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UBI Softs erstes „Bureau of Astral Troubleshooters“ war ein in jeder Beziehung außergewöhnliches SF-Abenteuer – der ganz große Erfolg blieb dem Game dennoch versagt. Also haben sich die Programmierer eine Menge einfallen lassen, um wenigstens der Fortsetzung zum ersehnten Kultstatus zu verhelfen!

B.A.T. 2 Da die Persönlichkeit des Helden auch diesmal wieder Einfluß auf den Handlungsverlauf hat, wird zunächst ein individueller BAT-Agent gestrickt – bis zu zehn Geheimdienstler mit verschiedenen Charakterwerten (Intelligenz, Geschick, etc.) lassen sich entwerfen und abspeichern, einen fixfertigen Retortenhelden gibt’s obendrein. Mit einem dieser Herren begibt man sich dann auf dem Planeten Shedishan...

Amiga Joker Hit Hier ist nämlich ein gewisser Koshan drauf und dran, das alleinige Monopol über den hochwichtigen Rohstoff Echiaton 21 zu erlangen - was es zu verhindern gilt! Bewerkstelligen läßt sich das mit einer vorbildlichen Maussteuerung: Mit dem Cursor untersucht man ganze Häuser und einzelne Gegenstände, sobald Personen im Bild auftauchen, springen kleine Menüs auf, die verschiedenste Aktionsmöglichkeiten bereithalten. Will man z.B. ein wenig plaudern, erscheint ein weiteres Menü mit allen bereits ergatterten Informationen. Dort braucht man nur ein Stichwort anzuklicken, schon erzählt der Gesprächspartner alles, was er darüber weiß. Praktischerweise sind die „interessanten“ Stellen seiner Antwort markiert, so daß man gleich weiß, wo man nachhaken sollte! Man kann die Leute aber nicht nur aushorchen, man muß sich aus bis zu vier Gefährten suchen. Gekämpft wird natürlich ebenfalls, und das sogar in zwei Varianten: entweder actionmäßig per Fadenkreuz oder eher strategisch in Rollenspiel-Manier.

B.A.T. 2 Der „Handcomputer“ aus dem ersten Teil wurde modernisiert, er ist nun einerseits leichter zu „programmieren“ (Icons), anderseits werden gleichzeitig mehrere Programme abgespult echtes Multitasking halt. Außerdem gibt es ein perfekt durchgestyltes Inventory, und es wurden allerlei Action- und Geschicklichkeitssequenzen eingebaut: etwas Auto- und Flugsimulation (sogar mit Perspektivenwechsel!), Gladiatorenkämpfe oder recht lustige Varianten von „Arkanoid“, „Pipe Mania“ und Halma. All diese Spielelemente hat man sehr geschickt mit den Rätseln und vielfältigen Handlungsmöglichkeiten verquickt – B.A.T. 2 ist ein ebenso stimmungsvolles wie komplexes und abwechslungsreiches Abenteuer. Ja, selbst die Präsentation hat gegenüber dem Vorgänger kräftig zugelegt: Nach wie vor ist der Screen in einzelne Fenster (ähnlich den Panels eines Comics) eingeteilt, diesmal sind die fantasievollen Grafiken aber nicht bloß animiert, sondern können mit einem beeindruckenden Scroll-Effekt aufwarten: dazu gibt’s atmosphärische Sounduntermaling.

Das Beste zum Schluß: Da der Aufbau nach jedem Neustart etwas anders ist, kommt auch nach dem Durchspielen so schnell keine Langeweile auf. Laßt Euch diesen aufwendigen Genre-Mix also nicht entgehen! (C. Borgmeier)

Amiga Joker, February 1992, p.33

Der Amiga Joker meint:
"B.A.T. 2 hat alle Voraussetzungen für ein Kultspiel!"

Amiga Joker
B.A.T. 2
Grafik: 84%
Sound: 79%
Handhabung: 82%
Spielidee: 89%
Dauerspass: 87%
Preis/Leistung: 76%

Red. Urteil: 85%
Für Fortgeschrittene
Preis: ca 99,- DM
Hersteller: UBI Soft
Genre: Abenteuer

Spezialität: HD-Installation, Kopierschutz mit Dongle, Spielstände können gespeichert werden, deutsche Anleitung.

B.A.T. 2 logo

Interstellar intrigue and cosmic conundrums are only part of the problem in the super-charged follow up to the original Bat. Mark Patterson gets clued up.

The Burea of Astral Troubleshooters (BAT) is a kind of interstellar CIA, whose role is to safeguard the security of the Confederation of Galaxies by whatever means possible. Naturally this involves a few deaths, the occasional bit of espionage and a company credit card for their agents. As one of their men you've been assigned to track down a group of terrorists and free up the galactic economy which is suffering at the hands of the Koshan Corporation.

Before you being the game proper you have to define your character. A number of statistics such as strength, reflexes and perception go into his or her make-up. Each attribute can be increased beyond its preset limit, but doing so will reduce another category. When the physical aspects have been sorted, your agent has to be trained. You have eight weeks before embarking on your quest and seven skills to learn, such as weapons and survival. Although you can spend more time learning specific skills and neglecting others, it pays to have the best mix possible as you never know what's around the next corner.

The game starts in Roma 2, the capital city of the planet Shedishan. You've been sent in to support special agent Sylvia Hadford on a mission to break The Koshan Corporation's monopoly of the mineral Echiatone 21. You start off at the space port with no equipment, no money and no idea where your rendezvous point, the hotel, is.

When you do track Sylvia down she gives you a credit card and a few useful documents. She then goes into more detail about your mission, which is to acquire shares in the Echiatone production plants through underhand dealing with corporations and civic figures.

You're not alone, though, as throughout the game characters can be recruited to help you in your mission. Once someone has decided to help you it pays to give them a video phone – that way you can keep tabs on them and they can contact you as soon as they come across any information.

Travelling around Roma is an expensive business. The cheapest way is to take the Via, a futuristic land car. You can pay 300 credits (plus a fine if you crash) to drive it yourself or 400 credits to have a computer pilot. This is all very well, but you can only access the towers which house corporations from the air. For this you need to use the trusted sky taxi service. Like taxis all over the galaxy, they cost a fortune, but are an essential part of the game.

The game is entirely mouse controlled. The pointer changes when it moves over an object or area your character can interact with. For instance, when you move it onto a door it changes to an arrow, or to a talking head when moved onto another character.
It is almost impossible to miss a key object or location with the system, as you can find out everything contained there by simply moving the pointer around. Objects are used automatically when needed, but if you don't have the required item the cursor turns into a question mark.

The programmers have described the architecture of Roma 2 as 'Hightech paradox', whatever that means. What it looks like is the Blade Runner sets on a midsummer's day – potentially sinister if it wasn't so bright. The graphics are displayed with a system called Dynorama, which shows the locations in comic book-style panels. When you move onto a new screen your previous two locations are also displayed, which is a little confusing at times. I would have preferred one large display instead of three small ones.

Conversing with other characters is the key to advancing in BAT. When you click the pointer on a person the communication window appears, displaying a list of topics you can ask about. When they reply, key word will be shown in red and clicking on these provides further info. Most characters say the same thing though, and this is where I encountered my first problem with the game. I had been told to seek out the AIC building, but when I made an enquiry about it I was told I needed the AIC card. When I asked about the AIC card I was told to find the AIC building. Eventually I gave up and found it by luck. Unfortunately, luck doesn't make for a good game, and there are several instances in the first part of BAT 2 where I had to stumble blind through Roma 2 hoping that I was going the right way.

B.A.T. 2 You can only ask people about things you know already. So if you discover a new corporation their name will be added to your list of potential questions. Of course, probing around these giant corporations does attract interest and sooner or later you're going to end up in a fight. There are weapon restrictions in Roma, but providing you don't go flashing guns about, you can normally carry your blaster without drawing any attention. Combat can be played in one of two modes: action, where you pot-shot your foes, or strategy. The latter of the two is best employed when there are several people in your party, as you can see what chance the individual members have of scoring hits plus how many hits they've taken.

The first section end with you being wrongly arrested for murder. In order to get back into the galaxy saving business you have to enter a Roman-style arena, where you fight other future gladiators to try and win your freedom. Survive that and you journey into space where you have to solve the final part of the mystery and bring stability back to the galactic economy.

BAT 2 is a gigantic game, which is reflected in its five (count 'em) disks. The manual has to be read before you load the first disk, and even then you'll still need to play one throw away game just to bet used to combat and controls.

Ubisoft have opted for dongle protection similar to that used in Dynablaster and Ocean's Robocop 3. The dongle plugs into the back of your Amiga and only then will the game load. Apparently, they only cost 60pence to manufacture, so why the game costs a whopping £34.99 is beyond me!

If you're a fan of the original Bat you'll probably love this, otherwise be prepared to put aside plenty of time to et into what is a hugely involving game. The rewards are almost certainly there, it's just find them that proves difficult.

CU Amiga, September 1992, p.p.62-63

BAT features several sub-games which aren't integral to the plot, but are fun to play anyway. There is an arcade which has versions of Chines Checkers and Breakout, as well as an original game called Tubular.
There are also a number of simulation sections where you pilot spacecraft, cars and airplanes. These are good fun and are a nice diversion from the sometimes heavy-going main game, and can't be avoided, so you'd better be a dab-hand a steering with the mouse, or saving the game out on a regular basis.

The one piece of equipment that you start the game with is your Bidirectional Organic Bioputer, or BOB for short. This device is an ultra-sophisticated computer which is built into the arm of your agent, and monitors your physical condition as well as patching you up after combat. One of its most useful features is its ability to accept implants which increase your agents abilities, allowing him to go without sleep, heal faster, let him see at night or even change the way he looks.
BOB can also be programmed to react to certain conditions. For instance if you're not doing so well in a fight it will automatically activate the healing implant, it can even be used as an alarm clock.

buyers guide
release date:
number of disks:
number of players:
hard disk:
November 1992
Any machine


UBI SOFT £34.99
Intriguing RPG with plenty of action