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Jagged Alliance 3 from Haemimont Games

0wca

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I've seen the gameplay videos way back and they looked like ass, but that was before the developer switch I think.
? Are you talking about a video you saw in 2008 or something?

I think 0wca got JA3, JA3D and JA:BiAtch (back in action) all mixed up.

Easy mistake to make. The two latter abortions is where everyone has the :prosper:face.
413219000.jpg

Kill...me...
1C4F104614B2ED98D283285E84AFD395A594D74D

Holy crap, just googling this shit gave me ptsd.

Nope, I'm talking about the early beta (or I guess it was EA) gameplay video for this game which didn't look very good.

But yeah, nowhere near as bad as those two.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
There's a very long history of attempts to create a Jagged Alliance 3: https://en.wikipedia.org/wiki/Jagged_Alliance_(series)#Jagged_Alliance_3

Strategy First and Game Factory Interactive announced in June 2004 that Russian developer MiST Land South would develop the next two games in the Jagged Alliance series: Jagged Alliance 3D (JA3D) and Jagged Alliance 3 (JA3).

Jagged Alliance 3D was envisioned as "JA2 in 3D", or basically the same game as Jagged Alliance 2 but using a 3D engine. Jagged Alliance 3 would be the "true sequel" to JA2, a full-fledged game in the same spirit as JA2, and using the engine developed for JA3D. JA3D would come out quickly, within a year or two of the release of the generally successful Wildfire mod, and be followed by Jagged Alliance 3. SFI choose GFI because GFI had already released Cops 2170, a tactical-strategy game published by SFI in North America. The two companies already had a relationship, and it was felt the JA3D project could be mutually beneficial.

From statements made by both Strategy First and Game Factory Interactive, it is apparent that GFI assumed the costs for the development, with SFI providing the intellectual property and the overall vision for the project. This arrangement proved to be very cumbersome, and prone to misunderstandings and confusion. SFI, naturally enough, had very ambitious goals for JA3D while GFI sought to control development costs and time.[30]

The initial plan was for GFI to use a modified Cops 2170 engine to quickly produce JA3D. However, GFI already had a second strategy game in production, ALFA: Anti-terror, and they made the decision to use this engine for both games. GFI planned to set the game in Africa, which was fine with SFI. However, GFI ran into trouble with the strategic layer for Jagged Alliance. They proposed a mission-based structure for JA3D instead. There would be no free-flowing strategic layer, as in Jagged Alliance and Jagged Alliance 2 where the player made strategic movement decisions, and initiated attacks on a map. Instead, the game would be structured like Jagged Alliance: Deadly Games, with a series of missions, which were essentially combat-only levels. SFI was resistant to the idea, but agreed to it, feeling this would shorten the development time. Besides, JA3D was always intended as a bridge between JA2 and JA3, so it was acceptable that it was not a "full game".

In 2004, initial screenshots of the new engine were released, showing a somewhat primitive 3D engine with familiar Jagged Alliance characters, such as Shadow.

In May 2005, the MiST Land South developers announced they would be discarding the turn-based combat system in favor of real-time combat. The turn-based combat had been a hallmark of Jagged Alliance from the very beginning, and it was a major reason why most fans stayed with the game. This announcement was a surprise to Strategy First, and was very quickly vetoed by Richard Therrien, VP product development of SFI.

In September 2005, SFI withdrew the rights for Jagged Alliance 3 from GFI, leaving them with the JA3D license only.[31]

A pre-beta version of JA3D was shown at the 2006 E3 convention, and received a generally favorable reception.[32] The gameplay appeared to be very similar to Jagged Alliance 2, with updated and improved graphics, as well as a 3D combat engine.

On July 20, 2006, Game Factory Interactive announced that MiST Land South was being dissolved, as of August 1, 2006.[33]

In August 2006, SFI withdrew the rights to JA3D as well. GFI claims that the game simply did not fit within SFI's plans. SFI, on the other hand, states that JA3D was in an incomplete state and not ready for the scheduled release date. It was obvious that SFI, having faced years of development without any progress, had finally given up on the project.

This left GFI with no rights to use any of the intellectual property of JA3D, including characters and story line. GFI now plans to rework the characters and story to remove Jagged Alliance-specific details, and will publish the game under a different name. In a September 3, 2006 post on its discussion boards, GFI claims that SFI owes it money, but this is denied by SFI without further elaboration. One of the changes GFI plans to make to JA3D is the introduction of a strategic layer.

In November 2007 Game Factory Interactive released Hired Guns: The Jagged Edge.[34] The game does not have any storyline or characters in common with JA2, as GFI lost the rights to use any of the intellectual property of Strategy First. Still, it is seen as a spiritual successor; the game is structurally similar to Jagged Alliance series and features a mercenary-themed plot, turn-based gameplay, and a familiar game interface.

Strategy First intended to produce Jagged Alliance 3 internally, with head developer Thiessen promising a much more open experience than any other Jagged Alliance game. There were expected to be five separate factions to fight in JA3, instead of a single enemy. Characters were said to have their own agendas and allegiances in addition to randomization of various settings of the game upon startup in order to make it less predictable; a character who was allied with the player in one game could be their enemy in the next. Player actions were also said to influence how the characters of the world react to them.

In December 2006, Strategy First outsourced Jagged Alliance 3 again. The publisher, along with Russian developers Akella and F3games, were to create the game, setting an approximate release date of late 2008.

As of October 2008 the game has been delayed again, and Akella's website was displaying a release date of Q1 2010. This delay was likely due to publishers demand to improve graphics.[35]

On December 21, 2009, a German language game site reported that Akella had stopped development on Jagged Alliance 3.[36] Strategy First had made no statement on the future of the Jagged Alliance series.

On March 9, 2010, German outfit bitComposer Games (now bitComposer Interactive) picked up the rights to the PC strategy series, and started "preliminary development" on the third full game for release in 2011.[37] In August 2015, Nordic Games (now THQ Nordic) acquired the rights from bitComposer. “The decision to acquire Jagged Alliance was an absolute no-brainer for us”, commented Reinhard Pollice, Business & Product Development Director at Nordic Games,[38] although no immediate announcement has been made regarding their specific plans for the series.

On September 17, 2021, during the THQ Nordic 10th Anniversary Digital Showcase Jagged Alliance 3 was announced for PC, now in development by Haemimont Games.[39]

But when Haemimont started showing their game it already looked pretty much the way it does now.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Anyway, consoles:



https://www.thqnordic.com/article/s...ood-jagged-alliance-3-coming-playstation-xbox

Sofia, Bulgaria / Vienna, Austria, August 29th, 2023: Exciting News for Console Gamers! Get ready to dive into the world of strategic brilliance as Jagged Alliance 3, the highly acclaimed turn-based tactics game, gears up to make its grand debut on both PlayStation and Xbox platforms. Settle into the comfort of your couch, take command of your skilled mercenaries, and embark on a mission to rescue the nation of Grand Chien.

Boasting an impressive Metacritic Score of 81 and a User Score of 8.1 for its PC version, coupled with a staggering 91% approval rating from Steam reviews, Jagged Alliance 3 has undeniably captured the essence of excellence. As eloquently stated by Hooked Gamer in their stellar 95/100 review, the game has truly "nailed the vibe." Likewise, IGN hails it as "a smartly-built, action-packed throwback tactical extravaganza" paying homage to its nostalgic charm.

Anticipation builds as Jagged Alliance 3 undergoes meticulous development for both PlayStation enthusiasts, spanning from the fourth iteration to the latest PlayStation 5, as well as for devoted Xbox players, covering both the Xbox One and the Xbox Series S/X. The game is slated for release at a suggested retail price of $59.99 / €59.99 / £49.99.

Lead your mercenaries to victory from the comfort of your living room as Jagged Alliance 3 redefines strategic gaming on consoles!

Check out the Console Announcement Trailer: https://youtu.be/0gl3GCVrdPk

Links to the game:
Xbox: https://www.microsoft.com/store/productid/9pjdq1mkwn3d
PS: https://store.playstation.com/concept/10005890

Limited Tactical Edition Box returns for Consoles & PC
We have retained a few units of the highly acclaimed Jagged Alliance Tactical Edition (which sold out within a few days) for the upcoming Console release. Once again, these are being offered in a strictly limited quantity of 550 pieces. Make sure to secure yours by pre-ordering the Jagged Alliance Tactical Box. This exclusive offer is available only through our online store at:
https://eu.store.thqnordic.com/en/241/jagged-allia...
... and at our THQ Nordic Vienna Store.

The limited Jagged Alliance 3 Tactical Box comes in a sturdy and waterproof case, ensuring your gear remains safe and dry. The Tactical Belt with a Belt Pouch provides quick and easy access to your essential items, while the A.I.M. pin showcases your allegiance to the cause. Please note: No copy of the game will be included in the edition, please place a separate order.

Check out the Tactical Box Trailer: https://youtu.be/Zjorkl7WM7g

Get to know the characters of Jagged Alliance with a set of 36 character cards, each showcasing their professions and personalities. With the Jagged Alliance 3 Tactical Box, you'll be fully prepared to take on whatever challenges come your way!

Here's the full overview:
  • Outdoor case, 100% water- and dustproof & IP67 certified
    • Outer dimensions: 258 x 243 x 118 mm
    • Inner dimensions: 235 x 180 x 106 mm
  • Heavy Duty Tactical Belt for your pants
  • Tactical Belt Pouch for your gadgets
  • A.I.M. Pin
  • Set of 36 Character Cards
  • GAME NOT INCLUDED
The Tactical Edition will be available at an SRP of € 79.99 and is limited to 550 pieces.
 
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pm_675

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The limited Jagged Alliance 3 Tactical Box comes in a sturdy and waterproof case, ensuring your gear remains safe and dry. The Tactical Belt with a Belt Pouch provides quick and easy access to your essential items, while the A.I.M. pin showcases your allegiance to the cause. Please note: No copy of the game will be included in the edition, please place a separate order.
:nocountryforshitposters:
 

Kruyurk

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Collector's edition are a very cringe concept, targeted at FOMO consoomers with shit tastes (who wants to fill their house with all that crap?)
 

ArchAngel

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The limited Jagged Alliance 3 Tactical Box comes in a sturdy and waterproof case, ensuring your gear remains safe and dry. The Tactical Belt with a Belt Pouch provides quick and easy access to your essential items, while the A.I.M. pin showcases your allegiance to the cause. Please note: No copy of the game will be included in the edition, please place a separate order.
:nocountryforshitposters:
Diablo 4 plague is spreading..
 

spectre

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That "plague" has existed since forever. Everything is shit is 2nd motto of 'Dex
Well, if you want to be the "glittering gem of hatred" you were meant to be, I'd say the minimum requirement is being informed what you're raging about.
You still need to finish a game seven times to be sure it's shit.
 

ArchAngel

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That "plague" has existed since forever. Everything is shit is 2nd motto of 'Dex
Well, if you want to be the "glittering gem of hatred" you were meant to be, I'd say the minimum requirement is being informed what you're raging about.
You still need to finish a game seven times to be sure it's shit.
Nah, you just need to read 7 codex reviews for same game before you can make up your mind.
 

0wca

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Really enjoying it so far and the only complaints I have can be solved by patches/mods:
  • Militia can't move from their spot and there's no mobile militia.
  • Pathfinding breaks sometimes.
  • HP damage doesn't seem to affect AP.
  • Canceling movement on water makes squad return to original position.
 
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spectre

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Is this better or worse than Xcom 2? I never got around to putting much time into either one.
I couldn't stomach EXCUM2 (managed to force my way through modded EXCUM1 fwiw), with a few mods, JA3 was playable for me,
but the rpg-ization made it too tedious to manage a full playthrough. Also, a lot of the mods I was interested in required a restart.

I'm just amazed at how tight it is for something made today. Like it's a genuinely legit attempt with actual effort put into it.
And this my friends is the low expectations I'd expect of a true fan of the genre, who has followed the development and suffered through JA3D and JA:BiAtch. No sarcasm.
 

Shaki

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Is this better or worse than Xcom 2? I never got around to putting much time into either one.

Much worse, XCOM2 for all its faults had difficult parts sometimes, this is piss poor easy. Also XCOM offers much more viable character builds, loadouts, items, etc while JA3 is basically give everyone rifles and explosives, gg 5h in you just won the entire game - Inventory/character management is the worst I've seen in a tacticool from a balance standpoint, game pretty much plays itself.

Also XCOM actually had a story, while admittedly it's a dogshit one, it allowed *some* semblance of immersion, while JA3 has parody turned up to 11, it's worse than Larian's DOS/DOS2.

Couple of days ago, I actually noticed a comment on youtube of all places, that perfectly describes my feeling about the story/setting in this game:

JA3 is actually a really good example of one of the common pitfalls of adapting or iterating on someone else's work: being reductive. When you're given the chance to work with source material you really like, it's so easy to focus on only the parts that personally appealed to you, the ones that struck you the most, at the expense of everything else, of all the pieces that make the work a coherent whole. JA2 wasn't Hot Shots 2. It wasn't a parody of a war story; it was a war story with a comedic tone. But if that comedic tone is what stuck with you while playing, then of course your takeaway for a sequel is going to have it set in a violent cartoon world

Only way in which it could be better than XCOM, would be the fact that it's more "RPGish", it's filled with shitty quests and interactions, constant dialogues, and you have some choice&consequence etc. XCOM was a goyslop mediocre tacticool but still a tacticool, JA 3 is mediocre parody RPG with some half-cooked tacticool elements. If you think tacticools are too hard and boring, but like Disco Elysium, JA3 probably wins over XCOM.

Also I guess if you REALLY prefer team members with personality, rather than playing your own customized chars, then JA3 might be better, but it depends on how immune to cringe you are. Mercs are another thing from JA2 that they turned up to 11 in terms of parody, every merc that had any kind of a gimmick but otherwise was mostly professional, now is 200% gimmick. No more professional killers, now everybody is a clown.
 
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0wca

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The guns need a balance patch.

Currently, sniper rifles and knives are the most powerful in game. I probably did 70% of kills with those two weapons.

Melee weapons especially have an insane crit damage and are near impossible to defend against when the enemy gets close.

They need to nerf melee crit dmg and slighly lower rifle CtH. If my sniper is prone with his rifle its basically 1 guaranteed headshot per turn.
 

Gambler

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The game is pretty good overall. Some of the worst things that have been there initially are now patched.

Worst aspects of the game:
- AI. Especially for allied forces (militia and NPCs that sometimes fight on your side).
- Scripted scenes that sometimes (not often, thankfully) force you into a bad position with enemies magically appearing around you.
- Forced spots for deployment when defending a sector. (Although, this is much less of an issue now that they've added active pause.)
- Some scripting bugs that randomly trigger wrong events. (These are being fixed with patches.)

Some mercs have one-dimensional personalities, but the overall writing is pretty good. Voiceovers are good. Some exchanges are really funny.

The best part is that there is a lot of different stuff to do, it's all interconnected and you're free to experiment with how you do it. Skill checks frequently give you additional options. Perks sometimes open entirely new dialog lines. Mercs have their own likes and dislikes. In many ways the game world feels more alive than in most RPGs. NPCs move around and do stuff. (Not in real time, but they can appear in different sectors based on scripts.)

Best aspects of the game:
- Like someone said above, the game is very good at connecting local battles and "quests" to the overall sense of having a mission and waging a war.
- As you explore sectors and talk to people, you get better and better sense of what's going on, who is involved, and how the country of Grand Chien functions.
 
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ArchAngel

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The guns need a balance patch.

Currently, sniper rifles and knives are the most powerful in game. I probably did 70% of kills with those two weapons.

Melee weapons especially have an insane crit damage and are near impossible to defend against when the enemy gets close.

They need to nerf melee crit dmg and slighly lower rifle CtH. If my sniper is prone with his rifle its basically 1 guaranteed headshot per turn.
Those things are mostly realistic then. They just need to buff burst fire.
Good snipers will mostly always hit their shots at effective range and with decent time to aim. Close up, knifes will beat almost any other weapon except maybe some pistols.

Snipers are well balanced in JA2, they got a very narrow vision range and if one runs outside of it, it takes a whole round to setup to aim at different direction.
 

0wca

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The guns need a balance patch.

Currently, sniper rifles and knives are the most powerful in game. I probably did 70% of kills with those two weapons.

Melee weapons especially have an insane crit damage and are near impossible to defend against when the enemy gets close.

They need to nerf melee crit dmg and slighly lower rifle CtH. If my sniper is prone with his rifle its basically 1 guaranteed headshot per turn.

Close up, knifes will beat almost any other weapon except maybe some pistols.
You have to take into account that stabbing a person once or twice doesn't necessarily kill them (unless you go for the throat). People can get stabbed a surprisingly large amount of times before they go down compared to bullets (unless of course you directly hit a vital organ). It also hits a bit too often. A trained merc would have a descent chance to dodge a knife attack, whereas I'm almost constantly hitting. Vice versa, my knife guy also gets hit very often which doesn't make too much sense as he would be able to dodge it better.

They should lower the hit chance for knives a bit and instead make them ignore armor (since you're stabbing the exposed parts of the body) and cause more bleeding. Melee attacks should also take the target's melee skill more into effect when defending against other melee attacks. Also the crit damage needs a nerf for knives as they sometimes do 150+ crit damage vs a sniper crit which is like 70+.
 

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