Jagged Alliance 2
| Company type | Video game developer |
|---|---|
| Industry | Video games |
| Headquarters | Canada , Canada |
| Products | Jagged Alliance 2 |
Jagged Alliance 2 is a tactical role-playing title launched in 1999 by Sir-Tech Canada for Microsoft Windows, with a subsequent port to Linux developed by Tribsoft. As the third installment in the Jagged Alliance franchise, it was succeeded by the 2000 expansion Unfinished Business. In 2004, two commercial expansions based on the Wildfire mod were released. The original game and its expansion were bundled together in the 2002 compilation titled Jagged Alliance 2 Gold Pack.
The narrative unfolds in Arulco, a fictional Latin American nation under the oppressive rule of Queen Deidranna. Players’ primary objective is to overthrow her regime and restore stability. Gameplay revolves around recruiting mercenaries and rallying local support, which includes intelligence gathering and combat assistance.
Strategic management takes place on a sector-based map of Arulco, where players issue broad directives such as troop deployments and militia training. Tactical engagements occur on a separate screen, providing direct control over mercenaries’ movements, firing orders, and interactions. The game features an extensive selection of firearms, protective gear, and equipment to diversify tactical approaches.
Despite modest performance in the U.S. market, Jagged Alliance 2 achieved approximately 300,000 units sold by 2006 according to Pelit. It garnered acclaim for its open-ended gameplay, vast character roster, nonlinear progression, and intricate tactical depth.
Gameplay
Players assume command of mercenary forces tasked with liberating towns and territories from hostile control. Throughout the campaign, new mercenaries can be hired and advanced weaponry and armor acquired.
The strategic map displays Arulco divided into a grid of sectors, indicating both enemy presence and player units. This interface enables directing forces, adjusting time flow, accessing a laptop for communications, purchasing gear, and managing mercenary assignments. Mercs with medical or mechanical expertise can heal allies or maintain equipment. Players may train mercenaries to enhance skills or recruit local militias for sector defense. Movement between sectors occurs either on foot or via vehicles—land or air—once obtained to expedite travel.
On the tactical screen, players command individual mercenaries during exploration and combat phases. Presented from an isometric perspective showing terrain and structures without fog of war, enemies are only visible when detected by player-controlled characters. Time progresses in real-time until combat begins; then the system switches to turn-based mode where sides alternate actions using limited action points replenished each round. Some action points carry over between turns, allowing potential interrupts during opponents’ moves.
Combat encompasses various attack forms including firearms, melee weapons, thrown projectiles, heavy armaments such as mortars and rocket launchers, plus explosives. Accuracy depends on skill level, environmental cover, and aiming duration. Explosives and heavy weapons can cause destructible damage to surroundings. Players may elect to auto-resolve certain battles.
Stealth mechanics permit mercenaries to move silently at the expense of increased action point consumption; this is supported by noise-suppressing weapons and camouflage gear. Merc attributes and skill sets affect stealth success rates.
An extensive inventory system includes weapons, armor pieces, and tools that can be traded, collected from the field, discarded, or thrown. When mercenaries fall in battle, their belongings drop on the ground; enemies may also leave loot behind. Each mercenary begins equipped with personal gear; an online shop expands available items as the game progresses. Inventory management involves equipping armor on head, torso, and legs; carrying necessary tools; wielding either one large weapon or dual small arms; and enhancing firearms with attachments like silencers or bipods.
Funding for mercenary salaries and equipment purchases comes from revenues generated by silver and gold mines located within liberated towns. Players must secure these areas and persuade miners to work under their command to ensure steady daily income. Additionally, items can be sold to local vendors.
Although rebel factions recommend starting with Drassen’s capture, players are free to determine their own sequence for town conquests or exploration activities. Taking control of towns is optional rather than compulsory. Most sectors offer multiple entry points for tactical flexibility. The game provides a diverse roster of mercenaries specialized in roles such as stealth operations, nocturnal engagements, or close combat scenarios. Randomized elements like treasure chests, character appearances, and events contribute to replay value.
Characters
In Jagged Alliance 2, the cast comprises mercenaries, adversaries, allies, and local inhabitants, many of whom can be engaged with during gameplay.
The core experience revolves around mercenaries hired either through private military company websites or recruited within the game world. Players also have the option to design a custom mercenary.
Each character is characterized by skills quantified in character points. They possess an experience level, five core attributes—agility, dexterity, strength, leadership, and wisdom—and four primary skills: marksmanship, explosives handling, mechanical aptitude, and medical proficiency. Experience levels grow through active participation in missions, while skills enhance through practical use or formal training. Serious injuries can diminish attribute points. Additionally, mercenaries may possess up to two unique special abilities that provide advantages in specific tasks such as nocturnal operations or lockpicking.
Health points decline when damage is sustained; bandaging wounds stops bleeding but does not replenish health. Injured mercenaries suffer reduced action points and regain health by resting, receiving medical treatment, or hospitalization. Should health fall below a critical threshold, the character becomes incapacitated until healed. Death results in permanent loss.
Energy is replenished through sleep, rest, hydration, or injections. Activities like moving, using stealth tactics, and taking damage consume energy. Mercenaries who become exhausted will collapse until they recuperate.
Morale improves following victories and successful kills but deteriorates after defeats. Elevated morale boosts effectiveness; conversely, low morale may cause complaints or even desertion. Cooperation among mercenaries raises morale; however, interpersonal conflicts can arise if certain individuals dislike each other, potentially leading to refusal to work together or hire simultaneously.
Plot
The narrative unfolds in the fictional nation of Arulco, which was governed by a distinctive democratic monarchy system featuring elections every decade. In 1988, Enrico Chivaldori secured his election victory by marrying Deidranna Reitman from Romania. However, Deidranna falsely accused Enrico of murdering his father. This led to Enrico faking his death and escaping captivity. Subsequently, Deidranna seized control and transformed Arulco into an authoritarian regime.
At the outset of the game, Enrico commissions the player to overthrow Deidranna by any means necessary and introduces them to rebel forces based in Omerta—a town recently devastated by enemy raids. Miguel Cordona, the rebel leader and former political opponent of Enrico, assigns the player the task of establishing a secure supply route from Drassen to support the rebels.
An optional Sci fi mode adds "Crepitus," enormous subterranean insects infesting mines that disrupt income streams and launch attacks on surface locations.
Development
Throughout the development phase, SirTech focused on retaining the freedom of movement, character dynamics, and an adaptable narrative that characterized the previous installment. Innovations introduced included a real-time gameplay mode and the ability for players to create their own characters. Designer Ian Currie emphasized the enhancement of role-playing and strategic components but dismissed the possibility of multiplayer functionality, citing the game's non-linear storyline and RPG elements. The release was postponed to improve various aspects such as the engine, visual presentation, physics simulation, projectile trajectories, and narrative depth, with an initial goal set for October 1998.
A demo containing a distinctive map titled Demoville was made available via gaming magazines during the summer of 1998.
On June 28, 2008, an open source port for AmigaOS 4 was launched.
Sales
Jagged Alliance 2 achieved commercial success and became TalonSoft's second highest-selling title according to designer Ian Currie. By October 1999, it had surpassed 100,000 copies sold in Germany, where it debuted at number one on sales charts in April 1999 and sustained strong rankings through July. Conversely, its performance in North America was weaker, with sales totaling 24,000 units by the end of that year. GameSpot nominated it for the 1999 "Best Game No One Played" award. Global sales estimates vary from 150,000 to 500,000 units; team member Chris Camfield mentioned approximately 300,000 copies sold by 2006.
Critical reviews
The game received an aggregate score of 85.09% on GameRankings.[1] GameSpot lauded its non-linear design, tactical diversity, and depth of mercenary characters,[2] while IGN commended its narrative quality, immersive world-building, sophisticated AI challenges, and sound design.[3] Computer Gaming World honored it with an Editor's Choice award, highlighting its mercenary selection options, replayability, and combat strategy planning despite acknowledging limitations in AI sophistication and graphical fidelity.[4]
Jagged Alliance 2 was shortlisted for several prestigious awards in 1999 including "Strategy Game of the Year" from Computer Games Strategy Plus, GameSpot, and Computer Gaming World, though it ultimately lost to RollerCoaster Tycoon, Age of Empires II: The Age of Kings, and Homeworld respectively.[5][6][7] Additionally, it earned nominations from GameSpot for "Best Sound" and "Best Game No One Played".[7] Editors at Computer Games praised it as a remarkable fusion of tactical strategy and role-playing elements that delivered intense gameplay experiences.[6]
Legacy
Following the release of the original Jagged Alliance 2, two sequels along with numerous mods were developed. Among these was the prequel titled Jagged Alliance: Flashback, which launched on Steam in October 2014.
Unfinished Business
Jagged Alliance 2: Unfinished Business, also referred to as Jagged Alliance 2.5, is a standalone expansion published by Sir-Tech on December 5, 2000. It featured slight modifications to the combat engine and introduced a scenario editor while largely preserving the core gameplay mechanics.
The storyline revolves around former proprietors of Arulco’s mines who return to establish a missile installation on Tracona island nearby. They demand possession of the mines once more and threaten Arulco by destroying its vacant Tixa prison. Players are tasked with recruiting mercenaries to infiltrate Tracona and dismantle the missile base, with the option to import characters from a previous Jagged Alliance 2: Gold save file. This expansion is recognized for presenting a greater challenge than its predecessor.
Reviewers pointed out that this follow-up felt hastily produced due to its near-identical gameplay experience, reduced game length, and a more linear storyline that limited replayability. These shortcomings coincided with Sir-Tech’s financial difficulties and obstacles in securing publishing support at that time.
Gold Pack
Released on August 6, 2002, by Strategy First, Jagged Alliance 2: Gold Pack merges the enhancements found in Unfinished Business with the definitive edition of Jagged Alliance 2. This package includes both the Unfinished Business expansion and a scenario editor tool.
The Gold Pack refines the difficulty settings by allowing experienced players to activate timed turns and disable saving during combat encounters—options that were originally enforced automatically in the base game.
By July 2006, this edition became accessible through digital platforms such as Steam and Turner Broadcasting’s GameTap.
Wildfire
Published in 2004 by i-Deal Games as an official expansion sanctioned by Strategy First, Jagged Alliance 2: Wildfire was distributed along with the game’s source code under a license permitting non-commercial usage.
While retaining the original game engine and control scheme, Wildfire introduced redesigned maps, additional equipment, and tougher adversaries, thereby delivering a more demanding campaign while preserving the fundamental gameplay mechanics and progression system.
In 2005, version 6 of this expansion was commercially re-released through European publisher Zuxxez Entertainment, extending the franchise’s presence well beyond five years after the initial launch of the second installment. This edition featured altered source code, an upgraded graphics engine supporting higher display resolutions, fresh mercenary characters, and expanded squad capacity from six to ten members.
Back in Action
Developed by Coreplay and published in 2012 by bitComposer alongside Kalypso Media, Jagged Alliance: Back in Action is a three-dimensional remake of Jagged Alliance 2. Originally announced under the title Jagged Alliance 2: Reloaded in 2010, it was rebranded as Back in Action in 2011.
Modding and Community Development
Following the release of Jagged Alliance 2: Gold and the availability of its source code, a vibrant modding community emerged, producing numerous notable modifications such as v1.13, Urban Chaos, and Deidranna Lives.
JA2-Stracciatella
The JA2-Stracciatella initiative enhances the original game by porting the vanilla Wildfire source code to SDL technology, thus enabling compatibility across multiple platforms including Mac OS, Linux, Android, and others. Beyond cross-platform support, it functions as an unofficial patch that addresses technical problems like buffer overflows and removes certain restrictions without impacting gameplay balance. After development paused with the last contribution in 2010, work resumed in 2013 incorporating higher resolution support and additional bug fixes. The project has remained actively maintained on GitHub since 2016.
v1.13
The v1.13 mod represents an improved iteration and partial overhaul of Jagged Alliance 2 Gold. Its primary advancement lies in converting many formerly hardcoded variables into externally editable XML files, greatly enhancing customization capabilities for modders. This update also added numerous new features, items, and introduced multiplayer functionality. By July 2007, v1.13 was successfully ported to Linux while maintaining backward compatibility with the original Jagged Alliance 2 installation.
- ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedgr - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedja2gamespot - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedja2ign - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedcgwrev - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedcgwpremier1999 - ↑ 6.0 6.1 Cite error: Invalid
<ref>tag; no text was provided for refs namedcgmawards1999 - ↑ 7.0 7.1 Cite error: Invalid
<ref>tag; no text was provided for refs namedgamespot1999