Jagged Alliance 3 Review (KiB_NiNeS)
Modern X-com with a Jagged Alliance theme or Jagged Alliance with modern X-Com mechanics.
TLDR: Game is good. Streamlined, yet combat is not that faithful to JA2, but who cares.
I'm always perplexed when it comes to how to start these reviews, which is probably why I never really make em, but given I want this game to be a success so the developers will choose to support this game in the future I have to add my voice and say what I think. And to also let people know this is a great game! there you have it, don't have to read anything more.
A little about me; I'm a boomer man child who has played a lot of RPGs and turn based tactics games from the mid to late 90's. So it's no surprise that one of my favorite games of all time is Jagged Alliance 2 for the depth and character it brings. But how does this game stack up?
It's impossible to satisfy everyone, but I'd say as a turn based tactics game they made a great one. Does it feel Jagged Alliance? In spirit yes, probably not combat mechanics wise, but in tone and overworld mechanics there is no mistaking it. It oozes personality and it's a long grinding experience where you are trying to balance tons of small factors like your money and improving your mercs and trying not to run out of ammo.
When it comes to the premise and set up of the game I'm not going to go into that because it would just make this review longer than it already is going to be, you can just read the description of the game and you'd get the gist, I'm just briefly going to go into the game mechanics and atmosphere of the game and point out what I like and dislike.
Atsmosphere: I've heard a few reviewers complain that this game doesn't feel like a modern game in terms of cultural norms and sensitivity of today (think of that notion what you will) but I just love that the game actually feels like it takes place the year 2001, and that some of these mercs are relics of another "simpler" time. They are all stereo types and caricatures in some way, like they should be and not offensively so if you ask me, some might find it trite though. Regardless the humor definitely fits the setting. The browser feels old and clunky, which is great, I just wish for a bit of hidden interaction there (if there is I haven't found it). When it comes to country of Grand Chien it's well realized and you feel the plight of the divided nation. It's landscapes are varied and fun to play in. I think the only type missing would obviously be a tundra like winterscape, but other than that, you'll find types of biomes to play in.
Mercs: I have given this it's own section, because it's an important feature of JA, if not the most important. You'll find around 40 or so mercs in the game. Some of the classics are missing (Danny, Lynx, Buzz, Trevor) to mention some personal favorites. Also the M.E.R.C. site is not available, which was a secondary marketplace for low quality/cheap but hilarious Mercs, so that made me a bit sad. But I hope it will be added in the future, like the service could become available after helping a certain lost Merc I won't mention for spoiler reasons. Regardless all the mercs that are in the game are faithful adaption, mostly (Scully has for some reason become Steve Irwin). The Mercs comment on each other, the campaign and the groups actions and you need to keep their moral in order. I feel like all this is done faithfully and excellently. One small complaints they could easily fix with DLC is that certain roles seems to be limited. There aren't a lot of fullblown dedicated doctors in the game or characters with high leadership. There at max 2 options that you can afford to recruit in the beginning, which limits replayability.
Overworld gameplay: If you don't know the game is divided up between a strategic over world layer and an exploration/combat layer, similar to what you find an X-Com game. The over world section is good, it is simplified and easier to understand than Jagged Alliance 2, streamlined some would say, others would say dumbed down, I'd say both are correct. The thing about JA2, you could do more but the overlay all though not complicated was daunting and unintuitive at first glance. Haemimont have addressed this and stayed relatively faithful in this regard. You conquer mines to stay afloat with your budget, while building up local militia and inching your way towards whatever goal the game sets for you, what this game does really well is give you multiple objectives and freedom of choice in regards to what order you do things in. However certain features are gone like mercs self practicing when they have nothing to do. Also for whatever reason you can only have one single training operation going per sector. So if you want more you have to split your group up and move them into another sector which is generally not worth it. People have also complained about how unrealistic the shared inventory system is, but I grew to like it, they would simply have to rework it entirely with the current limited personal space to fix it, and also this is a place where I personally prefer convenience over realism. There is more I could write here, but I'm already going way too long, the last thing I'll say is that I hope they add vehicles in the future other than boats.
Exploration and combat layer: This is probably the section of most contention. Some JA fans think it's just become X-Com and I can see where they are coming from. Combat has become very mechanical, with overwatch being a mode rather than a reaction. Yet people coming from X-Com hate the fact that there is no chance to hit indicator. When it comes to chance to hit, you learn to know when something is more or less a sure thing and you won't have the same frustration when you miss a 95% chance to hit shot, so it was never really an issue for me. Anyway I feel like this is a good overall take on a turn based x-com game. Setting up machine guns is very satisfying (though I read this is getting nerfed now, understandable they are very good) and stealth is excellently implemented. Some might say you can abuse stealth, but i'd argue if you're that good at the game then you deserve to be able to abuse it. Regardless, stealth kills are satisfying.
My main complaints with combat.
Rocket and grenade launcher enemies: These dudes are the most unrealistic enemies I've ever seen in a game that purports to be a military tactics game. The rocket launchers are more like sniper rifles that shoots rockets. In reality they should aim for the structure in front of you or the wall behind you, not literally try to hit you in the solar plexus with the rocket, which they actually hit with remarkable accuracy, and you still get up afterwards with 2 wounds. It just takes me out of the whole experience. Another bullshit aspect is grenade launcher enemies that spam grenades with 100% accuracy even if they have no arc of fire, since it goes directly through the roof. It's ridiculously stupid and it goes both ways when you use the grenade launcher.
C-4 and "placed" explosives: One of the most underrated fun things in JA2 was pre planning and placing explosives, you'd feel so smart pulling it off. It's not really a thing in this game, since explosives are treated more like heavy grenades by you and you enemies. You can't prime them and place them on the ground, no you have to throw the explosives and alert all enemies in the vicinity, it's lazy and stupid and I hope it gets looked at.
Those are my major complaints, so to reiterate; Even if the combat isn't a new take on JA2's turn based combat but more their take on modern X-Com combat, I almost want to say the combat is better than those X-Com games and more satisfying. Guns sound and feel great, there are a lot of of them, hopefully there will be even more, Forgot to talk about weapons modding, it's fun, I don't care how unrealistic it is, but now i'm running out of characters, bye! thx for reading this pile of words.