Jagged Alliance 2

Jagged Alliance 2
Developer(s)Sir-Tech Canada
Publisher(s)
Director(s)Ian Currie
Producer(s)Ian Currie
Designer(s)
  • Ian Currie
  • Shaun Lyng
  • Linda Currie
Programmer(s)Andrew T. Emmons
Artist(s)Scot Loving
Writer(s)Shaun Lyng
Composer(s)Kevin Manthei
SeriesJagged Alliance
Platform(s)Windows, Linux, OS X
ReleaseWindows
  • GER: April 19, 1999
  • NA: July 23, 1999
  • EU: August 6, 1999
Linux
February 26, 2001
OS X
November 15, 2013
Genre(s)Tactical role-playing, turn-based tactics
Mode(s)Single-player

Jagged Alliance 2 is a 1999 tactical role-playing game developed by Sir-Tech Canada for Microsoft Windows and later ported to Linux by Tribsoft. It is the third entry in the Jagged Alliance series. The game was followed by the expansion pack Unfinished Business in 2000. Two commercial versions of the mod Wildfire were released in 2004 in the form of expansion packs. The core game and the Unfinished Business expansion were combined and re-released under the title of Jagged Alliance 2 Gold Pack in 2002.

The game takes place in the fictional Latin American country of Arulco, which has been ruled by the ruthless Queen Deidranna for several years. The player is tasked with defeating Deidranna and restoring peace to Arulco. To this end, the player may hire mercenaries and enlist the help of local citizens, who can help the player in a variety of ways, such as providing useful information or joining the fight against Deidranna.

The game uses a strategic map screen of Arulco where the player can issue high level strategic orders to their troops, such as travelling between sectors and training militia. Most of the game's combat and sector exploration take place on a tactical screen, where the player can issue individual direct commands to each of their mercenaries, such as moving, shooting, and talking. The game features a wide variety of firearms, body armor and miscellaneous items that the player may use to their advantage.

The game was commercially successful; Pelit estimated its sales at 300,000 units by 2006. However, it sold poorly in the United States. The game received good reviews which praised its freedom of choice, large and memorable cast of characters, non-linearity, and tactical gameplay.