The first is a certain degree of streamlining. Rage is recognisably Jagged Alliance, which is to say you exact turn-based control of a squad of grumbling but blood-steeped mercs sent to deal with warlords and drug-runners in an exotic locale, but with two major changes. This isn't a roguelike, but it does borrow a few concepts - you take your damage with you, you're dependent on loot found semi-randomly during combat, and you need to make tough choices about what to fix or improve during your brief downtime. Borrowing a cue from Darkest Dungeon, working around their deficiencies and propensity to pick up new injuries and ailments is all part of how to survive a guerrilla run through the jungle. Its gang of quipping, ill-tempered mercenaries are now 20 years older, with all manner of weaknesses and tics to reflect their long years in the field. Rage makes the two decades since Jagged Alliance 2, the last time this series truly found its way into hearts and minds, a plot point. There's a whole mess of things wrong with newly-announced latest comeback-apparent Jagged Alliance: Rage, but a few hours with early code has me thinking there's a lot right with its core. Which, after 19 years of hurt (the remarkable JA2 mod scene aside), is happy progress for once-beloved turn-based mercenary combat series Jagged Alliance.
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