Jagged Alliance: 5 Things That Could Fix The Series
1. Fish Or Cut Bait
One thing that the old JA games were known for were its solid mechanics as an isometric turn-based shooter with a strategic layer to the gameplay. Since JA2 and its expansion pack released in 2001 we've had a tactical real-time version, a free-to-play MMO, a version that is basically just a Russian-made mod. But most of the games have followed the original motif to some degree.
Basically all of those games pale in comparison to a game made in the 1990s by what was basically an Indie company – and remember that the latest game was published by THQNordic. We're not talking some little indie group working out of their basements here.
A new JA game needs to either put an incredible layer of polish to their isometric turn-based gameplay and nutjob management simulator or else they need to come at the series from a totally new angle. What angle, exactly? Well that would depend on the goal of the game.
A story driven loot shooter in an open world could be a fun thing – pick the NPC mercs you want to work alongside and create your player character. You could use a system similar to Valkyria Chronicles' BliTZ engine wherein you play a turn-based strategy game that goes into a 3rd person action mode when you start acting. Maybe even just a business simulator wherein you manage AIM, the mercenary talent agency?
There's an almost innumerable amount of choices – the point is to make a choice. Either you make the greatest tactical strategy game coming out that year or you make something else fun that doesn't need to be compared to a version from 1999.