It works like this: You take your two
mercs (you won’t unlock another for
hours) and liberate a jungle island
one turn-based combat encounter at
a time. Each merc is a bundle of skills
and quirks. This is the game’s biggest
strength, as each character feels
different, if not exactly
balanced. Raven is a
sniper who can’t carry
heavy weapons. This is
more useful than Ivan,
a tank whose bad knees
hurt him every time he
jumps down a step.
The story is as deep
as it is original—which is to say not at
all—yet takes up a surprising amount
of time, full of conversations I quickly
checked out from, but couldn’t skip.
It can’t decide if it wants to be gritty
(they’re kidnapping children!) or
cartoonish (they’re mind-controlling
people!). The mercs are, to put it
charitably, a broad collection of
national stereotypes. The one clever
idea the game has is to emphasize
how old they all are, but despite
being prominent in the marketing, it
doesn’t come up often.
The fact that you only get two
mercenaries to start with is
important, because those opening
few hours are brutal. I haven’t played
any of the previous Jagged Alliance
games, so I don’t know if they were
always this hard, but even as an
XCOM veteran I was initially worried
I wouldn’t be able to
finish more than a few
levels before my
deadline. Things do get
a little easier a few
hours in when you’ve
managed to scavenge
some armor and
healing items, but even
then you’re often saddled with
awkward objectives that force you to
take action before civilians are killed.
The result is a game that often needs
you to stealthily kill half the enemies
on the map before you get spotted,
which isn’t easy when your two
soldiers are often facing 20 guards—
all of whom get alerted very easily.
It feels like a lot of the game’s
problems could be solved if I started
with more mercenaries. The added
firepower would make combat both
easier and more interesting, giving
me more than a couple of abilities to
play with (there’s no levelling up, and
most equipment is just slightly better
versions of the same few guns).
MAKING CAMP
The difficulty is also increased by the
fact that there is no post-mission
recovery. Your wounds from the last
battle carry over to the next one
unless you rest, which carries the risk
of being discovered by a patrol. The
only equipment available is that
which can be laboriously looted from
individual corpses and containers
(the game is really crying out for a
‘here’s all the loot’ screen). This
survivalist aspect appears elsewhere
too, with soldiers having to drink
water, stem bleeding and fight off
infections. I get the concept, they
want to convey the idea of this
scrappy team surviving in the jungle,
but the reality is mostly just juggling
several different consumable items to
cure your various conditions.
There is an overmap, though,
which enables you to traverse the
island, moving your troops from node
to node while pursued by enemy
squads. In theory you can avoid these,
especially as the game eventually
gives you a squad of rebels you can
use to delay them. In practice you’ll
almost always end up getting caught
in a series of frustrating ambushes,
especially as the troops move while
you rest to heal up and repair your
weapons. Jagged Alliance: Rage is in
love with busywork.
Ultimately it is that busywork,
coupled with the odd decision to give
you such a low number of troops,
that makes the game a slog. The good
news is that we’re living in a golden
age of turn-based tactics games, and
both Jagged Alliance fans and the rest
of us can do better than a lukewarm
game with a beloved name.
NEED TO KNOW
WHAT IS IT?
Belated sequel to
beloved turn-based
tactics game
EXPECT TO PAY
$20
DEVELOPER
Cliffhanger Productions
PUBLISHER
Handy Games
REVIEWED ON
Core i5, GTX 970,
16GB RAM
LINK
jaggedalliance.com
42
Too hard, too dull and
too much, Jagged
Alliance: Rage is a sequel
that doesn’t live up to the
success of its forbears.
VERDICT
The story is as
deep as it is
original—which
is to say not
at all
J
agged Alliance: Rage is in love with busywork. At every stage of
the game I’m bombarded with basic maintenance tasks, survival
elements, weapon degradation and looting—so much looting. It
wouldn’t be so bad if there was more variety to the combat, but
sadly I found myself using the same few tricks over and over.
TOO OLD FOR THIS
WELCOME TO THE JUNGLE An introduction to the island overmap
1 ALLIED
Your rebel allies can
delay enemy troops.
2 TAKE A BRE AK
Resting is vital to heal,
craft, and repair your
troops’ weapons.
3 ON THE MOVE
Enemy squads can
move once a turn, even
when your own units
are resting.
4 STORY NODE
A major objective,
useful for advancing
the story.
5 SPAWN POINT
A guard post, these
continually spawn new
armies until defeated.
6 ‘OPTIONAL’
An optional objective
(but in reality you’ll do
them all).
1
2
3
4
6
5
JAGGED ALLIANCE: RAGE
is all busywork and no play. By Tom Hatfield
REVIEW