Jagged Alliance: Back in Action
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.
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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
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Game Info
- Developer
- Coreplay GmbH
- Publisher
- bitComposer Games
- Release Date
- Feb 8, 2012