

Another will flat out murder his rival if you let them mingle. One character goes off the rails if he's left in a region with a bar.
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Malice and Meltdown pair well because she loves killing and he fancies her, but Ira won't work with Malice because he "makes my skin crawl". The explicitly designed roster means you're thinking more in terms of who they are, rather than what perks they have, even if it's the same under the hood, because it manifests as something unique to that character.

Image credit: Image Credit: Strategy First I can't exactly defend it, but I can still roll my eyes and play it, and appreciate that they at least feel like cartoonish individuals rather than some numbers picked out of a hat. It takes smart writing to do dumb, stereotyped characters well enough to feel more ridiculous than malicious, especially with such brevity. But it isn't without its homophobic and racist stereotypes, only some of which can be shrugged off as tongue in cheek 90s pastiche. That vibe keeps it from descending into po-faced military gunwank, and is key to its enduring appeal. They're simple characters, entirely in keeping with the game's exploitation flick tone. There are even responses for every character to unique subplots events, just in case they happen to be the one to witness them. You lose some theorycrafting and powergaming, but you gain familiarity with consistent characters, and the ability to dicuss them with others in a way you can't with, say, your Wildermyth crew. In Jagged Alliance, every merc and all their relationships with others are bespoke, and meaningfully unique. "Story generator" games are a familiar concept now, but the benefits of procedural generation have made it fashionable to deliver randomised characters differentiated by perks and powers, rather than intrinsic personality. That's the other big thing that so many other merc games don't attempt in the same way.
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Where its excellent cousin Silent Storm is about discrete, orderly missions, and the recent batch of mercenary games are about a single, self-contained party, JA2 is a full management game, expecting you to balance books, procure vehicles, organise supplies, and keep your people from quitting in a huff. In Jagged Alliance, every merc and all their relationships with others are bespoke, and meaningfully unique You'll spend downtime there too, patching up wounds, repairing items, and having everyone train while someone ferries supplies to where you need them, your sneaky types explore, or your b-team escort some civilians. Towns in general are useful as they let you train defensive militia, and provide services and side jobs. But you'll prioritise mines for income, and airports for supply drops. There are no hard gates (although many areas are de facto off-limits until you're properly equipped), and you can liberate the island however you see fit. Reinforcements can appear mid-fight, and other squads will continue patrols, repairs, or whatever else they're up to. Combat happens in turns, which still push the clock forward. It's guerrilla warfare across an open map, any part of which can become a battlefield. Vocal fans will tell you to play its famous 1.13 player-made "patch", but that's a modification so huge and complex that it's best saved for a second or third playthrough, and even without it, Jagged Alliance 2 remains a phenomenal, tragically unique game. For your own sanity, don't rely on Steam for very old games). I recommend Stracciatella for the simplest vanilla experience, which is really what you should start with (and the GOG version.

It's worth, too, some light wrangling to get it running on modern systems at a reasonable speed. The trailer for Jagged Alliance 3, which is not Jagged Alliance 2 but is out next month A guerrilla warfare sim with great strategic freedom and probably the best turn-based tactical combat ever, all buoyed away from self-seriousness by a campy, irreverent tone and intentionally over the top characters. It's about leading a group of mercenaries to overthrow the tyrannical queen of a fictional island. It gives lots of options for fine control but using them is largely gated behind esoteric, repetitive keyboard shortcuts, which get doubly cumbersome during its awkward transitional moments between real and turn-based movement. Jagged Alliance 2 isn't that far gone, but it’s getting there. The ceilings are too low, the stairs too narrow, the pipes an afterthought. Ancient ruins of a house to be admired and contemplated, but not fit to live in. There are old games that are plain too hard to get into now, even I have to concede. This is The Rally Point, a regular column where the inimitable Sin Vega delves deep into strategy gaming.
