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Jagged Alliance: Flashback Kickstarter by Full Control [$350K funded]

ekim

Member
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http://www.kickstarter.com/projects/2079547763/jagged-alliance-flashback?ref=live

Jagged Alliance: Flashback is our vision of returning a once critically acclaimed franchise back to its roots, it's not a reboot, it's a reset!

Our main goal is to bring back the tactical turn-based action that the original Jagged Alliance games are known for - the game was a thinking man's game, a thinking man with lots of guns!

The games were unique in their blend of tactical turn-based action, controlling and maintaining squads of mercenaries, off and on the battlefield. As a player the decisions you made had a direct impact on how you played the game. Additionally, over-the-top personalities, memorable characters and role-playing elements made the games difficult to put away once you were hooked.

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They are asking for 350,000$

More at the Link:
http://www.kickstarter.com/projects/2079547763/jagged-alliance-flashback?ref=live
 
I'm very sceptical.

At least it looks and sounds closer to JA2 than the recent mediocre entries in the series.

And based on this screenshot/mock-up it looks like they're doing grid-based movement which is a great and essential design decision for a JA game:

 
I find this kind of odd given that the license is still held by publisher Bitcomposer, so why don't Bitcomposer just publish this game?

I dunno, seems kind of fishy.
 
I find this kind of odd given that the license is still held by publisher Bitcomposer, so why don't Bitcomposer just publish this game?

I dunno, seems kind of fishy.

It's in the kickstarter:

While we have managed to secure the Jagged Alliance license, we have chosen not to pursue any funding through the license holder bitComposer, as we wanted to maintain and stay true to our vision of the game.
 
There's been so many terrible attempts at creating a new Jagged Alliance since the second game, I don't know if I want to fund another one. I think I'll put this one on the "might buy if it happens" pile for now.
 
There's been so many terrible attempts at creating a new Jagged Alliance since the second game, I don't know if I want to fund another one.
A bit harsh, but that's how I feel as well.
Especially considering how they seem to aim quite low with their ambitions.

I want a (proper) new Jagged Alliance more than any other kind of game, but I also need to know that competent people are working on it and they are aiming for the full thing, not "We are going for the core combat but everything else is half-assed or absent".
 
I'm excited to see what happens here.

As an aside, I'm one of the few who really enjoyed the Back in Action games, probably more from a mechanical standpoint than the relationship to the franchise. I hope bitComposer come back to such a style of game down the line, because with a bit of tweaking and perhaps a thematic change, they could create something pretty cool under their own steam.
 
Starting at $25? They just want to fail, I guess.

Actually, they'll probably pass such a low goal, but I think their tiers are leaving money on the table.
 
Jagged Alliance 2 is my favourite game of all time. Needless to say, I despise Back in Action (even though it is a solid game judged on its own merits).
Them trying to separate themselves from BitComposer through this kickstarter is already enough to convince me.
Besides, they're mentioning so much important stuff in the video (like the humor, IMP, training etc) that BitComposer completely failed to even acknowledge... I really hope this kickstarter will be successful.
 
Sounds a bit fishy to me. Very low budget, Expansion packs already planned, a team consisting of streamlined titles producers etc
 
After playing the new X-COM, deep down I wished that the JA property could get the same love. The simplified turn system actually didn't hurt the game too much, and I think JA could benefit from it. This seems awfully low budget though, theres a ton of assets that need to be created to be on par with JA2.
 
Sounds a bit fishy to me. Very low budget, Expansion packs already planned, a team consisting of streamlined titles producers etc

Yes, I can't get my hopes up over this.

After playing the new X-COM, deep down I wished that the JA property could get the same love. The simplified turn system actually didn't hurt the game too much, and I think JA could benefit from it. This seems awfully low budget though, theres a ton of assets that need to be created to be on par with JA2.

JA2 needs to be expanded upon, not streamlined and simplified like what happened (IMO) to XCOM.
 
Sounds a bit fishy to me. Very low budget, Expansion packs already planned, a team consisting of streamlined titles producers etc

Yep. I'll just wait for it to release, if it ever does, and then wait a bit more for a Steam sale.
 
there is btw a Jagged Alliance flash game available. I looked into it and it seems kinda mixed, but I only played the very first tutorial.

As for this project, I'll wait till I see more footage / vision & mechanism plans before I'll decide to back or not. IF it's a true spiritual successor to Jagged Alliance 2, I'm so down for this, but the games after JA2 in this franchise were below average at best.
 
there is btw a Jagged Alliance flash game available. I looked into it and it seems kinda mixed, but I only played the very first tutorial.

As for this project, I'll wait till I see more footage / vision & mechanism plans before I'll decide to back or not. IF it's a true spiritual successor to Jagged Alliance 2, I'm so down for this, but the games after JA2 in this franchise were below average at best.

http://www.kongregate.com/games/cliffhangerdev/jagged-alliance-online

Seems to be this one?

Destructible Environment

We will definitely have a level of a destructible environment in the core game. This is an essential feature and makes carrying explosives important. It also has an effect on stealth, but that is a feature we will talk about in a later update when we go into combat mechanics.

Does this mean we will have full destructible everything? No - almost no games have this and we will not either. It simply makes no sense. Read on!

Here are some examples of destructible things:

being able to blow up a thin wall with a frag grenade to remove the cover that the enemy unit is hiding behind
use C4 to make a hole in a wall to create an alternative entrance to a building
cut holes in fences with a wire cutter
destroy equipment like radio transmitters, power generators, cars to stop the enemy from using them
Examples of non-destructible environment:

you will not be able to blow tunnels into the ground to move underneath things
you wont be able to have buildings collapse by blowing holes into all walls
terrain pieces can not be destroyed, things like boulders, rocks etc.
there is no wand of divinity that splits water to walk between islands

Destructable environments sound great.
 
The goal seems so low to even partially fund a game like JA. JA2 wasn't a cheap game to make.

This is my main concern as well. They had a big team that worked for years on JA2 (thus the quality).

I wonder how big the Back in Action team was. I'm assuming fairly large as well, and they took a long time. And look how that turned out.
 
Should have released Space Hulk first so we know what we're backing.

Also, should have gone for something other than Kickstarter, do their own crowdfund. Why give 5% of the cash to some third party? At least they also have paypal but I'd guess most will use the primary method.
 
This sounds good.
http://www.kickstarter.com/projects/2079547763/jagged-alliance-flashback/posts
Strategic Level Design - Base Building, Squads, Map Mechanics

The strategic level in Flashback will in its core work similarly to Jagged Alliance 2 with added base building.

You have a chessboard like grid on top of the world map, you direct squads of mercenaries freely around on the map and each grid corresponds to an individual level on the tactical side of the game.
Open_Movement_Map.jpg

The size of the chessboard is going to be determined by budget of the game. This is where we scale up with stretch goals. More pledges means more environment art means more levels in the grid.

You have to move troops around the map on foot, and if we reach stretch goals we also add the good old transportation options of jeeps, trucks, helicopters, boats and planes to make movement faster as well as unlock new parts of the map. We really want to do this part! As an example it would matter to liberate the port city, so that you can grab a boat to a neighbouring small island.

So if you liked the system used in Jagged Alliance 2, then you will love this one as it’s basically the same :-)

A new feature we want to add to the strategic layer is base management. You will start out with a small landing zone and expand your base of operations as you gain access to funds. New additions to your base will add various levels of support options to your squads. From fortifying your base that help against enemy attacks to helicopter pads and recruiting a gunsmith will allow you to repair weapons and research new attachments that increase weapon effectiveness.

But this is not where it ends. In captured villages we would like to rework the militia system from earlier games. Parts of the buildings used in your central base can also be built in villages - e.g. fortify specific buildings, repair shops and medical facilities. But you can’t build an air strip or a hospital, these are things you have to control to reap the benefits. The enemy will actively try to retake lost sectors, so the more you control, the more you have to lose.

So it’s important to defend your central base while spending some resources on expanding your presence on the map. Leaving your base open will allow the enemy to take it, removing the support it gives to your mercenary squads.

This adds much more value to the strategic part of the game and more depth in gameplay.

The exact economy of the game is not finalized at this point in time. But we do want to have an economy where mercenaries have upkeep costs, where you have to have an income source and building buildings cost something. The time to decide the exact mechanics on this will be a bit later. Suggestions and Ideas are more than welcome in the comments and forums!
 
Man I love Jagged Alliance and I hope they can pull this off, but being unemployed and on the hook for 3 other kickstarter games I'm going to have to pass for now. :(
 
They should have waited until after Space Hulk is released, they sound like passionate dudes but their pedigree doesn't seem too strong and they have nothing to show for this KS, only lofty ideas. It seems it may only barely meet it's goal which would mean a very barebones experience.

I'll wait with funding this one.
 
Even though only very few people seem to care about this kickstarter, you might want to check out the updates. They are talking about Mod support and they now have Chris Camfield (one of the original JA2 developers from SirTech) on their team as well as some guys from the Bear's Pit.
 
Didn't realize there was another thread. It is much better than mine.

Yeah, there seems to be either total apathy or hostility towards this KS. Not entirely surprising given the franchises' history and the poor start, but still sad given JA2 was my favourite game and there is no way bitComposer will make a worth sequel.
 
No. Like Wasteland 2, Torment, Project Eternity etc. before it, it's just started pre-production. Will be canned if it doesn't get funded.
 
has there been a gameplay video?


I think there's only concept art so far. I guess they haven't really started because they don't want bitComposer to fund the project and actually need the kickstarter. I guess if this fails, we will get a watered down bitComposer version, if any.
 
Even though only very few people seem to care about this kickstarter, you might want to check out the updates. They are talking about Mod support and they now have Chris Camfield (one of the original JA2 developers from SirTech) on their team as well as some guys from the Bear's Pit.
That all great, but the studio is completely untested. If Shadowrun can barely make what they showed with their 1.8 million, I don't foresee great things for this studio with 350k, especially if they're doing it in Denmark.
 
That all great, but the studio is completely untested. If Shadowrun can barely make what they showed with their 1.8 million, I don't foresee great things for this studio with 350k, especially if they're doing it in Denmark.

I'm not sure what went "wrong" with Shadowrun and how the game turned out compared to the initial concept, but their kickstarter goal was quite similar. I guess that's pretty much the minimum. I don't see how setting a goal at say..2 million would have convinced more people to pledge.
 
I don't want base building. The fun in JA2 was to steam roll through the map with a small troop of super soldiers running from city to city. At least that's how I always did it. I had to reload a lot if one of my supermen got really hurt, though.

I guess I might pledge for 25$.
 
Current trends have them falling 20% short. I hope they can make it with a last day push. As soon as I hit the powerball I drop a couple dollars their way.
 
Whilst I hope it gets funded, the nature of Kickstarter has me worried. Whilst they're asking for 350k, most Kickstarters have a lower, less ambitious goal...but "ACTUALLY" require significantly more to fully flesh out the game and achieve the level of depth expected from the IP.

So whilst I don't doubt they can create a turn-based Jagged Alliance with 350k, will it even be as competent / good as JA2...but with updated visuals?
 
Everything about the kickstarter is odd. The amount they want, the involvment of Bitcomposer, the fact that their small team is balls deep in Space Hulk...

I'd love a new proper JA, but I just couldn't convince myself to back this.
 
My personal concern is that even if they reach their goal, we would end with a half-assed "spiritual sequel" for what's one of the greatest games ever made.
 
My personal concern is that even if they reach their goal, we would end with a half-assed "spiritual sequel" for what's one of the greatest games ever made.

Yep, not only that, but barely achieveing the goal might mean that the costs of extras might end up not making the investment worth it.
 
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