Jagged Alliance is back – With a new take on turn-based tactics, adventure elements and the well-known quirky mercenaries! Set 20 years after the first Jagged Alliance, this spin-off lets you experience a road trip into a jungle hell to test your mind and body to the limits!.
Jagged Alliance: Rage! Is the closest thing we have to the greatness of Jagged Alliance 2. It's a very trimmed game, delivering the experience rather than a carbon copy of the series. You still have to care for your mercs' health and gear, as well as carrying capacity, but at a much less grognardy level. I dunno if 1.13 mod fanatics will be pleased, but for the others, it's a good introduction to what Jagged Alliance used to represent.
Jagged Alliance: Rage is yet another release that uses the Jagged Alliance name but fails to deliver. The turn-based gameplay and the survival elements are good enough, but in other areas there are tons of shortcomings that not only disappoints the old fans of the series but also fails to ward off competition from other turn-based titles available on the market.
Jagged Alliance Light: Only four controllable mercenaries, small maps and comic graphics - but if you don't expect Jagged 3, you'll get solid tactics.
This classic franchise is back with good ideas and a poor execution. If you are a hardcore fan of the series or you’re planning on playing with friends, have a look at it. If not, better look elsewhere.
The battles are decent, but with the focus on wrong priorities, lack of character development and a few other problems this is little more than a mess with quite some potential.
This Jagged Alliance is bad, but not to the point that it incites rage. Play, uninstall and forget. It’s not rage, more like… apathy.
I'm really struggling to find anything good to say about Jagged Alliance: Rage, other than that its name is appropriate. I suppose the stealth mechanic sort of works, although even there occasionally your sneaky work can be ruined by a patrolling soldier somehow glitching and eternally clambering on and off a rock instead of completing his route. Each playable character has a background trait that is supposed to play out as a weakness but that you rarely notice in play. The characters you choose to play seem irritated by one another, and by everything going on around them all the time. I've got to say, I think it's pretty understandable.