Yeah, Scully's one thing, at least he's got the proper rape-face on for knife work, but they really did a number starting Vicky on hormone therapy:
Also, Fox I am pretty sure is not supposed to be a poster child for FAS.
Can't be bothered to link the originals, they're easily found on the wiki for those who can't remember.
***
I ended up making a bit of time to demo this. My gut instinct was not to get overly enthusiastic, but also try and keep the prejudice in check somewhat.
I didn't expect anything close to 1.13, nobody sane did, but in the end, it does say Jagged Alliance on the tin, so let's see but let's see how it holds up to vanilla JA2.
A lot of the stuff looked familiar, the stats, the layouts, (some of) the faces. Turns out each character now has a unique perk, a special ability of sorts, just for themselves,
and will get to pick more from a predefined list as xe levels up.
The setting felt familiar enough, only this time we're having former french colonies. This means you get to listen to heavily accented blabbering straight out of 'Allo 'Allo
and frankly speaking, It ended up annoying the fuck out of me in less than an hour. And you will be hearing a lot of dialogue, with choices, helpfully marked with an
asterisk indicating "there will be consequences if you go with this". Ominous.
Characters also interject in the conversations all the time. I haven't tested them all, but it seems a mixed bag. I already noticed some are really fucking annoying,
but that's part and parcel of jagged alliance, there's more to the merc than just the stats.
So, a success by the devs? Let's say partial.
The bad guys seem to be really into skulls and bodypaint and witch-doctor accessories, from what I've seen. Can't say if the elite troops share this fetish.
Game also features a lynching of a person of color as a conclusion to one of the early quests (by other persons of color, so I guess it's a'ight) so it's probably not all bad.
The terrain looks tropical pacific, littered with all sorts of remnants from WW2, bunkers, guns, big guns, graves and monuments.
Not terrible, although I have issues with presentation. It gets better when you get used to it, but finding shit though all the visual clutter is annoying.
So, what about my gripes? I had a few, but let me just focus on one. As seen from the earliest preview materials, I knew the scramble turn for the enemies will be a hard sell.
And it really does. It really fucks over any attempts to plan a silent takedown or even a defense. Something I could probably get used to,
but when coupled with dubious interface and enemies moving in real time - as it's not yet combat time, it becomes an exercise in frustration.
When compounded, these issues were sufficient to make quit and not bother with the game anymore.
The situation was as follows: I planned to ease my entry into the final camp on the tutorial island by doing a bit of covert knifework.
The pieces seemed to be there, the game gives you all the cues when you're hidden and when you're about to be spotted.
Doesn't always work, sometimes it seems enemies become alerted even while having their backs turned, but it might have been me missing a sentry with LoS.
Silent knife kill is a tad complicated on the interface, cause you first need to prep it by selecting the appropriate option from the aiming menu (which isn't terribly handy to use),
then sneak towards the recipient and click through the attack. Awfully inconvenient to do when enemies are still moving in real time.
I heard there's a mod for it, and I really recommend everyone to get it.
Could be easier with supressed firearms, but if you miss but one shot, the immediate follow up is the scramble turn.
The straw that broke the camel's back, as far as I'm concerned, was when I tried to get a drop on a sniper guy hanging out on a tower.
Was able to get up all nice and silent, but when I wanted to click and make the attack happen, the dumb cunt under my control turned around and fucking started climbing down the
ladder for whatever reason, botching the whole thing and alarming everyone.
I probably shouldn't get so worked up over this in a game that's essentially about shooting guns. The basic mechanics here looked okay at the first glance,
burst fire can hit multiple targets and do collateral damage (with exploding cars, something the game jokes about but still does)
though some of the damage values feel extremely iffy - basic grenades which seem to be based off stielhandgranate only do something like 22 damage,
not enough to even drop a guy, kar98 headshot does a nice 68, but two shotgun blasts to the head at point blank only left a guy on "severely wounded",
leaving me scratching my head.
All in all, the mechanics are very boardgamey with special attacks, stacking bonuses and status effects. Some immediately disqualify
the game as a simulation (I died a little inside when the in-game description flat out told me a character has an endless supply of throwing knives),
like the "Grit" mechanic in which you earn points when entering melee range, which are ticked off by damage before the character's health, acting as a magical shield of sorts.
There's also other stuff like free movement points which appear to reward characters using and specializing in light armor,
as well as perks giving some characters free attacks (and even free grenade throws, however that one works in practice).
Perhaps people who are comfortable by the formula as well as those who wanted jagged alliance to take a turn towards an rpg-lite
(I swear, we condemned games into that subforum for less) might have more luck with it.
As far as I am concerned, I'm having difficulty enjoying a "strategy" game in which both sides don't really seem to play by the same rules.
Perhaps it gets better as you go, as for now I need to set it aside cause for some of the first impression to wear off. It was very mixed.