OverviewReviewControlsCreditsSystem RequirementsScreensBuy
   
Bookmark and Share

Jagged Alliance 2: Unfinished Business

Review

by Alex Kazhdan

Jagged Alliance 2 combined strategy, role playing, and tactical turn-based combat with non-linear gameplay. The storyline and memorable characters, including superb voice acting, resulted in an extremely popular tactical game and inspired many imitators. Games like Commandos and Fallout Tactics owe homage to the gameplay inspired by the Jagged Alliance series.

Veterans of the series unfortunately will be disappointed to learn that Sir-Tech abandons this winning formula in the lackluster expansion, Jagged Alliance 2: Unfinished Business. Those who enjoyed the non-linearity and the choice of tactical options, no doubt also recall the immersive and intense quality of gameplay. Although the expansion features an improved engine, additional weapons and characters, the designers force you down a linear path with few choices in how to accomplish your mission.

Instead of being free to explore all of Arulco, you travel from sector to sector, no longer required to protect any territory, and no resources need to be managed or guarded. The entire strategic aspect is missing. In its place is a requirement to make money strictly from guns and equipment you loot from dead enemies and buildings. Mercenaries, the core of the game, are now hired through a single initial fee rather than earning a weekly salary, so their initial status stays almost unchanged for the duration of the game.

Mercenary advancement and training is no longer an essential factor. Even though they can still advance in theory, the game covers such a short period of time that the characters don't gain enough experience through normal play to make it worthwhile, thus you're forced to hire only the most effective. Hire a cheap, low-skilled "merc" and he or she will basically stay that way through the entire game, and be ultimately useless near the end when faced with the toughest enemies.

Further angst is caused by the limit of how many weapons you can sell to earn money, thus, if you happen to choose a low level character for your squad at the beginning, there's no way you can replace him. Fortunately, players who had the foresight to save their high-level team from Jagged Alliance 2 won't suffer this indignity. Although not advertised as such, Jagged Alliance 2: Unfinished Business seems geared toward those who played the original.

Despite the new trimmings, Jagged Alliance 2: Unfinished Business essentially offers little more than a few extra missions that lack the appeal of the original, especially in the area of strategic options. New players to the series would be advised to play the original instead of the expansion to experience the well-crafted strategic elements that made it so successful. Only die-hard fans who haven't had enough of Jagged Alliance-style combat, don't mind the lack of non-linear gameplay, and want to build their own missions, will find the expansion worthwhile.


Graphics graphics rating

Graphics are the same as the isometric perspectives seen in the original, and have not been upgraded. New characters and weapons, as well as a new snow terrain tile have been added, but the graphics are dated.

Sound sound rating

The game continues the tradition of excellent voice acting. The new characters and NPCs are just as funny and memorable as characters from past versions, and some old mercs return as NPCs with a few stories to tell.

Enjoyment enjoyment rating

Playing Jagged Alliance 2 prior to this expansion is highly recommended to newcomers. Gameplay in Unfinished Business is more like a set of new missions than a non-linear campaign. If you can't get enough of the tactical combat offered by the series, and don't mind the lack of strategic and team management options, you'll enjoy the add-on. Those looking for the same style and depth of the original will be disappointed. Also, starting with a new team is tough.

Replay Value replay rating

The game is very short and linear with few replay options other than a few alternative difficulty gimmicks. As examples, Iron Man mode simply turns off the save function during combat, or a timer limits your time in giving orders to each "merc." The mission builder allows creation of new scenarios, but not full campaigns. New mods and utilities are available from time to time on dedicated websites.

Documentation documentation rating

The well-written and illustrated manual explains nearly all aspects of the game, but leaves out the important disclosure that you're limited to the number of weapons you can sell for profit, which directly affects strategy. Considering it's how you pay for additional team members, those who unknowingly plan on purchasing top mercs later in the game may be left high and dry. Also, the idea that mercenaries can advance beyond their initial status is misleading, due to the short nature of the game.