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E3: PMC ops in Jagged Alliance: Back in Action photo

Jagged Alliance: Back in Action is a mercenary tactics game intended to revitalize a dormant franchise. No, this isn't the long-awaited Jagged Alliance 3 (which is apparently still happening) but instead a remake of 1999's Jagged Alliance 2.

The monarchy of the nation of Arulco is deposed and you take command of the mercenaries hired to restore the rightful ruler. I checked out a hands-off demo to see how this operation would go down.

To accomplish missions, you hire teams of mercenaries from an available pool. Each merc has his or her own habits and idiosyncrasies, and a team will only be as effective as the compatibility between teammates. The interactions between teammates, whether they hate each other's guts or not, adds levity to the game.

Now, a bit of a stink was raised last year when it was announced that Back in Action would drop the original's turn-based combat. Trust me, this doesn't make the game any less tactical. Instead, you have two gameplay options -- a traditional RTS style and the new "Plan & Go" system.

The way "Plan & Go" works is that players will plan several commands that they'd want the mercs to follow before hitting "play" and letting them do their thing. At the bottom of the screen is a timeline not unlike a storyboard found on video editing software; here, you can perfectly sync the movements and actions of your mercs.

Once the commands are set, the mercs will run on autopilot until a certain waypoint is hit. These waypoints are triggers that pause the action and allow you to re-plan your strategy. You can modify your triggers -- when a merc is low on health, when an enemy is spotted, when a weapon jams, etc. -- so that the game runs at your own pace.

Doesn't sound too bad, now does it? If you want to give it a shot, Jagged Alliance: Back in Action will release on the PC on October 18.








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Tony Ponce (aka megaStryke) is a culturally confused, Canadian-born Puerto Rican who grew up in Japan and South Florida ... yet can only speak English. He specializes in writing features and maintaining an immaculate goatee. Likes: Any and all things related to Mega Man, Contra, Castlevania, 2D, PB&J sandwiches, applesauce, and candy corn. Meet the rest of the team



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12 comments | showing # 1 to 12
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CyricZ's Avatar - Comment posted on 06/13/2011 11:54
CyricZ
From that first picture, looks like Jamie Hyneman is gonna cap some dude's ass.
Eternal's Avatar - Comment posted on 06/13/2011 12:02
Eternal
I'm confused. A tactical game from the 90s that isn't being remade into an FPS or FPS/RPG hybrid?
Evk's Avatar - Comment posted on 06/13/2011 12:13
Evk
Plan & Go sounds like a mess. What's wrong with just making it turn based again? Did that work too well the first time around?
Marc Allen's Avatar - Comment posted on 06/13/2011 12:15
Marc Allen
@Eternal

A shocking twist isnt it lol. Glad theres some dev's out there with the balls left to release something retro like this in this day and time, without losing everything that made the previous retro games awesome.
Tubatic's Avatar - Comment posted on 06/13/2011 12:37
Tubatic
Sounds like Flotilla and Frozen Synapse. Considering all the other stuff I've heard about the Jagged Alliance series (never played it), sounds like it could be pretty good.
ockasee's Avatar - Comment posted on 06/13/2011 13:43
ockasee
I love turn-based. But what I don't love is forced turn-based during moments when there's no action. Any system which seeks to refine the formula is a step in the right direction.
l3illyl3ob's Avatar - Comment posted on 06/13/2011 13:59
l3illyl3ob
@Evk

The benefit is that a semi-real-time system like this gives more tactical freedom without sacrificing the ability to extensively plan out your actions like in most RTSes. You're able to coordinate actions between multiple mercs and partake in simultaneous flanking maneuvers. The added amount of realism makes it more intuitive, as opposed to Jagged Alliance's convoluted system of interrupts.

Looking forward to this, I hope that Plan & Go is better realized than Brigade E5's and 7.62's "Smart Pause" system.
Teslacrashed's Avatar - Comment posted on 06/13/2011 17:09
Teslacrashed
This makes me sad, I don't like how either of those new options sound at all. I played a lot of JE 1 and 2 back in the day, and I play JE2 with the 1.13 patch very often. I love my turns. :(
Niero's Avatar - Comment posted on 06/13/2011 18:31
Niero
test
RaginDude's Avatar - Comment posted on 06/13/2011 18:31
RaginDude
I'm willing to try this new approach, but the thing that plagued the last tentative was the horrendous bugs.
Shoop's Avatar - Comment posted on 06/13/2011 19:31
Shoop
Plan-and-Go sounds pretty retarded and I'd rather them have just kept actual turns in there.
Edward Yee's Avatar - Comment posted on 06/13/2011 19:55
Edward Yee
The analogue I've seen would be 7.62 - High Caliber, which used a "smart pause mode" instead of "plan and go"... or at least, it would be semi-realtime with actions having a time cost; for example, firing weapons (based on the weapon firing mode, aiming mode, stance, how readied to fire... ya know, like JA2's varying point costs to fire), time-to-move-a-certain-distance-at-a-certain-pace...

I mainly remember it for having a ton of guns and even more moddability than JA2 though, as I don't believe the v1.13 team was ever able to break the "4 attachments" limit.
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