The franchise has had a troubled history. Following two excellent games from the 90s, subsequent projects tried to revive the brand, but the results were lamentable. It seemed that turn-based mercenary games would remain in the glorious past—if oblivion had not been disrupted by an unexpected announcement from publisher THQ Nordic.
It is hard to believe, but the developers at Haemimont Games, who previously created Tropico 3–5, Victor Vran, and Surviving Mars, managed to keep their promises. Jagged Alliance 3 (hereinafter JA3) — is a full-fledged sequel that veterans will appreciate right from the start. If only by encountering familiar names like Ivan Dolvich, Hitman, and Scope, who appeared repeatedly in other entries of the series. The game has taken on a fresh look while preserving elements beloved by players, drawing inspiration from the past and the combat system of Firaxis Games’ XCOM 2.
The events take place in the early 2000s in the miniature African nation of Grand Chien, torn apart by internal conflicts as rival factions battle over natural resources and cultural treasures. The most influential faction — the “Legion,” led by the mysterious “Major” — has kidnapped the democratically elected president, Alphonse LaFontaine. The statesman’s daughter seeks help from the Association of International Mercenaries (A.I.M.), as there is no hope left in corrupt politicians and local law enforcement.
Side quests are also worth mentioning. For instance, the game hints that it might be worth tackling a horrifying infection that turns people into zombie-like creatures. This is optional, but it will count toward the ending.
The graphics are pleasing – a top-down isometric view with camera zooming and rotation capabilities. A wealth of details and items, appealing shadows, and water rendering. While the physics may not always be realistic, they are functional and noticeable when destroying objects.
The gameplay consists of two equal layers – turn-based firefights on beautiful, object-rich maps, and strategic logistics viewed from a satellite perspective.
In the A.I.M. online database window, the player assembles a squad of one to six mercenaries who remain loyal as long as hefty sums of dollars keep flowing into their bank accounts. All soldiers of fortune are divided into five classes: snipers who can shoot a fly out of the air; mechanics tinkering with spare parts; medics digging out shrapnel right in the middle of battle; explosive experts who adore grenades and demolitions; and all-rounders. Experienced mercenaries will cost more. We also recommend seeking out the less-than-obvious option to create your own custom mercenary for free on the organization’s browser home page.
Each merc has ten base attributes ranging from 1 to 100. Agility and Dexterity affect action points and accuracy, Strength is needed for melee attacks, and Wisdom helps spot items and absorb knowledge. Attributes level up depending on the actions performed. After leveling up, the player can choose additional mercenary perks that expand the utility of their abilities.
Each character possesses one signature talent. For example, the dark-skinned “Vicki” automatically repairs weapons and grants modified versions bonus damage, while the gorgeous “Fox” can attack an enemy a couple of times without drawing retaliation. Every squad is truly unique, and subsequent playthroughs will feel different depending on your roster. However, lacking a specialized expert can—and likely will—affect the entire operation.
Once contracts are signed, the squad is deployed to handsome, handcrafted maps featuring a hundred tactical puzzles — plains, deserts, beaches, swamps, towns, ruins, bunkers, and diamond mines. Each location feels like a sandbox where you can stage ambushes, clear out positions, and capture bases.
Exploration occurs in real time until a battle begins. You are free to run, sneak around, and crawl. Squad detection depends on many factors, which is made trickier by the lack of visible enemy sight cones.
Following contact with the enemy, the sector turns into a chess match, with character capabilities measured in action points. JA3 proudly borrows mechanics from XCOM 2 – the player sees two clearly delineated movement rings: within the first you can still shoot, within the second you can only move. And that’s not all.
There are cover types — partial and full; body-part targeting; and an “Overwatch” mode with “patrolling” a designated patch of ground. An obvious distinction – hit chance percentages are hidden, so shot effectiveness must be judged on your own based on weaponry, range, weather, and time of day.
Characters are also affected by other factors – stress, morale, and fatigue. Occasionally, a stray bullet hits an ally or ricochets off an object, and weapons can jam. Verticality is present, allowing mercs to climb up building floors and watchtowers, while objects can be destroyed or blown up.
The sheer variety of weapons and the fidelity of their implementation leave you speechless. Stats can be improved by attaching weapon mods, firing modes can be switched, and various ammo types can be loaded. Machine guns will riddle anyone in a targeted cone, a concealed knife fighter works terrifying wonders, and shotguns are handy for fending off ruthless hyenas. Yet experimentation proved the overwhelming effectiveness of sniper rifles — a precise headshot almost guaranteed to blow brains out or leave an enemy on the brink of death. Assault rifles and handguns, on the other hand, felt underwhelming.
The artificial intelligence of NPCs and allies is relatively weak. Enemies may injure themselves, charge courageously toward you, and then turn their backs and retreat. Against snipers and machine gunners, a wait-and-see tactic works wonders.
Items are kept in mercenaries’ personal slots—the number of which depends on Strength—or in squad inventory slots. Unneeded gear can be scrapped for parts or stashed in a sector stash — a designated storage pool in global map tiles. The inventory system is far from intuitive; you will constantly be rummaging through clutter, wondering whether that piece of junk is useful or will simply linger in your bags until the credits roll.
Logistics management takes place on the strategic map of Grand Chien with its island models. Here, one or more squads move across sectors, lick their wounds, train one another, repair gear, or take control of areas with weaker opposition through automated combat. If the enemy is strong – you will have to fight manually. Certain operations demand consumables, raw materials, and the appropriate skills.
Each zone is unique and holds a secret. As a manager caught between intense shootouts and operational planning, the player will always have something to do.
Mercenaries can train militia recruits from among the civilian population. They will defend the sector they occupy and gain combat experience, becoming formidable veterans. The militia demonstrates high efficiency and repels invader attacks even without the player’s direct involvement.
Time in JA3 – is money. The economy is critically important, and wasteful spending will lead to failure. Initially, you will have to cut back drastically by hiring only three or four thugs. Breathing room comes later with spoils in the form of precious gems and ownership of several diamond mines. Much like the saying goes: “if you own a well, all is going swell.”
The branching narrative, side quests, and plot development based on player choices generate a sea of situations. The game is steeped in amusing, topical, and silly humor. The authors clearly strive to entertain.
Grand Chien is full of secrets, pop-culture nods, and throwbacks to the nineties. It serves as massive fan service to earlier installments and action movies from thirty years ago. At the same time, it never feels forced, disingenuous, or like cheap pandering — even newcomers will appreciate the references and secrets.
JA3 forgives mistakes and lets you save at any moment, even mid-combat, which leads to an obsessive urge to execute everything flawlessly. Is that a bad thing? It’s up for debate, but gameplay can occasionally devolve into a “save-scum simulator.”
Diagnosis
Jagged Alliance 3 – is a love letter to fans of previous installments with a bold ambition to appeal to a new audience. Attractive graphics for a tactical game, a daring storyline, and engaging gameplay. It is evident that the game was created not just to “cash in on the brand,” but to captivate.
Haemimont Games pulls no punches in poking fun at and referencing the current global political landscape, without feeling preachy. In the country of Grand Chien, nothing is black and white; no one lectures you or dictates the “correct” choices.
There are numerous well-crafted systems, an RNG balance that doesn’t infuriate, endless replayability, and a massive foundation for the work of talented modders.
Yes, franchise newcomers might feel out of their depth at first, but Jagged Alliance 3 possesses a magical ability to draw you in and encourage you to master its depths, only to prove who’s truly in charge across the expanse of this banana republic.
Pro:
- Great blend of tactics and strategy
- Pleasing visuals
- Intense combat with vast possibilities
- Dynamic and detailed world
- Tremendous room for experimentation
- Mod support
Contra:
- High entry barrier and lackluster tutorial
- Dumb AI
- Poorly designed inventory system
- Weak stealth mechanics
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