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Jagged Alliance 2

1999

  • role-playing (rpg)
  • strategy
  • turn-based strategy (tbs)
  • tactical
  • adventure
  • science fiction
  • historical
  • single player

The story

Jagged Alliance 2 is a perfect blend of strategy, roleplaying and tactical combat. With dozen of new weapons, 150+ individual in-game characters, realistic combat physics and more than 10,000 lines of digitalized speech. Welcome to the killing grounds!

What it’s like

Isometric top-down maps of sun-scorched Arulco, rendered in earthy greens, dusty ochres and the flat grey of rain-soaked jungle, with the fog of war dimming everything you cannot see. Its soundtrack is a loose, twangy mix of guitar and synth that loops quietly under turn-based skirmishes, while gunfire, grenade blasts and digitised mercenary banter cut sharply through it. Night turns the map near-black, and the rhythm of planning moves by the minute: you plot movement and shots on a grid, watch a handful of hired soldiers take cover, and then wait out the enemy's turn with a cup of something warm. Violence is frequent and stylised rather than graphic: small sprites fall, blood is a few pixels, and explosions are brief. There is real tension in permadeath, where a lost merc stays lost, but the mood is wry and sardonic rather than grim, with plenty of gallows humour between the characters. It suits long, unhurried evenings with headphones on, or a patient weekend of plotting out missions, and it is for players who enjoy tactical puzzles, managing a small roster of characters they grow attached to, and the slow satisfaction of retaking a town square one building at a time.

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