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Game News Prepare to rage at Jagged Alliance: Rage!

Infinitron

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Tags: Cliffhanger Productions; HandyGames; Jagged Alliance: Rage!; THQ Nordic

Back in December, members of our community noticed the existence of a new "jaggedalliance.com" website. With the venerable turn-based tactics franchise under the capable new ownership of THQ Nordic, there was some hope that a new Jagged Alliance game might turn out better than the previous attempts at resurrecting the brand over the past decade. I'm not sure that's what we have here, though. Behold Jagged Alliance: Rage!, set 20 years after the first game in the series and starring the same familiar mercenaries, now older, more tired and apparently pissed off. Here's the announcement trailer, which has weird-looking graphics:



The developers this time are Cliffhanger Productions, the studio behind the unfortunate Shadowrun Chronicles online game. Jagged Alliance: Rage! doesn't seem to be online, but it does have a two player co-op mode. The real issue is that it's unclear whether you get to control more than two characters at once. It may be telling that the game is actually being published by HandyGames, a recently acquired subsidiary of THQ Nordic that previously specialized in mobile games. See what can you understand from the extensive preview at PCGamesN:

Jagged Alliance: Rage takes place a full 20 years after the original. That’s not so much to make changes in the equipment you’ll have access to – you’re still essentially a jungle rebel armed with AK47 equivalents and hunting knives – but to make it so your familiar mercenaries are now much older. Ivan, the heavyset Russian from the original game is back but now he suffers from alcoholism. He will act as your heavy weapon specialist but if he doesn’t have ready access to booze then he will start getting the shakes, throwing off his aim and making him a far less effective fighter. Other fighters suffer from panic in night fighting, others can’t handle the sight of civilian deaths, and others, like the slim Spec Ops soldier Shadow, are particularly susceptible to illness.

When you start a campaign you can only pick two mercs from the roster, so you will need to balance their strengths and weaknesses. This also means that each island campaign will have a distinctly different tactical flavour depending on which two mercenaries you take into the field.

Like its predecessors, Jagged Alliance: Rage! Is a turn-based tactical game, much like XCOM. Your fighters will arrive in one corner of a hand-crafted map populated by enemy soldiers and you will take it turns with the AI to sneak and fight your way to victory – be that eliminating all enemies, freeing hostages, or destroying objectives.

Combat in Jagged Alliance is unforgiving, with each of your mercs only possessing a few flimsy hit points. Damage can be negated by armour but it’s a much better strategy to stay hidden, taking out enemies with stealth kills for as long as possible. When you must join a full on firefight, it’s important to get behind cover, increasing the chance of enemy shots missing.

Jagged Alliance uses an action point system, which dictates everything you do. You can only move as far as you have action points to move, and that distance is significantly shortened if you’re sneaking. Abilities like whistling to lure an enemy, setting a mercenary up in overwatch, or firing your weapons all require action points, too, so you’ll have to think about whether you really want to move closer to your target for a better shot or just stay where you are and fire your weapon twice.

When firing on a target you can choose to shoot at the legs, body, or head, with much greater chance of hitting on a body shot. You can spend more action points to increase your hit chance, though, if you really need to pull off a headshot, for instance.

The first missions of Jagged Alliance’s campaign are going to be linear, you fight your way out of captivity and meet with the local rebels, but the campaign soon opens up into one where you call all the shots. The island is covered in a web of possible routes and missions – villages that need to be freed, enemy camps that can be destroyed, and also more unusual locations, like reservoirs and water treatment facilities. This is because you aren’t just fighting to clear the island of enemies but to support your revolution as you go.

Your soldiers need access to water or they will become dehydrated. You can find water bottles on the bodies of soldiers sometimes but a better bet is to take control of a reservoir. If you have Ivan on your squad you need to feed his alcohol addiction, so this might lead you to taking control of a storehouse. The island has a major pollution problem, with the enemy’s operations pumping out toxic sewage into the sea and rivers, if you drink polluted water or stay in dump sites for too long your mercenaires will become ill so you want to make sure you do what you can to treat the island’s water when the opportunity presents itself.

Time passes as you move around the island, too, meaning sometimes you will be fighting at night, sometimes at day. This can play a huge part in missions, both in the obvious – you and your enemy can see less well – and the more subtle – some of your soldiers can’t stand the dark, others thrive in it.

Jagged Alliance’s island changes in ways you can control and ways you can’t, all of it needs to be taken into account when you’re making strategic decisions in the campaign.
Other than the two character thing this doesn't sound all that bad, but of course the Jagged Alliance fanbase has heard plenty of promises over the years. They're not calling this one an RPG so we probably won't post much about it, but I'm sure our users will have plenty to say. Additional details are available on the game's Steam page.
 

Galdred

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That was completely unexpected. The trailer is really prosperous. IS alcoholic Ivan a way to troll the long term fans of the franchise? The developers would really have to outdo themselves to make it worse than the recent JA games(althoughthe trailer makes it sound like they could pull it off).
 

Roqua

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The graphics looked pretty great, and I have trust for the people that made the Shadowrun game mentioned if its the Boston lockdown one - it had much better combat, chardev, itemization, implants, etc, than the SP Shadowrun games. I think those devs realized they dropped the ball with the JA online game, and are anxious to prove their rpg-chops.

Nothing I saw or read had me worried they won't shoot for something comparable but different than 1.13, besides seeing it is being made for consoles too. So we can now expect a lesser game, with shitty controls and a shitty UI, and the publishers probably pushing for dumbed down, "streamlined" systems and mechanics little children can understand. Hopefully they come to their senses and develop exclusively for the PC, and then work on porting it to filthy console and the savage monkeys that prefer them like WL2 did, so we don't get a compromised product that tries to appeal to civilized people with good taste and the retarded console barbarians simultaneously, as that has never worked and never will work.

I don't have hope I will be able to make my whole squad like I can in 1.13, but I couldn't in any other official JA. As long as I can make my main character, and the combat and rpg systems are complex and deep with good chardev, and it has at least the same amount of rpg elements like quests, npc-interaction, shops, looting, etc, I couldn't give a fuck less about the rest.
 

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Now that I think about it, the idea of making a two character optionally co-op tactics game (if that's what this is) seems like another likely Divinity: Original Sin influence.

#SendInTheClones
 
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Roqua

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Now that I think about it, the idea of making a two character tactics game (if that's what this is) seems like another likely Divinity: Original Sin influence.

#SendInTheClones

Or Beyond Divinity. Has it been confirmed that there are only two characters? Are you sure that isn't two player limit in MP?

Even if it is two characters only, it doesn't matter to me as long as both characters have good chardev options, I can make one of them at least, and the combat is challenging. I'd much rather have a two character limit than it not be anything like a real rpg and have you control a whole army like in shitty, rpg-lite, tactics-lite, no content games for children and hipsters like Battle Brothers.
 

deuxhero

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Yikes. Expected better than this from THQ Nordic. At least even the Youtube comments/rating can't stand this bullshit.

Zerth I'd say the lighting is the main difference by virtue of actually existing: Lighting in those was non-existant, often to the point where it was impossible to distinguish characters from the floor and background. They even got the weird animations where the face can't do anything till the body has stopped and multiple characters interacting with animations completely desynced from eachother (they only show it once, but it's so blatant).
 

Rodcocker

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It's getting released on consoles...

I mean who knows. I try and have a positive outlook nowadays. Turn based tactics has a special place it my heart. It could be good for what it is.

I remember playing the JA2 demo to death, and that was without the strategy layer. Deus Ex followed the next year. Man, I'm too old for this shit.
 

mondblut

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This also means that each island campaign will have a distinctly different tactical flavour depending on which two mercenaries you take into the field.

Why won't they douse themselves in gasoline and flick the lighter right there?


Funny thing about JA rapes, everytime a new one shows up, you look back and realize the last one wasn't that bad in comparison. Cheers to Flashback devs, they are on the way to "good for what it is".
 

ItsChon

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Lol. When will people realize that 2D is the only acceptable form of art for an isometric game, 3D perspective cams look like shit. And of course, the art looks like some TF2 rip off; as if this game needed more reasons to look like garbage. Who comes up with these fucking ideas?
 

toro

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There is an official site for this future masterpiece: https://jaggedalliance.com/

01_TheBridge.jpg


02_Dungeon.jpg


03_Arrival.jpg


04_RebelHideout.jpg


05_CrashSite.jpg


06_WorldMap.jpg
 

thesheeep

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Yeah, two characters that look like player chars in those screens.
Nothing wrong with co-op, but this seems to be way too literal. And I don't even believe that's due to mobile constraints - no reason a mobile game couldn't have more characters.
Oh, dear.

On the other hand, I found the SR: Boston Lockdown game actually decent. Just quite uninspired.

Also, "Handy" is the German word for smartphone (yeah, Germans love to invent fake English words or new meanings - ask a German about "public viewing"), so... HandyGames is quite literally "mobile games".
 
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