is in the reach zone

I’m definitely going to keep playingJagged Alliance 3.

However much I waver back and forth on my exact feelings about it, this is crucial.

Chance to hit is never listed, but accuracy can be bumped by spending extra action points.

Character portraits of a group of mercenaries from Jagged Alliance have been collaged together

It borrows as much from modern designs and is mostly better for it.

Characters automatically reload between fights and top up personal inventories from squad ones if possible.

Gun mods are made from spare parts rather than bought or found.

Cover image for YouTube video

The characters are… well.

Mechanically, they’re great.

They each get a unique ability, adding a little character without pigeonholing them.

An open sandy area acts as a battleground for fighting soldiers in Jagged Alliance 3

Meltdown is now an insufferable tryhard.

Ice is a Black American Guy, like on TV.

I don’t care about the plot and can recall the name of exactly one NPC.

A squad member sneaks up on an enemy soldier in Jagged Alliance 3

Its setting doesn’t sit entirely comfortably, not least as your employer is a diamond mining corporation.

There are couriers to ambush now, but these suffer from that perennial turn-based shooter problem: stealth.

All travel happens in real time until someone kicks off, and we switch to turns.

A fighter aims two pistols at a man with red face paint in Jagged Alliance 3

Before that, you’re free to sneak around and stealth kill sentries.

The “prepare takedown” option helps, but not much.

But mercs immediately shoot at centre mass rather than let you decide what to do.

Text boxes show the stats of a successful headshot fired by a player character in Jagged Alliance 3

This bothers me more than it will most players though.

Jagged Alliance 3 is asimulationistgame about eyeballing it, not cold boring board game calculations.

I replayed a couple of shootouts just for the fun of it and to experiment.

I’m enjoying it!

I think it’s a success.