
Review by Tim Still
Name: Jagged Alliance: Deadly Games
Publisher: Sir-tech
Format: CD-Rom (plus second CD for multi-player)
Available: Now
Requires:
O/S: Dos 5.0+, or Windows95
Processor: 486/DX2 66
RAM: 8Mb
Graphics: 256 colour VGA
CD-ROM: Double speed
Soundcard: All major sound cards supported.
Tested on:
O/S: Win95/Dos7
Processor: Intel Pentium166 MMX
RAM: 32Mb
Graphics: 2meg ATI Mach64 Graphics Pro Turbo
CD-ROM: 12x
Soundcard: Sound-Blaster 16 ASP
Controls: Std 2-button mouse, MS Sidewinder Pro
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Jagged Alliance - Deadly Games
Ok, so you thought that you were pretty cool in the little
skirmish at Metavira. Just because you helped that professor out
by waxing a few bad guys, you think you can handle situations.
Well, this time, things get a little more interesting... A little
more deadly...
Jagged Alliance - Deadly Games is not really a sequel to the
first Jagged Alliance, but more like a mission disk. With more
mercenaries. And a mission editor. And, of course, more guns.
Mercenaries
In
the game, you take control of a squad of mercenaries (up to
eight) and try to accomplish some sort of objective. Unlike the
first Jagged Alliance where the missions usually consisted of
killing all the bad guys, the objectives are now many and varied.
You have tasks such as photograph a target, area or person.
Destroy a bridge, building or selection of structures. Guard an
area. Deliver an item. Locate and escort a civilian. Of course,
there are still good old missions where the objectives consist of
nothing more than blow away all the bad guys. You can either play
single missions, or campaigns. Both can be either predefined or
randomly generated, or you can design your own with the built-in
editor.
To accomplish these tasks, you have to control your small
squad of lethal and highly trained specialists by moving them
around the map, and controlling their actions. Trouble is,
theyre not all highly trained. In fact, some are right
dorks who couldnt hit a barn door if they were sitting on
the handle. Well, thats the mercenary life. You get what
you pay for, and if you arent prepared to pay top dollar
for decent manpower (and womanpower), then perseverance better be
your watchword. There are 70 unique persons to choose from, all
with their own strengths and weaknesses. For single missions, you
could probably get away with eight people who can shoot well, but
over a campaign, youre going to need a good balance of
skills to get through the days.
Each mercenary has 4 skills you will need as you progress
through the campaigns, rated out of 100. They are Medical,
Explosives, Mechanical and Marksmanship. They also have an
experience class rating, which, as it goes up, increases their
general field skills (such as stealth and booby-trap detection),
and their wages. The mercs also have four personal attributes
that have an effect of their survivability. Health measures the
damage a merc can take and their general physical well-being.
Agility determines reaction and coordination. Dexterity is used
to show their skills in working on small fiddly things, such as
medical procedures, and wisdom effects the ability to learn from
experiences and training.
The best thing to do when you first start is go through the
tutorial campaign. This is an excellent introduction to the way
the game works, how moves are taken, aiming, firing, and all the
other things that you do when youre a mercenary. Youre also
introduced to Gus Tarballs, the man who gets you your work for
you. Because his relationship with AIM is a little strained,
its up to you to do the hiring and firing. AIM is the
Association of International Mercenaries, and they hold
up-to-date information on all the mercenaries you can hire. From
the AIM screen, you can find out what the merc has in his
possession already, his skills and his background. It also tells
you when they are due to return if already on assignment.
So this is it. Youve got manpower. Youve given
them all a little extra ammo. You may even have purchased some
extra items from Mickey, the Irish chap who pops up before a
mission now and again to try and sell you things. Time to hit the
target zone. You start with your squad on pre-selected locations
within the mission area. The mission areas are all the same size,
but there the similarity ends between them. You can have desert
landscape, urban areas, snow-covered ground, fields, and a few
other different environments. The bad guys always start in the
same places too, but as most of them move around, youll
probably never meet one in the same place twice. As mentioned
before, your objectives vary from mission to mission, so you may
have to search buildings, open crates, pick door locks, or blow
up walls to get to where you need to go. Locked doors can be a
real pain, but if you dont have the right key or a decent
lock-picker with you, then a few blasts with a shotgun usually do
the trick.
Movement
Movement is
governed by action points. Different mercs have different amounts
of action points, and they use up action points differently. Some
things take the same amount of action points, no matter who you
are, but in other actions, such as aiming a weapon, vary from
merc to merc. Terrain also has an effect on how many action
points it can take to move from location to location. Wading or
swimming through water takes up far more points than walking
along a beaten path or pavement, as does traversing rubble-strewn
ground. Bearing this in mind, theres a handy toggle option
for each merc that allows you to reserve enough or that
particular mercenaries action points to firing a weapon, either
an aimed or snap-shot.
Other things you have to watch out for while searching are traps.
These come in a variety of flavours, such as the vanilla bomb,
the strawberry grenade, or the mint choc-chip booby trap. This involves an
innocent looking item, such as a first aid kit, which has been
rigged. Now if the mercenary who tries to pick it up isnt
that smart, hell probably ignore a whole brick of plastic
explosives taped to it, but if theyre a lot sharper, they
might even notice a very thin wire leading to a hidden grenade,
and not actually pick it up. Theyll also offer to try and
disarm it, but thatll depend on their skills whether they
succeed or not. There are lots of items you can find in the game,
as well as a fair few weapons. Such things as a medical kit,
canteen, camouflage kit, tool kit, locksmiths kit, armoured vests
and rocks are all things you can use in the game. Some of the
mercs also come with their own stuff that you wouldnt find
elsewhere, such as a hedge trimmer, letter opener, and a leather
jacket. But no group of professional assassins are complete
without their own collection of war toys, and these people are no
exception. Revolvers, automatic pistols, a variety of grenades,
shotguns, automatic rifles, uzis, and, for those more
demanding situations, grenade launchers and mortars. All have
their own ammo, whether it comes in boxes, clips or individual
rounds, and you have to make sure that enough is carried,
otherwise if someone runs out of ammo, they soon let you know
about it. In fact, they seem to let you know about all sorts of
things that are happening around them. For example, when someone
spots a baddie, they call out and let you know theyve seen
them. All the mercenaries have their own characters, and their
own way of expressing things whether its to tell you
theyve found something, or just to let you know
theyre dying. Some of the sayings are really quite amusing,
but if you get fed up of them, you can tell them to shut up.
Screen layout
The actual screen layout is simple and effective. In the
centre area is the main view, which is a look-down view of the
terrain and your mercs, plus whatever they can see. If they
cant see any bad guys, then neither can you, even if
theres ten of the buggers just inside the door. Down each
side are the portraits of your eight team members, showing their
names and statistics. Along the top is the turn counter, game
buttons, and a status indicator. Along the bottom is the
inventory of the currently selected merc. Each merc has two hands
(weird, huh?), and up to five pockets to hold items.
Right-clicking on these brings up a screen showing details , and
allowing you to move items around, or pass them to an adjacent
mercenary.
When you get
bored of beating the computer time after time, you can also play
against a friend or three using the network option. Or just stick
to two players using either the direct link or modem options, and
you can have hours of un in the multi-player missions, either
working together to achieve an objective, or going for it alone,
and trying to take out the other team as well as the bad guys. I
havent tried this option myself, but I can imagine that it
would turn into a bloodbath very quickly. There is a second CD
included in the game, just for multi-player gaming, so at least
you dont have to buy two copies if you have two machines.
The
manual that comes with the game covers everything you need to
know, including the mission editor. With the editor, you can
create single or multi-player missions and campaigns, defining
everything from separate objectives for each team, the inventory
of the enemy soldiers and their stats, civilians, and, of course,
designing the actual map yourself, including buildings, traps,
goodies, and anything else you want in there.
Graphics
Graphically, its a little poor, only showing things in
VGA. It still looks OK, but the move to SVGA is probably only
coming in Jagged Alliance 2, and thatll be a huge
improvement. Saying that, the graphics are still sufficient to
enjoy the game. The sound is pretty good, with all the weapons
sounding different, and the mercs with all their comments, plus a
nice background tune that is best turned down so that its
only just audible, otherwise it tends to get annoying.
If you enjoyed the first Jagged Alliance, then its
probably worth getting this one too, as its more of the
same fun. But if you got a bit fed up of it, then steer clear
this time, as theres not enough differences to spark a new
interest, even with the mission editor. On the other hand, if
youve never played the old one, then its probably
worth a dabble. After all, you can get a great deal of
satisfaction going after a couple of guys armed with pistols when
your lot has M-16s, grenades, and a mortar.
Overkill, anyone?
Tim Still for
Game Over!
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