Compare Jagged Alliance: Rage! Key prices across 50+ stores and find the best deal. Developed by Cliffhanger Productions. Published by THQ Nordic. Released on 12/6/2018. Available on PC, Xbox. Genres: Adventure, RPG, Simulation, Strategy. Metacritic score: 59/100.

A budget spin-off of the classic mercenary tactics series that trades depth for a leaner, rougher jungle campaign. Familiar faces, questionable execution.

Jagged Alliance: Rage! is a turn-based tactical game set roughly 20 years after the events of the original Jagged Alliance, developed by Cliffhanger Productions and published by THQ Nordic. You lead a small squad of returning mercenary characters through a jungle environment, managing positioning, action points, and the series' signature character personalities across a campaign that pitches itself somewhere between a road trip and a survival gauntlet. If you are coming in hoping for a true successor to Jagged Alliance 2, lower those expectations before you click anything. The core turn-based combat has the bones of the series: tile-based movement, cover mechanics, and action point budgeting per mercenary. Rage abilities, a new addition here, let characters build up a resource through taking damage and then unleash character-specific power moves. On paper that sounds like it adds tactical texture. In practice the AI rarely punishes you hard enough to make rage generation feel meaningful, and the enemy pathfinding is passive to the point of making ambush setups feel like a formality rather than a skill test. For a strategy player who wants decision density, the mid and late game maps do add some complexity through flanking corridors and optional objectives, but the difficulty curve is inconsistent enough that you can cruise through some maps and then hit an oddly spiked encounter with no clear signal the game sent you a warning. The mercenary roster is deliberately small, which cuts both ways. Fewer characters means more focused writing and personality moments, and the dialogue still carries that irreverent, slightly absurdist tone longtime fans remember. But the limited roster also means build variety is thin. You are not constructing a six-person team with complementary skill trees, you are picking from a handful of combinations and hoping the chemistry interaction bonuses between specific pairs push you toward something interesting. There is no mod ecosystem worth noting here, no extensive workshop support, and the tutorial is perfunctory at best. Newcomers to the series will not be actively held back by the tutorial, but they will not be guided either. For strategy players specifically, Rage! sits at the shallow end of the genre pool. The inventory and equipment systems are simplified compared to JA2, the map scope is small, and there is no base management or economic layer to occupy the parts of your brain that want logistical problems to solve. What it offers instead is a portable, contained tactical experience that can be finished in around ten hours. That is not automatically a negative, but given the mixed reception and the stripped-down feature set, you should go in treating this as a side-story experiment rather than a flagship tactics release. Fans of the franchise who want a short nostalgic jaunt with Ivan or Shadow may find enough here to justify the time. Anyone looking for genuine strategic depth, a robust AI opponent, or meaningful replayability will almost certainly find the experience underwhelming by the time the credits roll. Diego, Scout Team

Jagged Alliance: Rage! Key
AdventureRPGSimulationStrategy

Jagged Alliance: Rage! Key

Dec 6, 2018Cliffhanger ProductionsTHQ Nordic
GamerScout Says

A budget spin-off of the classic mercenary tactics series that trades depth for a leaner, rougher jungle campaign. Familiar faces, questionable execution.

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About Jagged Alliance: Rage! Key

Jagged Alliance: Rage! is a turn-based tactical game set roughly 20 years after the events of the original Jagged Alliance, developed by Cliffhanger Productions and published by THQ Nordic. You lead a small squad of returning mercenary characters through a jungle environment, managing positioning, action points, and the series' signature character personalities across a campaign that pitches itself somewhere between a road trip and a survival gauntlet. If you are coming in hoping for a true successor to Jagged Alliance 2, lower those expectations before you click anything. The core turn-based combat has the bones of the series: tile-based movement, cover mechanics, and action point budgeting per mercenary. Rage abilities, a new addition here, let characters build up a resource through taking damage and then unleash character-specific power moves. On paper that sounds like it adds tactical texture. In practice the AI rarely punishes you hard enough to make rage generation feel meaningful, and the enemy pathfinding is passive to the point of making ambush setups feel like a formality rather than a skill test. For a strategy player who wants decision density, the mid and late game maps do add some complexity through flanking corridors and optional objectives, but the difficulty curve is inconsistent enough that you can cruise through some maps and then hit an oddly spiked encounter with no clear signal the game sent you a warning. The mercenary roster is deliberately small, which cuts both ways. Fewer characters means more focused writing and personality moments, and the dialogue still carries that irreverent, slightly absurdist tone longtime fans remember. But the limited roster also means build variety is thin. You are not constructing a six-person team with complementary skill trees, you are picking from a handful of combinations and hoping the chemistry interaction bonuses between specific pairs push you toward something interesting. There is no mod ecosystem worth noting here, no extensive workshop support, and the tutorial is perfunctory at best. Newcomers to the series will not be actively held back by the tutorial, but they will not be guided either. For strategy players specifically, Rage! sits at the shallow end of the genre pool. The inventory and equipment systems are simplified compared to JA2, the map scope is small, and there is no base management or economic layer to occupy the parts of your brain that want logistical problems to solve. What it offers instead is a portable, contained tactical experience that can be finished in around ten hours. That is not automatically a negative, but given the mixed reception and the stripped-down feature set, you should go in treating this as a side-story experiment rather than a flagship tactics release. Fans of the franchise who want a short nostalgic jaunt with Ivan or Shadow may find enough here to justify the time. Anyone looking for genuine strategic depth, a robust AI opponent, or meaningful replayability will almost certainly find the experience underwhelming by the time the credits roll. Diego, Scout Team

Tags

steamTurn-Based TacticsJungle SettingSmall SquadAction Point SystemRage MechanicsLinear CampaignCo-op CampaignMercenariesLow Replayability

System Requirements

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Reviews & Ratings

Metacritic
59
Steam
51%(499)

Game Info

Developer
Cliffhanger Productions
Publisher
THQ Nordic
Release Date
Dec 6, 2018

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