Jagged Alliance - Back in Action

A contemporary remake of the much-loved series of turn-based mercenary-themed strategy games.

Jagged Alliance - Back in Action is a strategy, rpg and tactical game developed by Coreplay GmbH and Bigmoon Studios and published by THQ Nordic.
Released on February 08th 2012 is available on Windows, MacOS and Linux in 8 languages: English, German, French, Italian, Spanish - Spain, Russian, Polish and Czech.

It has received 1,692 reviews of which 1,225 were positive and 467 were negative resulting in a rating of 7 out of 10. šŸ˜Š

The game is currently priced at 4.99ā‚¬ on Steam and has a 75% discount.


The Steam community has classified Jagged Alliance - Back in Action into these genres:

Media & Screenshots

Get an in-depth look at Jagged Alliance - Back in Action through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows XP (SP2), Vista or Windows 7
  • Processor: Core 2 Duo Processor (1,8 GHz or better) or similar AMD
  • Memory: 2 GB RAM
  • Hard Disk Space: 3GB HDD Space
  • Video Card: Shader 3.0 compatible graphics card (Ati 2600, Geforce 8800 or similar) with 512 MB RAM
  • Sound: DirectX Compatible Sound Card
Known issues: Visual artifacts could be displayed when using the following visual cards: AMD Radeon HD 6000 or GeForce 8800 GT.
MacOS
  • OS: MAC OSX Lion or above
  • Processor: Core 2 Duo Processor (1,8 GHz or better)
  • Memory: 4 GB RAM
  • Hard Disk Space: 13 GB HDD Space
  • Video Card: Shader 3.0 compatible graphics card (Ati 2600, Geforce 8800 or similar) with 512 MB RAM
  • Sound: DirectX Compatible Sound Card
Known issues: Visual artifacts could be displayed when using the following visual cards: AMD Radeon HD 6000 or GeForce 8800 GT.
Linux
  • OS:

    Ubuntu
  • Processor: Core 2 Duo Processor (1,8 GHz or better)
  • Memory: 4 GB RAM
  • Hard Disk Space: 13 GB HDD Space
  • Video Card: Shader 3.0 compatible graphics card with 512 MB RAM (ATI Radeon/NVIDIA GEForce 4)

Known issues: Visual artifacts could be displayed when using the following visual cards: AMD Radeon HD 6000 or GeForce 8800 GT.

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

June 2024
distinctive gameplay, despite some bugs and design problems; enemy balancing & AI is quite a problem, you can't really make any tactics whenever a bunch of armored AI try to push you
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May 2024
I'm writing a positive review because I really want somebody to make a similar game. There is no other modern game like it. However, be warned: This game is deeply flawed. There are two layers to the game, strategy and tactics. I will talk about the tactics later first because that's the part I genuinely want to see an evolution of in future games. TACTICAL LAYER Each player has 4 stances, prone, crouched, low-ready and standing aim. Merc attributes, stance, distance to target, body part aimed at, and weapon used all change your accuracy and Aiming Time. Aiming time can range from between 0.3s at low ready with an SMG, to 7s with a sniper rifle in standing aim. There is a huge difference between low ready and any other stance. There is no fire while moving. You play your mercs and if it was the wrong call there is very little margin of error for damage control. Due to this inflexibility, and use of percentage based hit chance, and the repercussions of taking damage in the strategy layer, save-scumming is often called for. This aim time paradigm defines how you must play and it does work nicely in most scenarios. You must set up complicated ambush and room clearance protocols to keep the enemy staggered and their aim timer paused while you finish them. However, it's also a bit silly, with rushing enemies easily overcoming an SMG that is crouched, but getting obliterated by the same SMG standing at low ready. Aim time creates an artificial cap on rate of fire and aim-time is tied to stance, so stance defines rate of fire, and that's a bit awkward to work around. There is also no suppression mechanic, so literally everything revolves around being in the right place, in sufficient numbers, with the right weapons, at the right time, in the right stance, or your Merc(s) could just be slower to shoot, or miss more than the enemy. All things considered, it could be better. For example it's lacking leaning/peeking, strafing, climbing/mantling, and resting weapons on cover, shooting while moving. However, it's still fun. Creating intersecting fields of fire, peeking over cover and terrain to take pot shots, using super effective flashes and smoke grenades, satisfying explosive multikills, breach and clear with shotguns, SMGs and melee weapons. You can do much of what you imagine, or would do in an FPS, and that's fun. STRATEGY LAYER The strategy layer revolves around a map, which shows all locations you've discovered. Time only passes on the strategic layer and never the tactical layer. All the sites on the strategic layer stitch together, so it's all walkable in the tactical layer, but you must leave the tactical view to travel across the boundary into a new site. This means you can travel anywhere on the island, even to the final objective with only a few in-game minutes passing. You must order ammo & equipment which arrives at an airport in the corner of the map. As you liberate sites, find loot, and ordered items are delivered to the airport site. You will have a mountain of items to move around to different mercs. This is the part of the game I dislike the most. There are no quality of life improvements other than all found items in a site being available to any Merc occupying that site. You have no choice but to use some Merc as mules to carry items across the map. The game needs a logistics/transport system and not so much empty walkable space between sites. The game should force me to use the strategic layer and spend time traveling, but give me vehicles. As is stands, there is some very tedious micromanagement which, combined with needing to keep sites from being retaken by daily enemy patrols, really brings the rate of meaningful progress to a crawl about half way through the game. This middle section of the game is where the games 'economy' takes hold. Raising funds is a slow process, and the patrols will just take the same route every time. So, you save money, visit shops, equip militia with weapons and armour, train th em up, gain loyalty, gain profit, moving mules around and ambushing the patrol over and over again, hiring a new squad to keep the momentum going, and then another squad. You just want to visit the next area and fight, but end up moving around naked mules to give people more ammo or a new flak vest and performing the same ambush on repeat. So yeah, mixed bag. Yet, one of a kind.
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April 2024
The Jagged Alliance franchise is a very satisfying alternative when you've gotten your fill of tactical turn-based combat in games where you have to fight monsters and aliens.
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March 2024
A nice tactical game.
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March 2024
Have you visited the Bear's Pit? Have you downloaded the mod tools on that site for this game and ripped the in-game files to find the stats for the in-game weapons and ammo? I have. After many, many hours put into this game, I can conclusively say that there is only one way to play this game. Doing anything else is nothing but an exercise in frustration. I exclusively play this game on hard mode with fog of war on and once you realize that this game isn't that hard you will agree with me that this is the only way to play. Mind you in all my hours I have yet to dive into modding so I can't say anything on that front. Day 1 -Get to Cambria, buy the Vintorez for your mercs. It doesn't matter what merc you equip it on, just make sure you buy it from the only vendor on the map. At this point, you should have plenty of money to buy it and you can find the 12x scope north of the jailhouse and on the side closest to the edge of the map near the pile of junk on the other side of the cinderblock wall. This combination of Vintorez + burst fire (two round burst) + 12x scope + keeping your merc in crouch mode will allow you to kill any enemy on the map easily that is LVL 3 and lower, or at least stun lock them to the point where they can't shoot at your mercs. The 9mm sucks for armor penetration though so you'll definitely need an upgrade once you run into tougher enemies. Day 7 -By now you should've already secured the Balime slums as this location on the map contains the only vendor in the game to sell the best weapon in the game, the mighty G11. While in real life this weapon's ammunition is ballistically identical to 5.56 (which the weapon designers at HK intended the caseless ammo to compete with and eventually replace in service with), the 4.7 ammo this gun fires in-game is devastating to armor (has almost as much armor penetration as .50 BMG) and its extremely fast fire rate and extremely good accuracy makes it the best weapon in-game by FAR and nothing ever comes close. It does not matter what merc you give this gun too, as long as they have ammo for it they WILL DEMOLISH EVERYTHING THEY COME ACROSS. Make sure you have you merc crouched as that is the most accurate way to fire this gun although it does do pretty well at close range in hip fire mode as long as your merc has at least somewhat decent accuracy and dexterity and has the 12x scope on the gun. A full squad of (6) mercs with the G11 + 12x scope + crouched is a sight to behold. And couple that with burst fire in CQC combat this thing is ridiculous. There is no point using any other gun in game and you might as well just sell whatever trash you picked up along the way. The vendor at Balime Slums has his inventory refresh everyday (although only one G11 is offered everyday, up to a maximum of two) and as long as visit him every two days you will pick up the maximum number of G11s you can buy. Seriously, you know a weapon is good when you give it to a militia (whom are ordinarily useless) and they end up shredding everything coming their way in burst fire mode. They do tend to get overwhelmed once you start seeing LVL 4/5 attack squads, but I've set up many a scenario inside Cambria where I give one of the prisoner militia (whom, fun fact, start out as LVL 2 militia making him way better than the generic 4 militia [3 men, one 1 woman] you get everywhere else) a G11, have them crouched behind the dumpsters outside the bar in Cambria (the location where all the enemy attack squads are scripted to attack first) and the guy with the G11 alone shreds everything that turns that corner and heads up the road to the bar. As long as give that militia member a helmet and medical attention after getting shot, he's basically invincible. This is until you start seeing the LVL 4/5 attack squads that show up later in the game. Regardless, what I'm trying to say is, the only way to play this game is to go after the G11 as quickly as possible and give all your mercs that gun + the 12x scope and the rest of the game becomes a total snooze fest as your mercs (regardless of stats) just destroy everything on the map. I don't know why the devs made the G11 a godly weapon, but you might as well exploit that fact. Until then the best two weapons in the game are the Vintorez + crouched merc OR M14 EBR + proned merc. Both ought to be used in (two round only) burst mode and have the 12x scope on the gun. Not a big fan of the M14 since there's only one location you can get it on the map, and only a few vendors sell it, but it still does pretty well against both armored and unarmored enemies. In Jagged Alliance: Crossfire, the M14 EBR is the best weapon in the game, but that's only because there's no G11 in that game. Anyway, the rest of the guns in the game are piss poor and not worth using unless you haven't secured Cambria yet or have a lot of mercs and you're desperate to give them at least a have decent weapon. Outside of those three (I like to call them Tier 1 guns), the only other weapons that are somewhat half decent is the FN FAL, TAR-21, and PSG-1 (weapons that I like to call Tier 2 guns). The PSG-1, surprisingly, is most accurate while aiming standing and the FAL and TAR-21 prone. All three should be equipped with the 12x scope. These three I do like to keep around for militia as sometimes militia in numbers can be pretty good, but usually I just end up giving militia the Vintorez or M14 since I no longer have any use for them after I give all my mercs the G11. All the machineguns in the game are garbage and the handguns too. The .357 magnum handguns have surprisingly very good penetration (way more than their real life counterparts which compare similarly to 9mm in terms of ballistics) and giving the Desert Eagle to a grenadier merc with high accuracy + high dexterity + hip fire can work, but I'd much rather still give him the G11. Grenadier mercs (any merc with high explosive stats, explosive skill above 90) should really just be tossing nades (as when they have high stats their grenades explode the moment they land, plus their nades just do more raw damage) or lobbing them with the M79 so whatever gun you give them is often of secondary importance, but why not just give them the best weapon in the game? There is no reason to use trash, even if it does end up being more economical, this game's RNG mechanics can be brutally unfair if you aren't using a decent tier 1 or 2 weapon. Anyway, in short, your first objective in game is to get to Cambria and secure it by day 1 and get the Vintorez, and then from their work your way down to the Balime Slums and equip all your mercs with the G11. Doing anything else is a waste of time, money, resources, and creates more heartache than it should.
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Last Updates

Steam data 23 November 2024 00:13
SteamSpy data 21 January 2025 04:12
Steam price 23 January 2025 04:46
Steam reviews 23 January 2025 04:06
Jagged Alliance - Back in Action
7
1,225
467
Online players
35
Developer
Coreplay GmbH, Bigmoon Studios
Publisher
THQ Nordic
Release 08 Feb 2012
Platforms