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Alien Breed II logo

Vor gut zwei Jahren diente der erste Alienbraten dem damals noch völlig unbekannten Team 17 als Ticket in den Action-Olymp – entsprechend hoch waren die Erwartungen an den Nachfolger. Vielleicht zu hoch?!

Alien Breed II Nun, wer sich grundlegende Neuerungen gegenüber dem Original oder der nachgeschobenen „Special Edition" erwartet, wird jedenfalls enttäuscht sein. Das Spielprinzip wurde nämlich 1:1 übernommen, nach wie vor streunt man im Stil von "Gauntlet" durch aus der Draufsicht gezeigte Raumschiffdecks und Techno-Landschaften, sammelt Energierationen, Schlüssel oder Munition auf und verpaßt widerlichen Aliens eine (Laser-) Strahlenbehandlung...

Ehe jetzt das große Gähnen einsetzt, sollte aber gesagt werden, daß die Action seit jeher auch für Teams tobt, und das wortwörtlich – der Screen wir derart vehement von ganzen Horden feindlicher Monster und Roboter gestürmt, daß selbst einem "Turrican" der Schweiß ausbrechen muß! Die Startbewaffnung kann da nicht lange mithalten, weshalb im Spielareal Terminals herumstehen, wo Extras wie röstfrische Flammenwerfer, Zielsuch- oder Bumerang-Geschosse nachgekauft werden können. Gegen Credits erhält der Futuro-Söldner hier auch eine Übersichtskarte oder (nochmals) die Missionsbeschreibung, um zu erfahren, ob er nun z.B. Bomben entschärfen oder den Level unter Zeitdruck von der üblen Brut säubern soll.

So weit, so bekannt, jetzt zu den paar Änderungen. Türen lassen sich neuerdings mit roher Waffengewalt öffnen, und wo man es früher bloß mit einer Alien-Rasse zu tun hätte, hüpfen nun gleich drei bis fünf verschiedene (und zudem deutlich hartnäckigere) Biester durch die Gegend. Kaum bemerkbar macht sich indessen die nur im Team-Modus vorhandene Wahlmöglichkeit zwischen vier Charakteren; die Kämpen sind selbst optisch kaum auseinanderzuhalten. Apropos Optik, auch da blieb vieles beim Alten: Ein paar Zwischenbildchen sind hinzugekommen, die Landschaftsgrafik ist etwas detailreicher, sonderlich abwechslungsreich ist sie aber noch immer nicht. Immerhin klappt das Scrolling in alle Richtungen famos, die Sprites sind fein animiert, und die Musik ist sogar richtig schön schaurig ausgefallen – schade, daß sie dem Titelbild vorbehalten bleibt, während des Spiels gibt es nur Sound-FX und etwas Sprache zu hören.

Prinzipiell dasselbe gilt auch für die extra erhältliche 1200er-Version, nur ist die Grafik ein wenig farbenfroher, die Akustik kommt zwei Ecken besser rüber, und die Nachladepausen fallen deutlich kürzer aus. Wer einen solchen Rechner besitzt, darf demnach zwischen drei und fünf Prozent zur Gesamtwertung addieren. Und weil wir gerade beim Zusammenzählen sind: Jeder Packung liegt kostenlos die bislang unveröffentlichte Heli-Ballerei „Apache" bei, was den Wert dieser beinharten Ballerherausforderung für versierte Alien-Röster (die auch mit den unfairen Stellen im Gameplay klarkommen) sicher erhöht. Trotzdem scheint uns, daß eine preiswerte Datadisk hier der bessere Weg gewesen wäre. (rl)

Amiga Joker, December 1993, p.18

ALIEN BREED II
(TEAM 17)
LABYRINTH - ACTION
72%
"FULMINANT"
Amiga Joker
GRAFIK
ANIMATION
MUSIK
SOUND-FX
HANDHABUNG
DAUERSPAß
72%
74%
81%
74%
74%
66%
VARIABEL: 2 STUFEN
PREIS DM 79,-
SPEICHERBEDARF
DISKS/ZWEITFLOPPY
HD-INSTALLATION
SPEICHERBAR
DEUTSCH
1 MB
3/JA
NEIN
LEVEL-PASSWÖRTER
10 HIGHSCORES


Alien Breed II logo CU Amiga Screen Star

TEAM 17 OUT NOW £25.99

Alien Breed II All you non-AGA owners will have been drooling and dribbling over this one for the last month. With a whacking great 83 per cent from Jon Sloan last issue, Alien Breed 2 is taking shoot'em ups to a new level. Now Team 17 have released the non-AGA version, and, surprisingly, it's actually a better game. My only problem with the AGA version is that it is far too hard, and this version is just that little bit easier. Why? Well, the fewer colours (but very cleverly used - can you tell them apart?) mean that the screen moves around a little faster, and there are actually fewer aliens on screen at any one time, so there's slightly less chance of you getting totally obliterated in the first few seconds.

Other than that, the game is identical. You still have to travel out to Colony Alpha-Five to wipe out an invading alien horde, running around a top-view maze taken from games like Gauntlet, logging on to huge supercomputers located all over the base where you can buy extra weapons and power ups. It still has glorious graphics, with some of the most realistic fireballs ever seen.
The sound has changed little too, although some of has taken out in favour of some more standard spot effects. There is so much going on at any one time, though, that you don't miss it.

Alien Breed 2 is a massive game, with dozens of extremely challenging levels. It's still not easy and you're still going to be pushed to finish this one in an afternoon. But what the hell? It's just so much fun to play that you don't really mind wasting a week of three on it.
Tony Dillon

87%

CU Amiga, January 1994, p.p.94-95


Alien Breed II AGA Logo  AGA 


S Alien Breed II itting in the test room pootling around with Alien Breed II, I was moved to ask consultant ed Nic Veitch what he was doing with the stopwatch he was clutching. "Split-second reflexes and no small amount of cunning are required," he continued. "Want to know what I had for breakfast as well? Toast and Marmite, lots of vitamin B".
Not the most exciting conversation to take place in the AF office. Yet this seemingly insignificant tête-à-tête bears such resemblance to this shoot-em-to-high-heaven game that it almost defies belief. For Alien Breed II requires split-second cunning and no small amount of reflex action. And the two main protagonists, Johnson and Stone are just the types who would consume Marmite by the lorryload before heading off to blast aliens.

Brief Plot Scenario type of paragraph. It is some nine years since our heroes from the Inter Planetary Corps crushed an invasion of frightful aliens. Peace prevailed – until now, that is. The alien fiends are back and without the help of Flash, Super, Spider, Wonder, Six Million, the Judge or even the lads from Star Trek, it is up to you to quell this latest coup.

Aargh! Aliens!
Bombarding you from all angles, the nasties’ barrage is constant and unforgiving. Balls of fire (goodness gracious), choppers, mutants, blobby things – you name it, it is on your case. The helicopters can run you over, yet fly over fences taller than you without gaining any height, while you shoot in vain hitting the barriers. Not fair. But persevere, and after the initial anxiety and tears, you will treasure each success. Pick-ups are scattered across a wide area, and if you are playing a simultaneous two-player game, it is wise to share them out so you both benefit. Credits are essential pick-ups and the first aid ones come in handy. Also, the keys enable you to get into all the rooms and passages.

Once inside the complex, there is a computer network which you can log on to when the need for that essential purchase arises. It provides access (if you have credit) to a range of goods including weaponry, key packs, as well as a superb selection of cutlery, crockery and tea towels with maps of the levels on.

The game area is huge. It is a maze of rooms and passages, which would not be so bad but for the fact that they are occupied by more aliens than the population of China (NB: Future Publishing reserves the right to let Steve exaggerate wildly, sometimes).

Good game, good game
Team 17 have, in this AGA version, produced some good graphic effects – the pre-mission screens are particularly stunning. The scrolling is smooth, although in the two-player games, both characters have to be on the screen at the same time, and you can get stranded at the side of the screen if your mate is dawdling. And sometimes you get stuck in gaps which look easy to pass through.

Alien Breed II is not wildly original – you trundle along shooting everything in sight; but it is slick and it is fun and yes, it is hard too. In two-player mode, it is a joyous romp. Thoughts of pick-up sharing fly out of the window as you zoom around, spraying bullets with wild abandon.

Alien Breed Special Edition is in the shops at £10.99 and this retails at a hefty £29.99. Expensive stuff, even if they have thrown in an Overdrive demo and a helicopter shoot-em-up, Apache, for free.
Yet Team 17 are to be applauded for producing good quality, cheap games. And despite the 30 quid tag, Alien Breed II is a better game than many others in a similar price bracket.
Steve Bradley

Amiga Format, Issue 54, Christmas 1993, p.p.104-105

ALIEN BREED 2
PROGRAMMERS
A Tadic, R Holmes, A Brimble
PUBLISHER
Team 17 0924 201846
PRICE
£29.99
RELEASED
Out now

Alien Breed 2 AGA is hard disk installable

GRAPHICS
07 out of 10
They look very nice. Whether your grandma would like them is a different matter. But smart.

SOUND
07 out of 10
Both the speech and sound effects serve to enhance the quality. Pump up the volume.

ADDICTION
09 out of 10
Play this with a friend and you will both be there for hours. As good as snagging Kylie.

PLAYABILITY
08 out of 10
The number of aliens on the prowl make this a tough assignment, but it is still great fun.

VERDICT
"With this game Team 17 have enthusiastically entered the AGA arena. Most have heard of, if not played, Alien Breed. The West Riding softies have not disappointed."
80%


Alien Breed II AGA Logo  AGA 

First, there was Alien. Then there was a Breed of it. Then there was a ’92 of that. Etc.

Publisher: Vision Software
Authors: In house
Price: TBA
Release: TBA

T Alien Breed II he camera sweeps across a line of young men and aliens, their blue beaks jutting out. They have all got shaven haead and are standing uncomfortably in their new starched combat fatigues.
RECRUIT JOKER (VOICEOVER): Paris Island marine training base. Home of the phoney tough and the crazy brave.
TITLE: FULL URANIUM JACKET.

Gunnery Sergeant Hurtmann walks on, pausing only to savagely smash one of the recruits in the face to add gravity to his forthcoming statements
HURTMANN: Alright you WORMS! I’m here to turn you lot into space marines. As you stand here in the uniform of my beloved corps, you may think you are marines, but think again. You are worms: no, you are dirt-encrusted bubblegum on the sneakers of worms. You are filth. You are matted crud. Do I make myself clear?
RECRUITS (QUIETLY): Errm, yes Sir.
HURTMANN: What the hell was that? Sound off like you have got a pair!
RECRUITS: SIR! YES SIR!
HURTMANN: You boy! You are walking down a deserted colony corridor and a slimy disease-ridden alien lurches towards you. What the HELL DO YOU DO, BOY?
RECRUIT PYLE: Sir! The recruit woul engage said hostile alien in hand-to-hand combat techniques, Sir!
HURTMANN: Hand-to-hand combat?
What is this, the stone age? There is only one place for scum like you who think that wandering around mazes and picking things up should be accompanied by HTH combat. Report for Gauntlet duties now. You boy, answer the question!
RECRUIT JOKER: Sir! The recruit would take his laser rifle and smear that weirdo alien butt all over the walls with extreme prejudice, Sir!
HURTMANN: And the recruit would be right. Okay maggots, follow Joker’s example and I’ll make men of you yet!

CUT TO: Montage sequence of training. We view the recruits from above as they work their way through mock-ups of colony bases. Occasionally, stern-faced marine instructors dressed up as aliens leap from air vents and clobber the recruits while they scour the rooms for credits, extra ammunition and keys.
At the same time, we see the loser, recruit Pyle, in the Gauntlet simulator.He appears to be doing much the same thing, only he is dressed up as a barbarian, walks slower and the graphics are not as good. Pyle is not at all happy with his current situation.

CUT TO: Graduation day. Hurtmann is finishing reading off the placements.
HURTMANN: ...Ortega, Alien Breed, Joker, Alien Breed ‘92 (well done, kid) and Pyle, Alien Breed. Looks like you managed it, huh?

Everyone turns to look at Pyle, who is standing with a mad look in his eyes and a fearsome amount of weaponry. It seems he has been hoarding credits and sneaked out to the nearest Intex computer console, where he has bought everything he could afford. Hurtmann goes down in a blaze of machine gun fire and then Pyle turns the gun on himself.
EVERYONE: NO!!!
Pyle shoots himself with a triple laser, flamethrower, and bouncy laser. It is not pretty. Silence.
EVERYONE: Oh well, better get on with the review then.

Alien Breed II CUT TO: Alien Breed ‘92. The corridors look the same as the training base but this time, the ammo is live. The marines split of in pairs and wander the bases, shooting up aliens, slamming fire doors shut and running in blind panic for the exit when ever the lights go red and the foxy-voiced woman informs you that the level is going to blow up.
CORPORAL JOKER: It was hard going and I lost a lot of good friends. Okay, so the corridors were not wide enough for both of us to fire at the same time, okay it was easy to get lost, okay so it looked like the movie Aliens, but I loved it, damn it! For nearly a year, we waddled along with our slightly unconvincing walks as the punters demanded more, more MORE! We may, as Pyle discovered, have just been a reworking of the ‘80s dungeon bash Gauntlet, but the public loved us, and when I got recalled, I was not too surprised.

CROSS FADE TO: Alien Breed 2. Joker opens the dropship door and squints at the AGA graphics in front of him. They are incredibly colourful and detailed, and he seems pleased that he has opted to go for the A1200 version.

JOKER: Okay, partner, lock and load!
Two figures run into the most ridiculous first level a game has ever seen. Automated helicopters blast the ground and meteors smash into them, and evading these fast-movers is complicated by the players bumping into each other. It is a pointless exercise in reactions and picking up ammo that the game could do without. Bleeded and battered they eventually reach the compound.
PRIVATE ALIEN: Blimey, Joker, not a promising start to such an eagerly-awaited and popular game.
CORPORAL JOKER: Roger that, Alien. Let us hope it gets a little easier and more enjoyable from now on.

CUT TO: Inside civilian quarters. It is more enjoyable, but easier? The details of the base are impressive, but so are the enemy. Thousands of them swarm around the basem some of them firing, others disguised as furniture. Pausing for a moment, the team are shocked to see a remote gun turret appear. It is non-stop and relentlessly hard, with the boys taking damage due to the sheer volume of aliens.
PRIVATE ALIEN: Man oh man, this is hard, this is tough.
CORPORAL JOKER: Yeah, but so are we. Let us log onto this Intex computer and check it out.
PRIVATE ALIEN: Hey, not bad. Not only can we now buy things like homing missiles and grenade launchers, but there is also different versions of each gun, so if we are skint we can buy a lower-powered version.

CORPORAL JOKER: It is certainly the only thing that is keeping us alive. That and the fact you start off with a triple laser and I have got this groovy little map. And the woman’s still got that smoochy voice. Now let’s kick derrière.

FADE TO: Three weeks later. Private Alien is providing covering fire as Joker radios in a situation report.
CORPORAL JOKER: We have been taking lots of casualties due to a lack of coordination in the two player mode, the hidden aliens only reveal themselves when you are right next to them and there are too many gun turrets, but I cannot help having a good time. Relentless, one-track blasting it may be, stupidly hard from the word go it most certainly is, but I am sticking with it. Now then, let’s Rock!!

The screen dissolves in a blur of gunfire, alien fangs and explosions.
CAM WINSTANLEY

Amiga Power, Issue 32, December 1994, p.p.48-49



"The most ridiculous first level a game has ever seen."


Upper UPPERS It is Alien Breed, only bigger, better, flashier and more than the original. More weapons, more baddies, more levels, more graphics. The sound is great and the in-game maps are a valuable addition to the game. The graded versions of each weapon make powerful guns available to you even at the start of a long day’s playing.
Downer DOWNERS The first level is terrible. Not bland, not mediocre, but terrible. It kills you off in an entirely arbitrary manner, and even when you can do it, it is no fun. Also the concept of a learning curve seems to have been discarded entirely, with the player thrown in at the deep end with few weapons and lots of bad guys. Oh, and playing two players actually increases the chances of you dying as you both blunder around.

THE BOTTOM LINE
A1200 It is typical of Team 17 to bring out a vastly enjoyable game with some glaringly obvious flaws in it, as that is what they always seem to do. Alien Breed fans out there (and seeing how it has been selling, there must be millions of you) are going to love this, and they will probably take what I see as ‘far too hard’ as ‘intensely challenging’.
81

P E R C E N T



Alien Breed II AGA Logo  AGA 


Bug bashing has never been such fun. Jon Sloan goes on the rampage to check out Team 17's long awaited sequel.

BIG HARD TOOLS
You'll get nowhere in this game without buying a decent weapon (ooh, err!). There are six to choose from, each with varying power levels.
You've got a hard choice to make whether to buy the first upgrade you can afford or to hang on a bit for a really humungous alien splatter gun. Personally I'd go for a medium grade power up then hold up for a huge one.
Anyway, here's a run down on what's available.
Machinegun
MACHINEGUN
Most characters start out with one these. Useful all rounder if a bit on the puny site.

Triple Laser
TRIPLE LASER
Getting together now, this three way shooter will take out most of the early nasties with only two hits.

Rebounders
REBOUNDERS
Great for clearing a crowded place. Stand at the top of a corridor and blast away for a maximum effect.

Homing Missiles
HOMING MISSILES
The ultimate weapon, this gun fires rocket-propelled missiles at the aliens. Don't always rely on its targeting though.

Flame Thrower
FLAME THROWER
The perfect weapon for all the creepy crawlies you'll meet. It's a bit naff when it comes to nuking doors though.

Hand Grenade
HAND GRENADE
Good weapon for taking out more than one alien with each shot. Pop a few into a room before you enter for a bit breathing space.

Alien Breed II AGA P aying homage in both title and style to three of the most memorable films of all time, Team 17 have returned with a bang. Or should that be a splatt? Fancy taking the role of a hardened space marine, dropped onto a hostile alien infested world? Well now's your chance.

As the sequel to one of the most successful games of '91, Alien Breed II is set nine years on and the Human Federation has done all right for itself. With six main races and hundreds of colonies, it's the most powerful alliance in the galaxy. But now an old threat has resurfaced to plague the peace. An emergency distress signal has been heard from Colony Alpha-Five and two agents have been sent to investigate. So, the concept is simple in the extreme – grab a gun, drop onto the infested colony and wipe the aliens out of existence. But this simple concept actually translates into a pretty involved reality.

COMPLEX SPLIT
The game's split up into three main complexes - civilian, science and military. Each one is split further into four areas giving you over 12 levels of bug burning mayhem. These complexes designate the degrees of difficulty you'll face. With each new level the odds stacked against you get higher. Apart from new breeds of alien nasties, there are loads of vicious traps and security devices blocking your way. Laser turrets will suddenly pop out of the nearest wall and laser protection fields only allow certain doors to be accessed from one direction. To make things a little easier you'll come across an occasional Intex 4000 computer console. Log onto one and you'll find all manner of goodies awaiting. If you've collected enough cash (left behind by the fleeing colonists) you'll get to choose from new weapons (see panel on left-hand side of page), as well as keys, first aid kits, ammo charges and even extra lives. And believe me you'll need them 'cos ABII is one tough game.

From the outset, dropped outside the base having to negotiate the remote security choppers, ABII is out to get you. The choppers strafe the ground, drop bombs and swoop so low that one touch means death. That wouldn't be so bad if they didn't appear out of nowhere or your sprite didn't run like he was in quicksand - but they do and he does. So it is very easy to lose a life before you even enter the base. And from then on it gets tougher!

DIRTY BREEDERS
The aliens themselves mare a mixed bunch from the simple grabbers on level one to the mutant tortoise things later. And they only have one thing on their minds - to eat your face. These aliens are no dummies either. In the nine years you've been away they've become more intelligent, faster and some even come armed with their projectile weapons. So, it's vital not to waste your ammo 'cos they keep on coming, reappearing even after you've cleared a room.

ABII is extremely well constructed. The AGA graphics breathe life, they're just so detailed. What's more, when you change complexes the graphic sets undergo subtle changes giving you the feeling that they've been completely redesigned yet still retaining a sense of familiarity. The sound too is something to behold. The first time you hear the great voice samples and haunting background tune you're sure to feel a little tingle down your spine.

FAULTY DRIVE?
That's not to say that AB II is without its faults. For one thing the game's too tough. Although there's a choice to two difficulty levels there's no perceptual difference between them. Another level would have been useful. Also, on certain levels you're given a specific mission to complete. Once done, the level begins to self-destruct. Unfortunately if you fail to make it to the turbo lift in time it's game over – no matter how many lives you have left. What's wrong with starting you on the same level again minus one life?

Niggles aside, AB II is one fine game. If you own an AGA machine you'd be a fool to miss out on this. Hard drive owners are in for a treat too. Contact Team 17 and they'll be able to supply, at a price, a hard drive install program. What more could you ask for? How about a version for standard machines? The Team aren't going to leave you out - we'll have a version for review next issue. Hold tight till then.

CU Amiga, December 1993, "HOT! The Good, the Bad and the Ugly" - Amiga games Special, p.p.12-13

APACHE

Apache: Level One is lava level in the Apache. The scanner at the top lets you know where the hostages are. Don't worry, this panel has nothing to do wit a crap rapper. Rather, for those lucky few that manage to grab an early release of Alien Breed II there's an extra treat inside. For a limited period Apache will be bundled with the game.
Those of you that remember Choplifter will recognise the playing style of Apache. The idea is to fly an armoured helicopter across a hostile landscape landing every now and then to rescue hostages. Carry the requisite number back to base and the level's clear.
It's not wonderful. The graphics are pretty poor and the controls dodgy. But the soundtrack is kicking and it'll keep you amused for a little while. Not the best cheapy Team 17 have done but a great idea to stick it with ABII. Well done!

TEAM 17 £29.99
AGA MACHINES ONLY
TEAM 17, MARWOOD HOUSE, GARDEN STREET, WAKEFIELD, WEST YORKSHIRE WF1 1DX. TEL:0924201846
 
RELEASE DATE:
GENRE:
TEAM:
CONTROLS:
NUMBER OF DISKS:
NUMBER OF PLAYERS:
HARD DISK INSTALLABLE:
MEMORY:
 
OUT NOW
ARCADE
IN HOUSE
JOYSTICK
3
2
NO
2Mb
 
GRAPHICS
SOUND
LASTABILITY
PLAYABILITY
80%
86%
84%
82%
Slick fun, but also very, very tough.
OVERALL: 83%