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Jagged Alliance 3 review: a strong sequel that aims to refresh, not merely repeat
md5
73a411572409070e4783d8946b204a8a
link
https://www.rockpapershotgun.com/jagged-alliance-3-review
image
https://assetsio.reedpopcdn.com/jagged-alliance-3-header.jpg?width=1920&height=1920&fit=bounds&quality=80&format=jpg&auto=webp
image_imgur
https://i.imgur.com/lu17puZ.jpg
description
I'm definitely going to keep playing Jagged Alliance 3. However much I waver back and forth on my exact feelings about it, this is crucial. As with its ancestors, you're invading a fictional country with a team of dysfunctional freelance mercenaries, managing their equipment and clashing personalities through a guerrilla war on an open world map whose every sector can host turn-based battles.
It challenges the all-smothering XCOM standard of "two actions per turn" by restoring the ancient way of the Action Point. Everyone has a dozen or so action points per turn to split between movement, shooting, or miscellaneous contextual actions. Chance to hit is never listed, but accuracy can be bumped by spending extra action points. It innovates too by giving everyone a small pool of free movement, keeping battles moving, and broadening the tactical possibilities. It borrows as much from modern designs and is mostly better for it.
content_html
I'm definitely going to keep playing Jagged Alliance 3. However much I waver back and forth on my exact feelings about it, this is crucial. As with its ancestors, you're invading a fictional country with a team of dysfunctional freelance mercenaries, managing their equipment and clashing personalities through a guerrilla war on an open world map whose every sector can host turn-based battles.
It challenges the all-smothering XCOM standard of "two actions per turn" by restoring the ancient way of the Action Point. Everyone has a dozen or so action points per turn to split between movement, shooting, or miscellaneous contextual actions. Chance to hit is never listed, but accuracy can be bumped by spending extra action points. It innovates too by giving everyone a small pool of free movement, keeping battles moving, and broadening the tactical possibilities. It borrows as much from modern designs and is mostly better for it.
content_text
I'm definitely going to keep playing Jagged Alliance 3. However much I waver back and forth on my exact feelings about it, this is crucial. As with its ancestors, you're invading a fictional country with a team of dysfunctional freelance mercenaries, managing their equipment and clashing personalities through a guerrilla war on an open world map whose every sector can host turn-based battles. It challenges the all-smothering XCOM standard of "two actions per turn" by restoring the ancient way of the Action Point. Everyone has a dozen or so action points per turn to split between movement, shooting, or miscellaneous contextual actions. Chance to hit is never listed, but accuracy can be bumped by spending extra action points. It innovates too by giving everyone a small pool of free movement, keeping battles moving, and broadening the tactical possibilities. It borrows as much from modern designs and is mostly better for it. Read more
pub_date
13 July 2023, 2:00 pm
guid
https://www.rockpapershotgun.com/jagged-alliance-3-review
creator
Sin Vega
processed
TRUE
id: 33151
uid: jgtmh
insdate: 2023-07-13 13:30:02
title: Jagged Alliance 3 review: a strong sequel that aims to refresh, not merely repeat
additional:
category: Rock Paper Shotgun
md5: 73a411572409070e4783d8946b204a8a
link: https://www.rockpapershotgun.com/jagged-alliance-3-review
image: https://assetsio.reedpopcdn.com/jagged-alliance-3-header.jpg?width=1920&height=1920&fit=bounds&quality=80&format=jpg&auto=webp
image_imgur: https://i.imgur.com/lu17puZ.jpg
description:
I'm definitely going to keep playing Jagged Alliance 3. However much I waver back and forth on my exact feelings about it, this is crucial. As with its ancestors, you're invading a fictional country with a team of dysfunctional freelance mercenaries, managing their equipment and clashing personalities through a guerrilla war on an open world map whose every sector can host turn-based battles.
It challenges the all-smothering XCOM standard of "two actions per turn" by restoring the ancient way of the Action Point. Everyone has a dozen or so action points per turn to split between movement, shooting, or miscellaneous contextual actions. Chance to hit is never listed, but accuracy can be bumped by spending extra action points. It innovates too by giving everyone a small pool of free movement, keeping battles moving, and broadening the tactical possibilities. It borrows as much from modern designs and is mostly better for it.
content_html:
I'm definitely going to keep playing Jagged Alliance 3. However much I waver back and forth on my exact feelings about it, this is crucial. As with its ancestors, you're invading a fictional country with a team of dysfunctional freelance mercenaries, managing their equipment and clashing personalities through a guerrilla war on an open world map whose every sector can host turn-based battles.
It challenges the all-smothering XCOM standard of "two actions per turn" by restoring the ancient way of the Action Point. Everyone has a dozen or so action points per turn to split between movement, shooting, or miscellaneous contextual actions. Chance to hit is never listed, but accuracy can be bumped by spending extra action points. It innovates too by giving everyone a small pool of free movement, keeping battles moving, and broadening the tactical possibilities. It borrows as much from modern designs and is mostly better for it.
content_text: I'm definitely going to keep playing Jagged Alliance 3. However much I waver back and forth on my exact feelings about it, this is crucial. As with its ancestors, you're invading a fictional country with a team of dysfunctional freelance mercenaries, managing their equipment and clashing personalities through a guerrilla war on an open world map whose every sector can host turn-based battles. It challenges the all-smothering XCOM standard of "two actions per turn" by restoring the ancient way of the Action Point. Everyone has a dozen or so action points per turn to split between movement, shooting, or miscellaneous contextual actions. Chance to hit is never listed, but accuracy can be bumped by spending extra action points. It innovates too by giving everyone a small pool of free movement, keeping battles moving, and broadening the tactical possibilities. It borrows as much from modern designs and is mostly better for it. Read more
pub_date: 13 July 2023, 2:00 pm
guid: https://www.rockpapershotgun.com/jagged-alliance-3-review
creator: Sin Vega
related_games:
processed: TRUE