
Players could employ multiple squads and create their own merc, experience side-quests along with a variable storyline, taunt the main antagonist by sending them flowers. It expanded upon the first Jagged Alliance in almost every aspect. This, along with many other aspects, was expanded upon in what became a more appropriate sequel to Jagged Alliance.Īnd that brings me to Jagged Alliance 2, which was certainly one of the most ambitious projects I’ve ever worked on and a true labor of love for myself and the team that developed it. While it was followed by a small mission-based sequel that introduced multi-player gameplay (titled ‘Deadly Games’), the original game was preferred for its more open-world feel. Like a lot of entertainment, it also sprinkled in a good dose of humor.

It was further unique in that these individuals didn’t always get along with each other and could sometimes, to the surprise of players, act out. It was unique in allowing players to form a party of characters but using pre-existing individuals who had distinct personalities who had both strengths and weaknesses. It was quite ambitious-a strategy game with tactical combat, a large cast of colorful characters, role-playing elements, and a storyline with multiple outcomes. Jagged Alliance dates back to the latter half of the 1990s where the first game was released somewhat under the radar but was considered a critical success.

I’m excited to share some of my thoughts with you!

I am one of the original creators of the Jagged Alliance series and have been working with THQ Nordic and Haemimont on Jagged Alliance 3 for a couple of years now. Hey everyone, my name is Ian Currie and I’m happy to welcome you to another Jagged Alliance 3 DevDiary.
