How long is jagged alliance back in action




















Share Embed. Read Critic Reviews. Add to Cart. Package info. Add all DLC to Cart. See All. View Community Hub. About This Game Jagged Alliance Back in Action is a contemporary remake of the latest title in the much-loved Jagged Alliance series of turn-based mercenary-themed strategy games. Designed from the ground up to offer a modern gaming experience, Back in Action showcases an updated isometric 3D look and interface, highly detailed character models and a variety of new gameplay features.

Back in Action takes players to the fictitious country of Arulco, where a ruthless dictator has seized power and only a small group of rebels stand to resist her. System Requirements Windows. See all. Customer reviews. Overall Reviews:. Recent Reviews:. Review Type.

All 1, Positive Negative All 1, Steam Purchasers Other All Languages 1, Your Languages Customize. Date Range. To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar. Show graph. Brought to you by Steam Labs. Filter reviews by the user's playtime when the review was written:. Plain to look at, crude yet fussy of interface, and saddled with AI that falls somewhere between remote control vacuum cleaner and stoned cat, Jagged Alliance: Back in Action doesn't quite meet its own noble ambitions.

Yet it still manages to feel meaty and thoughtful. Most of this stems from the management of your mercenaries: recruiting, controlling and upgrading a motley crew of hired guns, each with their own specialisms and weaknesses. You'll need stealth guys, you'll need explosives experts, you'll need medics, you'll need someone who can repair broken weapons and most of all you'll need men and women who are really, really good at shooting people.

It's a constant juggling act of both tactics and economy. Is your money - hard to come by at first, but flowing more healthily as you seize more territory on the map of the oppressed, fictional nation of Arulco - better spent on hiring new and better mercs, or on new and better gear for your existing chaps?

Or on extra guns to pass to the locals in zones you've reclaimed, to help them fend off random enemy invasions that you can't get your guys over to help with? A constant war rages across a large map, littered with money-making quests and zones that provides bonuses, and before too long you'll be making difficult decisions about whether to reclaim a lost mine, SAM site, prison or roadblock, or to forge onwards to grab something deeper into cruel queen Deidranna's territory.

The over-map, while still large and encouraging non-linear play, is stripped down compared to Jagged Alliance 2.

Merc training and healing has been ditched, with only travel remaining: so more or less everything now happens during missions. You could argue that this is more streamlined, or you could argue that it turns Jagged Alliance into more of a straight-up combat game - which makes this an appropriate juncture to bring up the new combat system.

Now in real-time, controlling your mercs either singly or in a group, it's vaguely comparable to a far more elaborate Cannon Fodder, or more contemporaneously, Men of War.

Success largely comes from outflanking your enemies, sneaking up on them, superior marksmanship or judicious use of stances prone, crouched and so on.

The old shot-by-shot orders are gone, with your mercs now shooting on sight or being instructed to take specific pops based on your calculations on which enemies and which body parts are the easiest marks. However, a spectre of the old system remains in the form of pause-time orders. Tap the space bar and you can plan out your individual mercs' movement and actions, then hit space again and watch it all play out in beautiful synchronised real-time.

Well, that's if you planned it right. It might well play out in horrifically messy, cack-handed real-time that results in all your soldiers bleeding out while an unscratched, machine-gun-toting enemy cockily crouches behind a wheelie bin.

Distinctly wobbly AI, for both your guys and their opponents, means nothing is ever certain - though the finer movement and facing control offered by pause-time does head some off the randomness off at the pass. The enemies suffer similarly, with lemming-like behaviour often making it all too easy to lure them into your bullets. The transition from turn-based to real-time has not been a smooth one, even regardless of the fanbase's grumpiness about the concept.

The new system, overall, does just about work - particularly when pause-time orders play out exactly as planned and you thus feel like a deep-thinking god of war. But battles are so often a surreal carnival of spinning men, sudden death and fish-in-a-barrel massacres that it's not the triumph it needed to be to justify the change.

Between real-time and auto-save, it's all too easy to brute-force your way through what wants to be a highly tactical game. So, Back In Action doesn't manage to be either the joyous return of a lost king or a spangly new action toy for the uninitiated. Too simplified for the former and too cheap for the latter, this isn't the explosive Jagged Alliance comeback it needed to be, or even the equal of its revered forebear. Nonetheless, it's a strategy game of uncommon substance. The critical reception was mixed at best, with armchairempire.

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