All right, time to start an article that I'm tentatively dubbing "I Attempt to Explain Jagged Alliance 2 to the 10% of My Readers Who Know More About this Game Than I Ever Will, and the 90% Who Will be as Every Bit Confused as I Am". The Jagged Alliance series, all highly tactical turn-based skirmish simulators, has a fearsome reputation among PC diehards akin to S.T.A.L.K.E.R. or Dota 2 where the high level of complexity and newcomer alienation is not only treasured by its proponents but exhorted as a exclusionary virtue by those who have fallen firmly under its spell, and were willing to undertake the long, difficult road towards mastering the game and its many moving parts.
I can respect that. A lot of modern games feel ephemeral in part because there's always another one just like it around the corner, and that the "consumption machine" of the top-tier game industry chugs along on the idea of getting people in, quickly acclimatizing them to a game's universe and to the usually familiar gameplay mechanics and systems, and then either letting them go to move onto the sequel (or in Ubisoft's or EA's cases, the dozen or so very similar games they just put out) or stick around for some timely DLC. It seems precious few games want to risk scaring people away early by presenting a steep learning curve, especially since their choices for alternative ways to spend their free time are becoming increasingly legion. That the handful of newer games that still buck that trend, like the various Souls or Hearthstone or Overwatch, are often some of the most highly regarded by critics and fans alike is probably no coincidence. You're willing to spend hours figuring out the spacing of M. Bison's charge attacks, or learn the right conditions to get the most out of Pharah's aerial-based ultimate, or get the timing down on a rocket-propelled mid-air shot on goal in Rocket League, because there's satisfaction inherent in becoming proficient at something that initially seemed impossible.
I'd not played Jagged Alliance 1, but the jist of what's going on in the sequel is one of its few elements that doesn't go out of its way to be deliberately alien to newcomers: the player is a veteran mercenary who is recruited by the deposed leader of the country of Arulco to topple its despotic queen, Deidranna, who has the remaining destitute population huddling in terror as the members of its rebel forces get picked off in raids. The goal here is to not only foil Deidranna's immediate plans but to galvanize the rest of the country into taking back their land, inspiring them through daring exploits and instilling the idea that Deidranna's armed forces are not insurmountable. The player's custom-created mercenary is joined by any number of those recruited from a "Mercs R Us" type of website, each of whom sticks around for an agreed upon number of days after being paid. The player is required to keep careful eye on their finances, as it'll mean the difference between a well-armed, well-stocked unit of soldiers of fortune and being on their own with nothing but rocks for weaponry.
Once again, I apologize sincerely to fans of this series for the incoherent bemusement to follow. This game does not lend itself well to "first impressions" articles.
Jagged Little Playthrough (a.k.a. I Oughta Know (How To Play a Damn Video Game))
I really didn't imagine I'd get into so much trouble so quickly, but after a protracted gunfight with almost fifteen foes filtering in from every direction, we have something of an ammunition deficit. I was lucky enough to only walk away with superficial wounds, which my three medics (Ira's also one, probably in case you were dumb enough to not hire one) quickly took care of. However, even with the scrounged guns and bullets from the fallen enemy soldiers, I'm not sure if another similar battle will play out quite as fortuitously. I suspect Drassen won't be completely deserted of enemies either, so maybe I'll finally get to use the game's stealth mechanics, if I can figure them out. I should mention that there's no obvious way to call up a list of controls in-game: either they expect you to have the manual open right next to you, or that you've come to this game fresh from the first Jagged Alliance and know them all off by heart.
There is some exhilaration in walking away from a firefight with no idea what I'm doing or how screwed I am with my dwindling resources, but at the same time I don't think the one week I gave myself for May Maturity's games is going to cut it here. It might take the whole week just to get my bearings. While I don't imagine we'll be seeing a game complete screen when I revisit Jagged Alliance 2 for its Outro, I'm hoping I'll have a veritable war journal of mechanics I've learned and stuff I've blown up. I refuse to let this game get the better of me, no matter how many restarts it may necessitate in the days to come.