. Spezialangebot zur Veröffentlichungswoche - kaufen Sie noch vor dem 14. September und Sie sparen 10 %!
Nutzerreviews:
Insgesamt:
Äußerst positiv (5,372 Reviews) - 96 % der 5,372 Nutzerreviews für dieses Spiel sind positiv.
Veröffentlichung: 7. Sep. 2010

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Reviews

“Ich habe einen Level absolviert und fand mich selber vor Freude hysterisch schreiend am Boden. Ich habe mich schon lange nicht mehr bei einem Computerspiel so gut gefühlt.”
Kieron Gillen, Rock, Paper, Shotgun
“Ich kann einfach nicht genug Gutes zu VVVVVV sagen. Es ist Terry Cavanaghs bislang bestes Spiel und einer der besten Plattformer, die ich je gespielt habe. Sollten Sie an spannenden Plattformern Ihren Spaß finden, dann tun Sie sich den Gefallen und erleben Sie VVVVVV.”
10/10 – Anthony Burch, Destructoid
“...es wäre falsch sich von der Ausgetriebenheit von Cavanaghs Spiel überwältigen zu lassen und dabei die nahtlose Eleganz des Spieldesigns zu übersehen”
8/10 – EDGE

Über dieses Spiel

VVVVVV ist ein 2D-Plattformer im Retro-Stil von Terry Cavanag, dem Entwickler von Dutzenden frei erhältlichen Spielen. Sie spielen als der furchtlose Führer eines Teams von Wissenschaftlern, die während Ihrer Erforschung einer anderen Dimension versehentlich abstürzten und von einander getrennt wurden. Das Spiel dreht sich um die Erforschung dieser seltsamen neuen Welt in der Sie sich nun befinden und um die Wiedervereinigung mit Ihren Freunden.
VVVVVV erkundet eine simple Spielmechanik: es kann nicht gesprungen werden - stattdessen wird mit einem Tastendruck die eigene Schwerkraft umgekehrt. Das Spiel stellt diese interessante Mechanik auf verschiedene Weisen in den Mittelpunkt.
Das Spiel wurde mit dem Gedanken entwickelt, Ihren Spielfortschritt nicht einzuschränken. In VVVVVV gibt es keine Sperrvorrichtungen, keine Power-Ups, keine Schalter und weiter nichts außer die Herausforderungen selbst, was Sie daran hindert, voranzuschreiten.

Schlüsseleigenschaften:

  • Elegantes, minimalistisches Leveldesign.
  • Herausfordernder, schneller und spassiger Spielverlauf.
  • Häufige Speicherpunkte, die sicherstellen, dass Sie Herausforderungen, die Sie bereits erfolgreich beendet haben, nicht erneut spielen müssen.
  • Über eine halbe Stunde Musik von Komponist Magnus Pålsson.
  • Spezielle Spielmodi.

Systemanforderungen

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • Betriebssystem: Windows XP
    • Prozessor: 2 GHz
    • Speicher: 256 MB
    • Grafik: Direct X 9.0c kompatible Karte
    • DirectX®: DirectX® 9.0c
    • Festplatte: 42 MB
    • Sound: Standard Audioausgabe
    Minimum:
    • Betriebssystem: OS X Version Leopard 10.5.8, Snow Leopard 10.6.3, oder besser
    • Prozessor: Intel Mac 2 GHz
    • Speicher: 256 MB
    • Festplatte: 42 MB
    • Sound: Standard Audioausgabe
    • OS: Ubuntu 12.04 LTS
    • Processor: 2 GHz
    • Memory: 256MB
    • Graphics:
    • Hard Drive: 42MB
    • Sound: Standard audio
Hilfreiche Kundenreviews
3 von 3 Personen (100 %) fanden dieses Review hilfreich
5.8 Std. insgesamt
Verfasst: 1. Dezember 2015
Wer denkt hinter diesem bizzarem Namen kann sich kein gutes Spiel befinden, der hat sich geirrt. VVVVVV ist eine extrem gelungene Indie-Perle.

Klar, die Graphik wäre wahrscheinlich selbst auf einem PC aus den 80ern möglich, doch das schwierige Gameplay, die witzigen Dialoge zwischen den putzigen Pixel-Männchen, sowie die innovative Steuerung machen VVVVVV trotz Spieldauer von nur knappen 2 Stunden einfach famos. Unsere Spielfigur kann nämlich nicht springen, sondern per Tastendruck die Gravitation verändern. Sie läuft also plötzlich an der Decke. Dies sorgt für witzige Rätselparts oder scheinbar unschaffbare Jump n run-Szenen, wenn man es denn überhaupt so nennen darf ;D.

Obwohl ich es mir runtergesetzt gekauft habe, kann ich VVVVVV für 5 Euro empfehlen. Immerhin findet das bizzare Gameplay in einer 2D-Openworld statt und sorgt dank Sammelobjekten, Zeitmodus und Community-Levels für Spielspaß nach dem ersten Durchlauf. Und von der ersten bis zur letzten Spielminute zwingt einen der coole Retro-Soundtrack einfach zum Mitsingen ;D.

Viel Spaß!!!
War dieses Review hilfreich? Ja Nein Lustig
27 von 30 Personen (90 %) fanden dieses Review hilfreich
4 Personen fanden dieses Review lustig
2.7 Std. insgesamt
Verfasst: 18. November 2015
Worth buying for the soundtrack alone
War dieses Review hilfreich? Ja Nein Lustig
94 von 147 Personen (64 %) fanden dieses Review hilfreich
11 Personen fanden dieses Review lustig
36.1 Std. insgesamt
Verfasst: 15. Januar
Time for a controversial review. I’ve played this game on and off for the past 5 years, and I’ve gradually come to realize it's not that great. I’ll try to explain why.

To get one thing out of the way, the music is fantastic. The chiptune album “PPPPPP” is a true modern classic, catchy and energetic and well-produced. The game sells for $5, but I’d be willing to pay $20 for the soundtrack alone. It’s that good. Even after hearing these tunes for 5 years, most of them still haven’t gotten old to me. But chances are you’ve already heard the music and know this for yourself.

To get another thing out of the way, I think the visuals are awesome. The minimalistic art throws back to a time older than the NES, and the ever-changing neon colors are strange and mysterious in their simplicity, and demand to be explored. In a way, the game itself is a fitting music video to one of the greatest chiptune albums there is.

So, what do I dislike about this game? Well, where do I start…?

The game is built around a novel idea – flipping the gravity of your character instead of jumping – and then spends an hour or two trying to pretend this mechanic has no crippling limitations before just giving up. And I’m not exaggerating here: the entire game can be consistently beaten in about 30 minutes. The first time I played it, it took me about 50. Finding all the hidden trinkets can take about an hour more, depending on how many tries it takes you on the “Prize for the Reckless” and “Veni, Vidi, Vici” challenges.

Most games which are built around a central gimmick will try to expand it with additional game mechanics. VVVVVV comes up with about four new mechanics to complement its gravity-flipping gimmick: conveyer belts, automatic-flip lasers, auto-scrolling rooms, and rooms that wrap around the edges. It then uses each of these mechanics in a tiny dungeon area and almost nowhere else. Two of the game’s areas use a somewhat irritating mechanic where you have to lead a friend around, with the level design poking fun at the fact that your friend has no common sense and you have to do everything for them. As far as new ideas are concerned, that’s pretty much it.

The central hub area, which comprises the majority of the map, is mostly just empty space: no enemies, no platforming puzzles, nothing but a few spikes here and there and a few of the collectable trinkets hidden away in corners. Even the interesting mazes are scarce. The hopelessly catchy track “Passion for Exploring” plays in the central hub, but in this case, “exploration” means just repeatedly falling through dozens of empty screens and searching for the next dungeon entrance. The overworld is also littered with dozens of checkpoints and teleporters which you will never use because there’s just nothing out there. They could have removed it entirely, replacing the hub with a series of teleporters to the dungeons, and the game hardly would have lost anything.

The game is touted as a “super hard” and “tough as nails” platformer. If that’s the case, it’s the easiest “super hard” platformer I’ve ever played. Some parts are hard, but there’s no steady sense of progression; the difficulty is mostly just limited to a few problem rooms which may take hundreds of deaths each, but otherwise the whole game is smooth sailing. If you want real difficulty, you can try no-death mode or the time trials, but it just amounts to repeatedly playing the same ridiculously short game until you get it perfect. In this case, the difficulty is mostly just self-imposed rather than the work of a level designer. Personally, I’ve spent the most amount of time on the Super Gravitron, a fearsomely difficult mini-game that was probably the spiritual precursor to Super Hexagon.

The game’s story might as well not be there. I can summarize the story as follows: “You are some kind of captain of some kind of crew piloting some kind of ship, which crash-lands on some kind of planet due to some kind of disturbance. In order to escape, you need to deactivate some kind of device located in some kind of alternate dimension.” I’m not exaggerating. Nothing is explained. This story could have been mysterious and compelling, but instead it chooses to go the “self-referential humor” route by having the characters poke fun at checkpoints and the level design, while they’re not busy talking about nothing.

And for those who say “Why would you play this game for the story?” I propose that you consider this: the game’s story could have been better if you removed all of the dialogue. The story is told perfectly through the visuals. The explosions, lost crew members, and alternate dimensions are all self-explanatory, and it would have left all the details up to the imagination. Captain Viridian would have made a great silent protagonist that you could have projected your own motivation into. Instead, the characters are all given completely needless speaking lines which don’t convey anything, and I’m just left wondering why anyone bothered to write dialogue.

TL,DR: Aside from the superb music and the visuals, VVVVVV feels like a game that was hastily thrown together. The difficulty is schizophrenic, rather than a fine-tuned progression curve. The overworld map is mostly empty space, as though the level designer had tried filling it with enemies and mazes but finally said “screw it, nothing works” and deleted everything. The story had no effort behind it. Interesting game mechanics are few and far between, and are only used for a few rooms each. The bonus game modes are needless masochism that are far too great of a difficulty jump from the main game. Overall, it feels more like an hour-long proof of concept than a full-fledged game exploring the possibilities and implications of its main gravity-flipping gimmick.

Yes, it was influential. Yes, it rode the very first wave of indie games back when Steam was gaining steam. Yes, the music is crazy good. All things considered, I respect this game. But after five years of playing and reflecting on it, I can’t help but see it as a short, pointless waste of time with no interesting gameplay statements to make (even for its time) and no heart put into it. It’s style-over-substance. But hey, it’s got a great style, so I can’t quite fault it for that. I know a lot of people love this game. I loved it for a while, but now that I've noticed its flaws I can't shake the sour taste this game leaves me with.

I know that few will agree with my sentiment, but hopefully I’ve explained my thoughts adequately.

And finally, all achievement hunters but the most dedicated should stay far, far away. This is one brutal 100%.
War dieses Review hilfreich? Ja Nein Lustig
19 von 19 Personen (100 %) fanden dieses Review hilfreich
1 Person fand dieses Review lustig
7.5 Std. insgesamt
Verfasst: 13. März
Beat the main game in about 2 hours, but wow, what an amazing platformer. Some of those rooms can be mind-boggling, and even if you die many, many times, you'll find yourself to be enjoying the game just as much as I do, with or without a sale,

Soundtrack is so amazing in this game as well.
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9 von 9 Personen (100 %) fanden dieses Review hilfreich
2 Personen fanden dieses Review lustig
0.2 Std. insgesamt
Verfasst: 16. März
Great Simple design. Challenging and fun. Highly recommend! Good old fashion fun.
8 out of 10

I like games where I can fall up...
War dieses Review hilfreich? Ja Nein Lustig