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Jagged Alliance 3 from Haemimont Games

Ghulgothas

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Apparently, this guy* is going to be showing off the beta tomorrow.



Something something livestream, something something unrestricted gameplay, something something optimistic about a summer release.
*And other streamvertisers
 
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PanteraNera

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Apparently, this guy* is going to be showing off the beta tomorrow.



Something something livestream, something something unrestricted gameplay, something something optimistic about a summer release.
*And other streamvertisers

- they aim to release this summer
- he will play the first six hours of the game
- the stream will later be uploaded to youtube
- the publisher allowed him to record the first 12 hours of the game
- he says the first 12 hours are like nothing because the game is huge
- he says that none of the games after Jagged Alliance 2 had been good
- he already played a couple of hours and his first impression is, it is really good
- after the initial 6 hours stream he will continue doing a "Let's play" on youtube till he reaches the 12 hours
 

Zombra

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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
cautiouslyexcited-excited.gif
 

Ghulgothas

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Dev Diary 5 - World Building
The world of Jagged Alliance 3


I am Radomir Mirchev, Senior Narrative Designer, and I will be your faithful guide to the world of JA3 and the country of Grand Chien - which is a crazy place, but we’ll get to that later.

For those of you who haven't played the previous games back at the time, Jagged Alliance isn’t just another turn-based tactical game. It also features certain RPG elements that are its heart and soul. The player takes command of a weird company of mercs with all their differences, peculiarities, likes and dislikes, and not just a squad of replaceable carbon-copied soldiers.

That defined our approach to world building. We wanted to create a game that responds to your actions, characters that have their own agenda, and events that follow their own logic. You can try things, fool around and see what comes out of it.


DevDiary_Screenshot_01_1200x675.thumb.jpg.a8a03b27a2db3c48a007c58f5bc91453.jpg

Freedom of exploration

We decided we shouldn’t hold the player’s hand or force them down one path or another. Travel on the satellite map, talk to anyone you like, be naughty or nice - or just fight your way to the end of the game without giving a damn. The player freedom of exploration is the core of the Jagged Alliance experience.

This approach however can easily lead to confusion. So we did our best to provide hints where the main content is - while we took care not to actually guide the player to “go there and do that”.

DevDiary_Screenshot_02.thumb.jpg.4676c044d8ac6db7e3db66e5e75d0477.jpg


The quest notes can be picked in a variety of ways - you could find a clue to a story by interacting with an object, talking to a civilian or even overhearing the enemy. For example, a civilian may tell you about a “demon from hell” that is murdering poachers in the savanna and nailing horns on their heads in evil mockery; or you can just stumble upon one of the bodies. In both cases you will be gently encouraged to visit the Poacher camp where you will learn that indeed there is some psycho who enjoys hunting the hunters. You will be promised payment if you find this person and do something about him.

satmap_small.jpg.30964b1cf3f5652db52fd171c23c9730.jpgThe game tracks the development of the story and provides little cues about the sectors it leads to, but you can act upon them at your own pace. In this case, asking around will give you the name of the culprit and possibly the list of the locations where the poachers practiced their not-that-noble craft. If you explore these maps and search the bodies, you may track, or perhaps be tracked by the hunter of hunters.

Notice that a gang of bad guys happens to be making a diamond delivery just at one of the sectors you were looking for. This is not scripted, it’s a coincidence - but it surely sounds like two birds with one stone!




And when you eventually find that guy, what will you do? Start shooting, or have a chat first? You may don’t like the poachers very much, but what if this person isn’t any better?

It’s up to you.


DevDiary_Screenshot_03.thumb.jpg.9359f3eeaa1ffad06065e4c43af17386.jpg



We have more than 150 beautiful hand-crafted maps to explore, above ground and underground.

It would be pity if they existed only as tactical background to battles, so we made sure to provide lots of little things to discover. Having a diverse mercenary team will open up possibilities - from just salvaging parts of wrecked equipment that can be used to improve the mercs’ weapons, to the whole complexity of a crime investigation.


DevDiary_Screenshot_04.thumb.jpg.6ecd2425ac334151bcd2bdcf60c70a07.jpg



Freedom of choice

We wanted to give players as much explicit and implicit choice as possible. But what is choice without a consequence? Ideally, the game would react to every decision you do and reward you with narrative or mechanical consequences - though this is not quite possible to guarantee. Freedom of choice comes with a price: the more branches a conversation or a mission provides, the less content we would be able to create in general. We solved this conundrum by weighing up the content case by case: there are minor encounters that just tell you a story - if you care to look closer; and there are huge quests that span across the map and involve multiple characters and sectors.

DevDiary_Screenshot_05.thumb.jpg.ebdc01ce1df7a8c19b39ad6c9b123302.jpg



In total, there are dozens of side quests in JA3, of which no two are alike. We refrained from creating simple “kill” and “fetch” quests. There is usually some kind of a twist or a trap, so watch your step.

DevDiary_Screenshot_06.thumb.jpg.0e401bb784f760d457532766575f45ec.jpg



Choices matter

How the story unfolds depends on your actions and you should expect to pay the price for your choices.

Killed characters will stay dead, and by dispensing frontier justice you may gain or lose Loyalty with the local population. Your own mercs may agree or disagree with certain decisions, resulting in a Morale boost or loss, and they will sometimes even take things in their own hands. Secret playable characters may decide to join you if they like the choices you have made.

And ultimately, by the end of the game the way in which you resolved the main quests and certain side quests will determine the fate of your mercs - and the future of the country of Grand Chien.


DevDiary_Screenshot_07.thumb.jpg.f40a032bf251895bb1c3344cb8fbba06.jpg



The country of Grand Chien

The wide Adjani river is flowing through barrens, jungles, marshes, savanna and slums. It is a country where ancient traditions are tangled with the somewhat more modern way of life, landmarks from times immemorial lay side by side with gaudy statues and wild gangs fight over the hastily dug diamond quarries.

The names of people and places reflect the turbulent colonial history of the country. Although there are settlements with names that indicate their German origin - such as Landsbach and the ill-fated Wassergrab, - the most of the Adjani province is speaking French. That’s why at the foot of the Gargantuan mountains lies the small city of Pantagruel, and the map is dotted by Legion military camps with names like Camp Savane, Camp du Crocodile, Camp Chien Sauvage, etc.

And since the name of the country itself has already raised some eyebrows, let me present to you the imposing, if not aesthetically pleasing, statue of its founder - the benevolent dictator Généralissime Chien.



DevDiary_Screenshot_08b.thumb.jpg.b39196856fdd9e71d79ab7b1b8b472f5.jpg


Some of your mercenaries may express their confusion as to which of the two is the actual Generalissimus, but like I said, Grand Chien is a crazy place. Some mercs fit in naturally, others just try their best.





As for the people of Grand Chien, there is no wonder that they do strange things while trying somehow to make a living. We refrained from going into mysticism, but we can’t promise that our characters don’t believe in weird stuff and act accordingly. So if they tell you there is a ghost in the abandoned mansion, or a witch is performing bizarre sexual rituals to the poor mine workers, just take it with a grain of salt, will you?



DevDiary_Screenshot_09b.thumb.jpg.8af81148273ae143248cd995d487de71.jpg

...Unless it is teddy bears.​

Be always on your guard against teddy bears.​



DevDiary_Screenshot_10.thumb.jpg.a9d64e1a2063366a58f2058b7ae0bf53.jpg


While building the world of Jagged Alliance 3, we aimed to deliver a realistic experience - and generally avoid fiction. However, time and again we had to go back to the confines of Mark Twain’s famous quote: “Truth is stranger than fiction, but it is because Fiction is obliged to stick to possibilities; Truth isn't.”

With regards to good old Mr. Twain, at times we allowed ourselves a bit of fun.



Soon enough it will be your turn as well to explore Grand Chien and see for yourself!



Radomir Mirchev

Senior narrative designer & writer of Jagged Alliance 3

PS: If you have any further questions, or simply wish to chat about Jagged Alliance 3, feel free to join us in our DevStream on Thursday, 20th of April on the THQ Nordic channel: http://twitch.tv/thqnordic
Until then, commander!
 
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Ghulgothas

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Will post the YT upload of the Steinwallen stream when it's finished.

I think we've got the full launch roster of returning JA2 vets now.
April-Roster.png

Mouse was also there. Guess Biff isn't counted as part of that 30 playable returning vets they were quoted on; another point towards MERC being an expansion.
 
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Szioul

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Codex 2012 Serpent in the Staglands Project: Eternity Torment: Tides of Numenera Codex USB, 2014 Divinity: Original Sin 2 Bubbles In Memoria Pathfinder: Wrath
Will post the YT upload of the Steinwallen stream when it's finished.

I think we've got the full launch roster of returning JA2 vets now.
(Picture removed)
Mouse was also there, guess Biff isn't counted as part of that 30 playable returning vets they were quoted on; another point towards MERC being an expansion.
I've also seen the portrait of Fox on the forums.
 

whydoibother

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Codex Year of the Donut


Sounds promising.

2 decades in the making is, uh.... setting expectations unrealistically high. Its ~3 years in the making, I think. But before that, it was started, and abandoned, and in intellectual property limbo, for 17 years. I guess that also constitutes "in the making", even if they weren't actually making this game in that period.
 

Zombra

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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Mouse is back? That's a surprise, glad someone on the dev team recognized the need for a lesbian mime. Mouse and Tex always ended up on my A-Team so I'm delighted.

Surprised to see no sign of Lynx, he always seemed like kind of a JA poster boy. Maybe Buzz finally dragged him to the altar and they retired.
 

Ghulgothas

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No Fox; no buy.

Fox.webp
The-Fox.png
Think she turned out well enough. The Lara Croft shades are a nice touch.
Surprised to see no sign of Lynx, he always seemed like kind of a JA poster boy. Maybe Buzz finally dragged him to the altar and they retired.
Saved for the post-launch content plan, I bet. Makes sense, they're a package deal.
 

Ghulgothas

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If Rock Paper Shotgun can't wrap their heads around it, then that's a good sign.

https://www.rockpapershotgun.com/ja...nts-it-to-be-1999-again-and-not-in-a-good-way

Jagged Alliance 3 desperately wants it to be 1999 again, and not in a good way​

Not a good first impression
In the world of turn-based strategy games, it's probably fair to say that we've been waiting a heck of a long time for Jagged Alliance to make its next move. Almost a quarter of a century has passed since the last numbered entry in the series, and the many attempts that have been made to recapture its tactical, mercenary magic since then have been mixed at best, and reviled at worst. Haemimont Games, the devs behind Tropico and current custodians of the upcoming Jagged Alliance 3, know this, and their publisher THQ Nordic said as much back in September 2021 when it was first revealed, assuring players they were going to create a game that "really does justice to the Jagged Alliance legacy".

But in an era where turn-based tactics games are now increasingly defined by genre titans such as XCOM and Into The Breach, I'm not sure that legacy means all that much anymore. I've been playing a substantial early chunk of Jagged Alliance 3 over the last week or so, and its decision to pare back crucial information such as chance-to-hit and other modern conveniences has mostly left me feeling frustrated and annoyed rather than daring and excited. The writing also made me cringe so hard at times I think even the neighbours heard my groans of despair. It certainly looks the part of a modern strategy game, its detailed African landscape, top down perspective and interactive objects calling to mind Mimimi's excellent Desperados 3 and Shadow Tactics games, but the rest feels like it's been lifted straight out of the late 90s where we last left Jagged Alliance 2 - and not necessarily to its benefit.


Of course, if Jagged Alliance 2 is what you've been craving to revisit for the last 24-odd years, then I'm sure Jagged Alliance 3 will tick a lot of boxes for you. Alas, I'm now too engrained in the XCOM school of turn-based strategy games to feel much affection for that era anymore, and returning to that hazy, nebulous notion of not knowing if any of my shots are going to land in Jagged Alliance 3 feels like I've deliberately broken both of my arms and tied them behind my back somewhat.


The maddening thing is, Jagged Alliance 3 is more than happy to tell you everything else you might want to know about landing a shot. It will tell you how much damage you'll deal, its crit percentage, and with the ability to target individual body parts (split into the head, arm, torso, groin and foot), it will also tell you the exact damage modifiers you'll receive if you successfully hit them - including whether specific body parts are protected with armour or hidden behind cover. It will happily offer up every little detail affecting a shot's accuracy, such as whether your merc has a marksmanship bonus or you've spent extra action points to improve your aim, or if the enemy has a terrain advantage or is crouching or lying prone. These are represented as plus and minus marks, which is sort of useful, in that more pluses and minuses is probably a good thing, but there's stil no real clarity on what any of them actually mean, or how each point is weighted against the other. Things that, you know, would all be quite handily summarised with a single, cold, hard chance-to-hit percentage.

A gang of mercenaries prepare to take a shot in a jungle setting in Jagged Alliance 3Jagged Alliance 3 throws a lot of information at you, but I rarely felt like I was making properly informed decisions about my next move in battle.
THQ Nordic have, admittedly, spoken about this before, telling cheery RPS fanzine PC Gamer that "everything shifted" in the game's development when they decided to remove that chance-to-hit number. Keeping it in made it feel too much like just another XCOM clone, they said, which is a fair cop, if I'm being honest. As much as I like the style and distinct flavours of other, more recent tactics games such as Hard West 2, Warhammer 40K: Chaos Gate - Daemonhunters and Marvel's Midnight Suns, that XCOM muscle memory does come back in full force every time I come to play them.

But when Jagged Alliance 3 practically bombards you with so much extraneous bumph, knowing how to parse the information it does choose to give you can be difficult. A headshot has a damage modifier of +80%, for example, but is that on top of the stated damage number up the top, or some other number such as hitting a guy's torso? I couldn't tell you. Similarly, spending action points to improve your aim is bafflingly presented as well. A circle around your target will narrow with each point spent, but short of an extra plus in your accuracy column, there's no other indication whether spending one point is any better than two, three, or four.

A merc prepares to fire on an enemy soldier on a jungle bridge in Jagged Alliance 3Answers on a postcard for what the 20 means in the Range crosshair bar...
The same goes for the tiny range bar located between your remaining aim AP pool and the mouse prompt icon to tot them up. You'll notice it has an upper extremity that's simply marked '20' for some reason, but its accompanying crosshair doesn't move at all when you spend points to increase your aim. Could I also tell you why the crosshair would be inside or outside the little flashing portion of the bar that sometimes appears either side of it? Not on your life, mate, because not once does it take the time to explain what any of these things mean.

The defensive side of combat is thankfully easier to get to grips with. Half and full height cover are clearly marked on its grid-based map, and some low cover will only give you any benefit if you crouch or lie prone (and changing position will cost you one action point each time). Starting from crouched or prone will then cost you more action points to move from that position, but overwatch cones still tell you how much terrain is actually visible from your current position. If you're lying flat on the floor, for example, you're not going to be much use compared to your mate right next to you who's simply crouched.

A mercenary prepares an overwatch cone in Jagged Alliance 3Hello overwatch, my old friend...
Still, when it came to planning my attacks, the lack of anything vaguely useful to inform any of my decisions meant that all I could really rely on in the end was that old XCOM muscle memory, and I'm not gonna lie, it was like being wrenched over a cheese grater before being strung up on a rusty old rack and pulled in all directions. The thing is, unless its tutorial and general UI gets some hefty improvements before launch, I suspect most people coming to Jagged Alliance 3 will end up feeling exactly the same way - after all, XCOM-likes are pretty much all we've been playing in the turn-based tactics space since Enemy Unknown first came out in 2012.

Outside of battle, the frustrations continued. When you're not in combat, you move around its map squares in real-time, with enemies appearing gradually as they come into view. Again, maybe this is the muscle memory talking, but I wanted to approach these early, pre-battle moments like Desperados 3, getting my mercs into place without being seen, maybe taking one or two out stealthily before really getting into the meat of it. These light stealth elements are exactly what make Harebrained Scheme's upcoming Lamplighters League so exciting to me, for example, but Jagged Alliance 3 would almost always raise the alarm before I even knew I who or how I was spotted. Plus, regardless which merc actually triggered the eventual alarm, each group of enemies would always immediately know where everyone was hiding, rendering any kind of sneak attack or tactical pincer moves pretty much pointless.

A woman named Fox talks about diamond mines in Jagged Alliance 3A muscle man named Steroid talks about his biceps in Jagged Alliance 3A muscle man named Steroid jokes about breaking stuff in Jagged Alliance 3A woman named Fox talks about battle protection in Jagged Alliance 3Fox and Steroid probably had the worst zingers in my preview build, but gun fanatic Grizzly and marksman Ice were equal parts bad meathead / hoodlum parodies in their own right.
And oh god, the terrible merc barks. Such terrible, terrible merc barks. Not all characters were voiced in my preview build, but regardless of whether I was reading their dialogue on screen or having it slammed into my ear drums via its overly-ripe voice acting, they're just embarrassingly juvenile at times and have no bearing on anything anyone says. And the NPCs just carry on talking at you like these walking talking stereotypes have said nothing at all, and the whole thing just makes you want to double over with a +80% cringe damage modifier.

It's a shame, because other ideas Haemimont have brought forward from Jagged Alliance 2, such as certain mercs hating other mercs on your team and wanting more money to compensate for the psychic damage they'll receive, or being overly enthusiastic and getting morale boosts when they find out their best mate's going to be fighting with them, is actually pretty sound and something I'd like to see more of in strategy games. But when you get the sense that nearly three quarters of them have probably been cancelled in a previous life and have opted for mercenary work because it's the only thing they've got going for them, none of them are terribly enjoyable hangs.

The dynamic campaign map is, at least, a rare highlight in this otherwise worrying sea of early disappointment. Battle arenas each correspond to a grid reference on the top-down overworld map, and you'll need to navigate and exit them at the correct compass points to get to your next destination. You can also call in more mercs provided you've got enough funds to keep them employed for the length of their contract, but those additional squads will take time to arrive and catch up to other teams in the field if you need reinforcements.

An overhead view of Jagged Alliance 3's dynamic campaign mapTime is money in Jagged Alliance 3, so you'll need to weigh up the cost of bringing more mercs in and taking the time to heal and repair equipment with each merc's expiring contract deadlines.
As before, the aim here is to turn the map from red to blue, but Jagged Alliance 3 makes no bones about how difficult it's going to be to achieve this. When you begin a new game, it states up front that it's meant to be a challenge and that running out of money is "a very real risk" on Normal difficulty. Wounds also heal slowly, and equipment takes a long time to repair on Normal, and you can also make it even harder for yourself by turning off auto-saving (making each death and choice well and truly final), turning off saving during combat altogether, and removing the downed state mercs enter when their HP hits zero, meaning they'll die straight away rather than give you time to patch them up. There is a 'Forgiving Mode' for a more relaxed experience where it's easier to recover from your mistakes, but it is "not recommended" by the developers.

  • Developer: Haemimont Games
  • Publisher: THQ Nordic
  • Release: Coming Soon
  • On: Windows
  • From: Steam
Really, though, all I want from Jagged Alliance 3 is a goddamn hit percentage, or at least a battle menu that makes it easier to understand all the other numbers it's throwing at me in its place. In its current state, I have a terrible feeling that this desire to cling onto the series' now worn and aged legacy will ultimately be the undoing of Jagged Alliance 3, and that it will arrive later this year as nothing more than a relic from a bygone era. From what I've seen so far, it runs the risk of becoming a series that's not only failed to adapt to the times it now finds itself in, but one that actively has no place in it either, thanks to its cast of almost offensively bad stereotypes. I hope Haemimont are able to turn things around before Jagged Alliance 3 comes out later this year, but all evidence so far points to a very low chance to hit.
 
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Taka-Haradin puolipeikko

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If Rock Paper Shotgun can't wrap their heads around it, that's a good sign.

Jagged Alliance 3 desperately wants it to be 1999 again, and not in a good way​

Not a good first impression
In the world of turn-based strategy games, it's probably fair to say that we've been waiting a heck of a long time for Jagged Alliance to make its next move. Almost a quarter of a century has passed since the last numbered entry in the series, and the many attempts that have been made to recapture its tactical, mercenary magic since then have been mixed at best, and reviled at worst. Haemimont Games, the devs behind Tropico and current custodians of the upcoming Jagged Alliance 3, know this, and their publisher THQ Nordic said as much back in September 2021 when it was first revealed, assuring players they were going to create a game that "really does justice to the Jagged Alliance legacy".

But in an era where turn-based tactics games are now increasingly defined by genre titans such as XCOM and Into The Breach, I'm not sure that legacy means all that much anymore. I've been playing a substantial early chunk of Jagged Alliance 3 over the last week or so, and its decision to pare back crucial information such as chance-to-hit and other modern conveniences has mostly left me feeling frustrated and annoyed rather than daring and excited. The writing also made me cringe so hard at times I think even the neighbours heard my groans of despair. It certainly looks the part of a modern strategy game, its detailed African landscape, top down perspective and interactive objects calling to mind Mimimi's excellent Desperados 3 and Shadow Tactics games, but the rest feels like it's been lifted straight out of the late 90s where we last left Jagged Alliance 2 - and not necessarily to its benefit.


Of course, if Jagged Alliance 2 is what you've been craving to revisit for the last 24-odd years, then I'm sure Jagged Alliance 3 will tick a lot of boxes for you. Alas, I'm now too engrained in the XCOM school of turn-based strategy games to feel much affection for that era anymore, and returning to that hazy, nebulous notion of not knowing if any of my shots are going to land in Jagged Alliance 3 feels like I've deliberately broken both of my arms and tied them behind my back somewhat.


The maddening thing is, Jagged Alliance 3 is more than happy to tell you everything else you might want to know about landing a shot. It will tell you how much damage you'll deal, its crit percentage, and with the ability to target individual body parts (split into the head, arm, torso, groin and foot), it will also tell you the exact damage modifiers you'll receive if you successfully hit them - including whether specific body parts are protected with armour or hidden behind cover. It will happily offer up every little detail affecting a shot's accuracy, such as whether your merc has a marksmanship bonus or you've spent extra action points to improve your aim, or if the enemy has a terrain advantage or is crouching or lying prone. These are represented as plus and minus marks, which is sort of useful, in that more pluses and minuses is probably a good thing, but there's stil no real clarity on what any of them actually mean, or how each point is weighted against the other. Things that, you know, would all be quite handily summarised with a single, cold, hard chance-to-hit percentage.

A gang of mercenaries prepare to take a shot in a jungle setting in Jagged Alliance 3Jagged Alliance 3 throws a lot of information at you, but I rarely felt like I was making properly informed decisions about my next move in battle.
THQ Nordic have, admittedly, spoken about this before, telling cheery RPS fanzine PC Gamer that "everything shifted" in the game's development when they decided to remove that chance-to-hit number. Keeping it in made it feel too much like just another XCOM clone, they said, which is a fair cop, if I'm being honest. As much as I like the style and distinct flavours of other, more recent tactics games such as Hard West 2, Warhammer 40K: Chaos Gate - Daemonhunters and Marvel's Midnight Suns, that XCOM muscle memory does come back in full force every time I come to play them.

But when Jagged Alliance 3 practically bombards you with so much extraneous bumph, knowing how to parse the information it does choose to give you can be difficult. A headshot has a damage modifier of +80%, for example, but is that on top of the stated damage number up the top, or some other number such as hitting a guy's torso? I couldn't tell you. Similarly, spending action points to improve your aim is bafflingly presented as well. A circle around your target will narrow with each point spent, but short of an extra plus in your accuracy column, there's no other indication whether spending one point is any better than two, three, or four.

A merc prepares to fire on an enemy soldier on a jungle bridge in Jagged Alliance 3Answers on a postcard for what the 20 means in the Range crosshair bar...
The same goes for the tiny range bar located between your remaining aim AP pool and the mouse prompt icon to tot them up. You'll notice it has an upper extremity that's simply marked '20' for some reason, but its accompanying crosshair doesn't move at all when you spend points to increase your aim. Could I also tell you why the crosshair would be inside or outside the little flashing portion of the bar that sometimes appears either side of it? Not on your life, mate, because not once does it take the time to explain what any of these things mean.

The defensive side of combat is thankfully easier to get to grips with. Half and full height cover are clearly marked on its grid-based map, and some low cover will only give you any benefit if you crouch or lie prone (and changing position will cost you one action point each time). Starting from crouched or prone will then cost you more action points to move from that position, but overwatch cones still tell you how much terrain is actually visible from your current position. If you're lying flat on the floor, for example, you're not going to be much use compared to your mate right next to you who's simply crouched.

A mercenary prepares an overwatch cone in Jagged Alliance 3Hello overwatch, my old friend...
Still, when it came to planning my attacks, the lack of anything vaguely useful to inform any of my decisions meant that all I could really rely on in the end was that old XCOM muscle memory, and I'm not gonna lie, it was like being wrenched over a cheese grater before being strung up on a rusty old rack and pulled in all directions. The thing is, unless its tutorial and general UI gets some hefty improvements before launch, I suspect most people coming to Jagged Alliance 3 will end up feeling exactly the same way - after all, XCOM-likes are pretty much all we've been playing in the turn-based tactics space since Enemy Unknown first came out in 2012.

Outside of battle, the frustrations continued. When you're not in combat, you move around its map squares in real-time, with enemies appearing gradually as they come into view. Again, maybe this is the muscle memory talking, but I wanted to approach these early, pre-battle moments like Desperados 3, getting my mercs into place without being seen, maybe taking one or two out stealthily before really getting into the meat of it. These light stealth elements are exactly what make Harebrained Scheme's upcoming Lamplighters League so exciting to me, for example, but Jagged Alliance 3 would almost always raise the alarm before I even knew I who or how I was spotted. Plus, regardless which merc actually triggered the eventual alarm, each group of enemies would always immediately know where everyone was hiding, rendering any kind of sneak attack or tactical pincer moves pretty much pointless.

A woman named Fox talks about diamond mines in Jagged Alliance 3A muscle man named Steroid talks about his biceps in Jagged Alliance 3A muscle man named Steroid jokes about breaking stuff in Jagged Alliance 3Fox and Steroid probably had the worst zingers in my preview build, but gun fanatic Grizzly and marksman Ice were equal parts bad meathead / hoodlum parodies in their own right.
And oh god, the terrible merc barks. Such terrible, terrible merc barks. Not all characters were voiced in my preview build, but regardless of whether I was reading their dialogue on screen or having it slammed into my ear drums via its overly-ripe voice acting, they're just embarrassingly juvenile at times and have no bearing on anything anyone says. And the NPCs just carry on talking at you like these walking talking stereotypes have said nothing at all, and the whole thing just makes you want to double over with a +80% cringe damage modifier.

It's a shame, because other ideas Haemimont have brought forward from Jagged Alliance 2, such as certain mercs hating other mercs on your team and wanting more money to compensate for the psychic damage they'll receive, or being overly enthusiastic and getting morale boosts when they find out their best mate's going to be fighting with them, is actually pretty sound and something I'd like to see more of in strategy games. But when you get the sense that nearly three quarters of them have probably been cancelled in a previous life and have opted for mercenary work because it's the only thing they've got going for them, none of them are terribly enjoyable hangs.

The dynamic campaign map is, at least, a rare highlight in this otherwise worrying sea of early disappointment. Battle arenas each correspond to a grid reference on the top-down overworld map, and you'll need to navigate and exit them at the correct compass points to get to your next destination. You can also call in more mercs provided you've got enough funds to keep them employed for the length of their contract, but those additional squads will take time to arrive and catch up to other teams in the field if you need reinforcements.

An overhead view of Jagged Alliance 3's dynamic campaign map's dynamic campaign mapTime is money in Jagged Alliance 3, so you'll need to weigh up the cost of bringing more mercs in and taking the time to heal and repair equipment with each merc's expiring contract deadlines.
As before, the aim here is to turn the map from red to blue, but Jagged Alliance 3 makes no bones about how difficult it's going to be to achieve this. When you begin a new game, it states up front that it's meant to be a challenge and that running out of money is "a very real risk" on Normal difficulty. Wounds also heal slowly, and equipment takes a long time to repair on Normal, and you can also make it even harder for yourself by turning off auto-saving (making each death and choice well and truly final), turning off saving during combat altogether, and removing the downed state mercs enter when their HP hits zero, meaning they'll die straight away rather than give you time to patch them up. There is a 'Forgiving Mode' for a more relaxed experience where it's easier to recover from your mistakes, but it is "not recommended" by the developers.

  • Developer: Haemimont Games
  • Publisher: THQ Nordic
  • Release: Coming Soon
  • On: Windows
  • From: Steam
Really, though, all I want from Jagged Alliance 3 is a goddamn hit percentage, or at least a battle menu that makes it easier to understand all the other numbers it's throwing at me in its place. In its current state, I have a terrible feeling that this desire to cling onto the series' now worn and aged legacy will ultimately be the undoing of Jagged Alliance 3, and that it will arrive later this year as nothing more than a relic from a bygone era. From what I've seen so far, it runs the risk of becoming a series that's not only failed to adapt to the times it now finds itself in, but one that actively has no place in it either, thanks to its cast of almost offensively bad stereotypes. I hope Haemimont are able to turn things around before Jagged Alliance 3 comes out later this year, but all evidence so far points to a very low chance to hit.
They should've kept Tim Stone.
 

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https://www.pcgamer.com/jagged-alli...where-all-of-your-plans-will-go-up-in-flames/

Jagged Alliance 3 is a chaotic action movie homage where all of your plans will go up in flames​

Embrace the mess.

My international squad of mercenaries—the not-quite-heroes of Jagged Alliance 3(opens in new tab)—were enjoying a day at the beach, following up on some intel that an explosives expert was hanging out there. Instead, they found themselves in a sandy minefield surrounded by foes. Naturally, a fight broke out. Several goons were grouped together, which was convenient for my shotgun-wielding medic. One turn in, half of the opposition were either dead or close to it. Then my mechanic stepped on a mine.

Chaos took hold. One of my squad went berserk, ran out of cover and just started spraying bullets. Another panicked, tried to flee and, of course, stepped on another mine. Someone thought it would be a good idea to toss a molotov into the mix. More mines went off. Bullets pinged off rocks and thudded into the sand as shots missed their targets. There was shouting and screaming and threats. A miraculous headshot finally ended the carnage, and somehow my mercs walked away with only nearly-fatal injuries. Just another day in the office.

Jagged Alliance 3 might be a dense, flexible tactics game where planning and precision are demanded, but it absolutely loves to throw those plans into disarray. Mines, a hidden enemy, a jammed gun, some foul weather or some misfortune courtesy of the gods of RNG ensure that you won't get too comfortable. You can play the same battle multiple times and have dramatically different experiences, even if your plan remains unchanged.

Despite being set in the fictional nation of Grand Chien (yes, a country called Big Dog) at the turn of the millennium, it still maintains an '80s action movie vibe, with tonnes of violence and lots of tongue-in-cheek silliness. To rescue the country's president and fight the Legion—the paramilitary group that's taken over Grand Chien—you'll have to hire an eclectic gang of mercs, most of them unabashed cliches, from the tank-top-loving Steroid—who gives out big Duke Nukem's understudy vibes—to Ivan, a Russian lad who still sports a Soviet ushanka. If you've played Jagged Alliance before, you'll spot a lot of familiar faces.

Throwing these big personalities into a brutal civil war is a recipe for disaster. But good tactics games thrive on disasters. Without the threat of everything going to shit, XCOM would never have been the wonderfully stressful, heart-pounding game that reignited the love for squad-based tactical chaos. One day we might be able to get through an article about a turn-based tactics game without summoning XCOM, but Firaxis's masterpiece is relevant here because of the ways that Jagged Alliance 3 approaches things differently.

Steady aim​

Unlike XCOM and the majority of games in this vein, Jagged Alliance 3 eschews telling you the odds—a move Han Solo might appreciate but which I was slightly worried about. The likelihood of you hitting your target feels like essential information, allowing you to prioritise enemies and reposition your squad for a more effective assault. I thought I'd miss it, when in fact I ended up revelling in my ignorance. I was bolder, braver and frequently surprised.

The other benefit of the odds not being displayed is that it forces you to pay more attention. You won't be able to figure out the exact odds yourself, but you can make a good guess based on the stats of the merc in question, how far away the enemy is, what their stance is, and if they are behind cover. You can simply listen, too, as your mercs will literally tell you if it's a risky shot. But without that number making you doubt yourself, you'll be more likely to accept the risk.

You can always improve these invisible odds. Spending time scouting in real-time before you engage enemy forces will help you pick a better position for your assault, for instance. If you've got a marksman in your squad, you'll want to get them up high, whether that's a guard tower or just the roof of a building. Thankfully, all of your mercs are agile climbers. And when you're selecting targets—not just enemies, but specific parts of their body—you can spend action points to be more precise, forcing you to pick between accuracy and flexibility.

It's a lot more fun to watch fights play out when you're not able to predict the outcome, too. When I played in co-op, bombastic cheering and cries of anguish accompanied every encounter—though some of those cries were thanks to prevalent desync issues. I hope they get fixed because Jagged Alliance 3 is a game I would love to play more with a bud.

There's a great flow to it when you're part of a duo, as you both get to explore each map at your leisure in real-time, controlling the mercs that you specifically hired. Splitting the team up can get you in trouble if you encounter more enemies than you can handle alone, but exploration goes at a much brisker pace. And when a turn-based fight kicks off, you're able to command your mercs simultaneously, so there's very little waiting around.

With so many tactics games being built around a strict mission structure, Jagged Alliance's free-form sandbox feels incredibly liberating. Your core mission is to rescue the president, and throughout your time in Grand Chien you'll encounter plenty more missions, but you're largely free to explore the nation as you please and set your own priorities, like preparing an ambush for one of the dynamic diamond-laden convoys to bolster your bank balance. When you clear a sector of the strategic map, you'll place it under your control, but your territory can be invaded. This is not only extremely rude, it's also a problem because these sectors can provide you with the resources required to continue the war. Run out of cash and you won't be able to renew mercenary contracts.

Grand tour​

To avoid too much backtracking, you can create multiple squads of mercs, but that's expensive and you'll want every merc you can spare to be working towards your various objectives. Thankfully, you can also rely on local militias. Using your mercs with the highest leadership stats, you can train the locals to defend themselves. This isn't free, and while they're running drills your mercs will not be able to do anything else, but it's better than making your squads protect your territory. Other operations include training your mercs and treating injuries—the latter of which you'll end up doing a lot if you're as reckless as I am.

Managing your squads is a lot of work. This is a full-blown RPG as well as a tactics romp, so each character has a distinct personality and backstory, personal inventory, special skills—hacking, healing, repairing—and even demands. Some mercs won't work together because they hate each other, others will get along well and even recommend you hire their pals, and sometimes you'll need to throw them a bit more cash to make them work with an arsehole. As you progress you'll be able to hire better mercs with more desirable skills and better equipment, so you won't need to spend time training them or scrounging around for gear, and the temporary nature of the mercenary contracts means you're encouraged to swap mercs and experiment with your squads. If you're really vibing with someone, though, you can always rehire them.

You might expect the fights to be the meat of Jagged Alliance, but the RPG and open exploration elements are just as integral. You're dropped into Grand Chien with very little, so you need to spend a lot of time looting and making friends if you're going to defeat the Legion. Intel is massively important, too, which can be gleaned from chatting to locals and snooping around, unlocking new opportunities.

After the mess on the mine-infested beach, I managed to find the explosives expert I learned about, and got an opportunity to talk her out of helping the Legion, which would make a later fight a lot easier. Similarly, after liberating my first settlement, I was asked to help defend it from counterattacks by hunting down a very large gun, which I was told would be in a bunker. The bunker fight was a tricky one where I sadly learned that not all red barrels are explosive, screwing up a perfect plan, but we got through it. And a big gun was not the only reward. We uncovered a bounty of weapons, enough so that I wasn't even tempted to tell the villagers to screw themselves and keep the big one for myself. OK, I was still a wee bit tempted, but only because I'm a dickhead.

The preview build was not without its issues, however. Along with the co-op desyncs, I encountered an unkillable enemy who broke a mission, the occasional bit of weird enemy behaviour like wasting turns or moving out of cover for no reason, and the free aim feature definitely needs another pass—something's not quite right when my merc turns around and fires in the complete opposite direction. I really wish there were enemy vision cones, too, because I keep getting caught sneaking and it's rarely clear why.

Most of my time in Grand Chien has made me eager to return, though. I knew I was in for some good times when I snuck up some stairs to assassinate a Legion lieutenant and less than a minute later the floor was gone and the lieutenant, his goons and one of my own mercs were stunned on the floor below. God, I love grenades.
 

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Hmmm watching the German preview, some of the soldiers take way too much damage. Two of them ate a grenade and just shrug it off. Another took a shotgun blast to face point blank and didn't die. Also, bit weird how static it is when it comes to enemies getting shot or blown up. The grenade didn't even put them prone.
 

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If Rock Paper Shotgun can't wrap their heads around it, then that's a good sign.

https://www.rockpapershotgun.com/ja...nts-it-to-be-1999-again-and-not-in-a-good-way

Jagged Alliance 3 desperately wants it to be 1999 again, and not in a good way​

Not a good first impression
In the world of turn-based strategy games, it's probably fair to say that we've been waiting a heck of a long time for Jagged Alliance to make its next move. Almost a quarter of a century has passed since the last numbered entry in the series, and the many attempts that have been made to recapture its tactical, mercenary magic since then have been mixed at best, and reviled at worst. Haemimont Games, the devs behind Tropico and current custodians of the upcoming Jagged Alliance 3, know this, and their publisher THQ Nordic said as much back in September 2021 when it was first revealed, assuring players they were going to create a game that "really does justice to the Jagged Alliance legacy".

But in an era where turn-based tactics games are now increasingly defined by genre titans such as XCOM and Into The Breach, I'm not sure that legacy means all that much anymore. I've been playing a substantial early chunk of Jagged Alliance 3 over the last week or so, and its decision to pare back crucial information such as chance-to-hit and other modern conveniences has mostly left me feeling frustrated and annoyed rather than daring and excited. The writing also made me cringe so hard at times I think even the neighbours heard my groans of despair. It certainly looks the part of a modern strategy game, its detailed African landscape, top down perspective and interactive objects calling to mind Mimimi's excellent Desperados 3 and Shadow Tactics games, but the rest feels like it's been lifted straight out of the late 90s where we last left Jagged Alliance 2 - and not necessarily to its benefit.


Of course, if Jagged Alliance 2 is what you've been craving to revisit for the last 24-odd years, then I'm sure Jagged Alliance 3 will tick a lot of boxes for you. Alas, I'm now too engrained in the XCOM school of turn-based strategy games to feel much affection for that era anymore, and returning to that hazy, nebulous notion of not knowing if any of my shots are going to land in Jagged Alliance 3 feels like I've deliberately broken both of my arms and tied them behind my back somewhat.


The maddening thing is, Jagged Alliance 3 is more than happy to tell you everything else you might want to know about landing a shot. It will tell you how much damage you'll deal, its crit percentage, and with the ability to target individual body parts (split into the head, arm, torso, groin and foot), it will also tell you the exact damage modifiers you'll receive if you successfully hit them - including whether specific body parts are protected with armour or hidden behind cover. It will happily offer up every little detail affecting a shot's accuracy, such as whether your merc has a marksmanship bonus or you've spent extra action points to improve your aim, or if the enemy has a terrain advantage or is crouching or lying prone. These are represented as plus and minus marks, which is sort of useful, in that more pluses and minuses is probably a good thing, but there's stil no real clarity on what any of them actually mean, or how each point is weighted against the other. Things that, you know, would all be quite handily summarised with a single, cold, hard chance-to-hit percentage.

A gang of mercenaries prepare to take a shot in a jungle setting in Jagged Alliance 3Jagged Alliance 3 throws a lot of information at you, but I rarely felt like I was making properly informed decisions about my next move in battle.
THQ Nordic have, admittedly, spoken about this before, telling cheery RPS fanzine PC Gamer that "everything shifted" in the game's development when they decided to remove that chance-to-hit number. Keeping it in made it feel too much like just another XCOM clone, they said, which is a fair cop, if I'm being honest. As much as I like the style and distinct flavours of other, more recent tactics games such as Hard West 2, Warhammer 40K: Chaos Gate - Daemonhunters and Marvel's Midnight Suns, that XCOM muscle memory does come back in full force every time I come to play them.

But when Jagged Alliance 3 practically bombards you with so much extraneous bumph, knowing how to parse the information it does choose to give you can be difficult. A headshot has a damage modifier of +80%, for example, but is that on top of the stated damage number up the top, or some other number such as hitting a guy's torso? I couldn't tell you. Similarly, spending action points to improve your aim is bafflingly presented as well. A circle around your target will narrow with each point spent, but short of an extra plus in your accuracy column, there's no other indication whether spending one point is any better than two, three, or four.

A merc prepares to fire on an enemy soldier on a jungle bridge in Jagged Alliance 3Answers on a postcard for what the 20 means in the Range crosshair bar...
The same goes for the tiny range bar located between your remaining aim AP pool and the mouse prompt icon to tot them up. You'll notice it has an upper extremity that's simply marked '20' for some reason, but its accompanying crosshair doesn't move at all when you spend points to increase your aim. Could I also tell you why the crosshair would be inside or outside the little flashing portion of the bar that sometimes appears either side of it? Not on your life, mate, because not once does it take the time to explain what any of these things mean.

The defensive side of combat is thankfully easier to get to grips with. Half and full height cover are clearly marked on its grid-based map, and some low cover will only give you any benefit if you crouch or lie prone (and changing position will cost you one action point each time). Starting from crouched or prone will then cost you more action points to move from that position, but overwatch cones still tell you how much terrain is actually visible from your current position. If you're lying flat on the floor, for example, you're not going to be much use compared to your mate right next to you who's simply crouched.

A mercenary prepares an overwatch cone in Jagged Alliance 3Hello overwatch, my old friend...
Still, when it came to planning my attacks, the lack of anything vaguely useful to inform any of my decisions meant that all I could really rely on in the end was that old XCOM muscle memory, and I'm not gonna lie, it was like being wrenched over a cheese grater before being strung up on a rusty old rack and pulled in all directions. The thing is, unless its tutorial and general UI gets some hefty improvements before launch, I suspect most people coming to Jagged Alliance 3 will end up feeling exactly the same way - after all, XCOM-likes are pretty much all we've been playing in the turn-based tactics space since Enemy Unknown first came out in 2012.

Outside of battle, the frustrations continued. When you're not in combat, you move around its map squares in real-time, with enemies appearing gradually as they come into view. Again, maybe this is the muscle memory talking, but I wanted to approach these early, pre-battle moments like Desperados 3, getting my mercs into place without being seen, maybe taking one or two out stealthily before really getting into the meat of it. These light stealth elements are exactly what make Harebrained Scheme's upcoming Lamplighters League so exciting to me, for example, but Jagged Alliance 3 would almost always raise the alarm before I even knew I who or how I was spotted. Plus, regardless which merc actually triggered the eventual alarm, each group of enemies would always immediately know where everyone was hiding, rendering any kind of sneak attack or tactical pincer moves pretty much pointless.

A woman named Fox talks about diamond mines in Jagged Alliance 3A muscle man named Steroid talks about his biceps in Jagged Alliance 3A muscle man named Steroid jokes about breaking stuff in Jagged Alliance 3A woman named Fox talks about battle protection in Jagged Alliance 3Fox and Steroid probably had the worst zingers in my preview build, but gun fanatic Grizzly and marksman Ice were equal parts bad meathead / hoodlum parodies in their own right.
And oh god, the terrible merc barks. Such terrible, terrible merc barks. Not all characters were voiced in my preview build, but regardless of whether I was reading their dialogue on screen or having it slammed into my ear drums via its overly-ripe voice acting, they're just embarrassingly juvenile at times and have no bearing on anything anyone says. And the NPCs just carry on talking at you like these walking talking stereotypes have said nothing at all, and the whole thing just makes you want to double over with a +80% cringe damage modifier.

It's a shame, because other ideas Haemimont have brought forward from Jagged Alliance 2, such as certain mercs hating other mercs on your team and wanting more money to compensate for the psychic damage they'll receive, or being overly enthusiastic and getting morale boosts when they find out their best mate's going to be fighting with them, is actually pretty sound and something I'd like to see more of in strategy games. But when you get the sense that nearly three quarters of them have probably been cancelled in a previous life and have opted for mercenary work because it's the only thing they've got going for them, none of them are terribly enjoyable hangs.

The dynamic campaign map is, at least, a rare highlight in this otherwise worrying sea of early disappointment. Battle arenas each correspond to a grid reference on the top-down overworld map, and you'll need to navigate and exit them at the correct compass points to get to your next destination. You can also call in more mercs provided you've got enough funds to keep them employed for the length of their contract, but those additional squads will take time to arrive and catch up to other teams in the field if you need reinforcements.

An overhead view of Jagged Alliance 3's dynamic campaign map's dynamic campaign mapTime is money in Jagged Alliance 3, so you'll need to weigh up the cost of bringing more mercs in and taking the time to heal and repair equipment with each merc's expiring contract deadlines.
As before, the aim here is to turn the map from red to blue, but Jagged Alliance 3 makes no bones about how difficult it's going to be to achieve this. When you begin a new game, it states up front that it's meant to be a challenge and that running out of money is "a very real risk" on Normal difficulty. Wounds also heal slowly, and equipment takes a long time to repair on Normal, and you can also make it even harder for yourself by turning off auto-saving (making each death and choice well and truly final), turning off saving during combat altogether, and removing the downed state mercs enter when their HP hits zero, meaning they'll die straight away rather than give you time to patch them up. There is a 'Forgiving Mode' for a more relaxed experience where it's easier to recover from your mistakes, but it is "not recommended" by the developers.

  • Developer: Haemimont Games
  • Publisher: THQ Nordic
  • Release: Coming Soon
  • On: Windows
  • From: Steam
Really, though, all I want from Jagged Alliance 3 is a goddamn hit percentage, or at least a battle menu that makes it easier to understand all the other numbers it's throwing at me in its place. In its current state, I have a terrible feeling that this desire to cling onto the series' now worn and aged legacy will ultimately be the undoing of Jagged Alliance 3, and that it will arrive later this year as nothing more than a relic from a bygone era. From what I've seen so far, it runs the risk of becoming a series that's not only failed to adapt to the times it now finds itself in, but one that actively has no place in it either, thanks to its cast of almost offensively bad stereotypes. I hope Haemimont are able to turn things around before Jagged Alliance 3 comes out later this year, but all evidence so far points to a very low chance to hit.
TLDR version: he is butthurt that there is no hit percentage, also he loves XCOM.
 

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