Compare Jagged Alliance: Back in Action prices across 50+ stores and find the best deal. Developed by Coreplay GmbH. Published by bitComposer Games. Released on 2/8/2012. Available on PC. Genres: RPG, Simulation, Strategy. Metacritic score: 62/100.

A 2012 remake of a cult tactical RPG that replaces turn-based combat with a pause-heavy real-time system. Respectable squad depth, rough execution.

Jagged Alliance: Back in Action is a tactical strategy RPG and a remake of the beloved Jagged Alliance 2, swapping the original's turn-based structure for a real-time-with-pause system the developers called "Plan & Go." You queue up orders for your mercenaries while time is frozen, then watch the action unfold. On paper that sounds like a reasonable evolution. In practice it sits in an uncomfortable middle ground: too slow and micro-intensive for players who want fluid real-time combat, and not granular enough to satisfy the crowd who loved counting action points in the original. The strategic layer will feel familiar if you have spent time with mercenary-management games. You hire specialists off the AIM roster, each with distinct stats across marksmanship, medical, explosives, and mechanical skills. You manage salaries, equipment budgets, and sector-by-sector map control across the island of Arulco. That loop holds up. Watching a well-spec'd sniper set up a suppressed overwatch position while your medic patches up a flanking rifleman still generates the satisfying arithmetic that defines the series. Equipment variety is solid, covering pistols, assault rifles, sniper platforms, shotguns, and assorted explosives with visible condition degradation. The problems become apparent around the mid-game. Enemy AI has a reputation for inconsistency, frequently alternating between standing in the open and performing awkward teleport-adjacent repositions that feel less like tactics and more like pathfinding misfires. The difficulty curve is uneven, with certain sectors spiking hard unless you know to stack specific mercenary builds in advance. Cover mechanics exist but feel undercooked compared to contemporaries. The interface also shows its age in ways that go beyond cosmetics: inventory management is clunkier than it needs to be, and the tutorial does a serviceable job explaining the basics without preparing you for late-game resource pressure. For someone new to the Jagged Alliance franchise, this is genuinely not the worst starting point, provided you accept the limitations upfront. The core loop of building a mercenary roster, managing cash flow, and clearing sectors region by region carries real engagement value across the first dozen hours. The mod community on PC is modest but present, with some quality-of-life patches available that smooth over the rougher interface edges. The game is also relatively short by grand-strategy standards, completable in the 15-25 hour range depending on difficulty, which limits how much the AI inconsistencies can accumulate into frustration. Where Back in Action ultimately fails its legacy is in the feel of each firefight. The original Jagged Alliance 2 had tactical texture that rewarded creative positioning and risk management in ways this remake only approximates. If you can approach it as a competent but unremarkable squad tactics game with mercenary-management bones, rather than a faithful successor, you will extract more value from it. Veterans of the original are likely to spend more time frustrated than nostalgic. The 62 Metacritic score and mixed Steam reception reflect a game that was shipped functional but not finished in spirit. Diego, Scout Team

Jagged Alliance: Back in Action
RPGSimulationStrategy

Jagged Alliance: Back in Action

Feb 8, 2012Coreplay GmbHbitComposer Games
GamerScout Says

A 2012 remake of a cult tactical RPG that replaces turn-based combat with a pause-heavy real-time system. Respectable squad depth, rough execution.

PC
Best Price Available
0.00
at N/A
Historical low: $

Compare Prices(0 stores)

Loading prices...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Screenshots & Media

Screenshot

About Jagged Alliance: Back in Action

Jagged Alliance: Back in Action is a tactical strategy RPG and a remake of the beloved Jagged Alliance 2, swapping the original's turn-based structure for a real-time-with-pause system the developers called "Plan & Go." You queue up orders for your mercenaries while time is frozen, then watch the action unfold. On paper that sounds like a reasonable evolution. In practice it sits in an uncomfortable middle ground: too slow and micro-intensive for players who want fluid real-time combat, and not granular enough to satisfy the crowd who loved counting action points in the original. The strategic layer will feel familiar if you have spent time with mercenary-management games. You hire specialists off the AIM roster, each with distinct stats across marksmanship, medical, explosives, and mechanical skills. You manage salaries, equipment budgets, and sector-by-sector map control across the island of Arulco. That loop holds up. Watching a well-spec'd sniper set up a suppressed overwatch position while your medic patches up a flanking rifleman still generates the satisfying arithmetic that defines the series. Equipment variety is solid, covering pistols, assault rifles, sniper platforms, shotguns, and assorted explosives with visible condition degradation. The problems become apparent around the mid-game. Enemy AI has a reputation for inconsistency, frequently alternating between standing in the open and performing awkward teleport-adjacent repositions that feel less like tactics and more like pathfinding misfires. The difficulty curve is uneven, with certain sectors spiking hard unless you know to stack specific mercenary builds in advance. Cover mechanics exist but feel undercooked compared to contemporaries. The interface also shows its age in ways that go beyond cosmetics: inventory management is clunkier than it needs to be, and the tutorial does a serviceable job explaining the basics without preparing you for late-game resource pressure. For someone new to the Jagged Alliance franchise, this is genuinely not the worst starting point, provided you accept the limitations upfront. The core loop of building a mercenary roster, managing cash flow, and clearing sectors region by region carries real engagement value across the first dozen hours. The mod community on PC is modest but present, with some quality-of-life patches available that smooth over the rougher interface edges. The game is also relatively short by grand-strategy standards, completable in the 15-25 hour range depending on difficulty, which limits how much the AI inconsistencies can accumulate into frustration. Where Back in Action ultimately fails its legacy is in the feel of each firefight. The original Jagged Alliance 2 had tactical texture that rewarded creative positioning and risk management in ways this remake only approximates. If you can approach it as a competent but unremarkable squad tactics game with mercenary-management bones, rather than a faithful successor, you will extract more value from it. Veterans of the original are likely to spend more time frustrated than nostalgic. The 62 Metacritic score and mixed Steam reception reflect a game that was shipped functional but not finished in spirit. Diego, Scout Team

Tags

steamReal-Time With PauseMercenary ManagementSquad TacticsCover SystemRemakeMid-Game Difficulty SpikeSector ControlEquipment Degradation

System Requirements

System requirements for Jagged Alliance: Back in Action aren't listed yet. Check the store page for the latest specs.

DLC & Add-ons for Jagged Alliance: Back in Action1

Expansions, DLC packs and add-on content for this game. Click any item to see store offers.

Reviews & Ratings

Metacritic
62
Steam
73%(1,756)

Game Info

Developer
Coreplay GmbH
Publisher
bitComposer Games
Release Date
Feb 8, 2012

Price Alert

Get notified when the price drops below your target!

Create Alert

More from Coreplay GmbH