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Posted

Looks like they might be in talks with Ian Carrie and some of the old Sir-Tech Canada folks....So hopefully that goes well and will gve the project a boost. Shame to see this not beign funded yet.

 

I noticed some people seem surprised at how slow this is moving, but this isn't Obsidian or inXile.  This is an unknown studio with no real marquee names.  They are probably going to hit their target at the current rate, but I don't see them going way over.  It is likely going to take the whole 30 days.  

 

The Quest for Glory creators also barely hit their target, so even star power doesn't always work.  

Posted (edited)

 

Bah 1.13 modders are ok, but they can't tackle the biggest problem. Enemy AI.

 

I've noticed you really are hung up on this.  I agree it should be something that is worked on, but it was improved in 1.13.  AI is a weakness in the entire genre, Xcom was horrible and the new one is only a slight improvement.  That being said, I don't consider it the most important aspect of the game, it just needs to be passable.

 

Passable AI works for first playthrough. So yes it's enough for a shipped game. But if you want it to live longer through mods they should strive for it to be better than average, since as you can seen no one has significantly improved the JA2 AI, even with source code, therefore i expect no one will do that in this game. (yes , quite pessimistic.) I'm not saying there weren't any improvements at all, but it pales in comparison with all the benefits players received. So all i want is better enemy AI in tactical combat than it was in JA2. I don't think that's too much, is it? ( yes XCOM 2012 is not great in that aspect either, but that's not my favorite game :D and i do expect them to improve in the sequel )

Edited by Majek

1.13 killed off Ja2.

Posted

 

Looks like they might be in talks with Ian Carrie and some of the old Sir-Tech Canada folks....So hopefully that goes well and will gve the project a boost. Shame to see this not beign funded yet.

 

I noticed some people seem surprised at how slow this is moving, but this isn't Obsidian or inXile.  This is an unknown studio with no real marquee names.  They are probably going to hit their target at the current rate, but I don't see them going way over.  It is likely going to take the whole 30 days.  

 

The Quest for Glory creators also barely hit their target, so even star power doesn't always work.  

 

I dunno if they will at the current rate. Its slow going. But yeah I agree its a unknown studio which doesn't give a ton of confidence but their heart seems to be in the right place and I give them props for involving all the Bear Pit guys. More then anything its probably bad timing with divinity just finishing.

Hopefully with next months pay cheques it will see an influx.

  • Like 1
Posted

I want JA:F to succeed!!! :bat::wowey:  Full Control seems to be a really dedicated team. But people are so pessimistic (yes yes, I know the (sad) history of JA). However, there is still hope. 26 days to go.


"Maybe your grandiose vocabulary is a pathetic compensation for an insufficiency in the nether regions of your anatomy."

Posted

They are almost at 100k, so they are still pushing forward.  Plus they said they have some news coming down the pipeline.  You can probably count on them getting a decent push at the end, so as long as they slowly gain until the last week, maybe reaching $230k, then they should be solid.

 

I upped to $65 for a boxed edition. 

Posted

Ouch, $25 shipping for physical tiers. Seems the costs are creeping higher and higher with each project.

It's a bit ridiculous considering the actual cost of shipping from the US to some places is under $10 for this kind of weight. In this case the EU and the US is free, if the $25 is at least some what related to actual costs in other campaigns the EU is subsidizing the rest of the world by quite a bit.

Posted

No.

 

 

I want to play a kickstarter funded game first before I pay for anything.

И погибе Српски кнез Лазаре,
И његова сва изгибе војска, 
Седамдесет и седам иљада;
Све је свето и честито било
И миломе Богу приступачно.

 

Posted

 

Btw, I've only liked one other turn based game besides Jagged Alliance 2: Silent Storm.

never played Final Fantasy Tactics I take it?

Walsingham said:

I was struggling to understand ths until I noticed you are from Finland. And having been educated solely by mkreku in this respect I am convinced that Finland essentially IS the wh40k universe.

Posted

Probably not, but since I can't stand any Final Fantasy games except XII (which every tr00 FF-fan seems to hate), I'm not exactly bothered.

 

I liked XII despite it being Final Fantasy, not because.

Swedes, go to: Spel2, for the latest game reviews in swedish!

Posted

Probably not, but since I can't stand any Final Fantasy games except XII (which every tr00 FF-fan seems to hate), I'm not exactly bothered.

 

I liked XII despite it being Final Fantasy, not because.

 

Final Fantasy Tactics had the same core leaders in the team that worked on Final Fantasy XII. Tactics is a great game, probably better than most games in the main series. It has the best story, even if you should expect JRPG craziness here and there, but the political plot and all the twists are great, imo. It doesn't play like any of the other FF games, you know, it being an SRPG and all. The job system is really fun, although it is broken when you reach the end game. There is an optional dungeon at the end that will provide a nice challenge.

Posted

No.

 

 

I want to play a kickstarter funded game first before I pay for anything.

 

Go get Faster Than Light, or FTL.  It's a pretty cool game, although you will die.  That's actually the point of the game.  It was a kickstarter project.

Posted

I meant something that could be considered a complete, larger budget title.

 

I intend to try FTL at some point.

И погибе Српски кнез Лазаре,
И његова сва изгибе војска, 
Седамдесет и седам иљада;
Све је свето и честито било
И миломе Богу приступачно.

 

Posted (edited)

I wouldn't consider Jagged Alliance a larger budget title.  Heck, I'd still consider Shadowrun Returns a small indie game.  I get what you are saying though, they are a bit bigger than FTL.

Edited by Hurlshot
Posted
Update #1 : Strategic Level, Destructible Environment and more
Apr 24, 2013
 

Dear backers, 

 

What a first 24 hours!! Super fantastic. 

 
Thanks for all of your support. We are well on the way to go beyond the Kickstarter goal, so if we can keep up the momentum this game will actually see the day of light!
 

So please spread the word! Tell your Jagged Alliance friends! And keep interest alive in the comments section as well as the forums on the mini-site. http://www.jaggedallianceflashback.com/

 

Our plan from now and moving forward is to give you more deep insights into our ideas and thoughts for Flashback.
 

We will send out updates to start discussions with you, so please discuss these things with us if you like, dislike or have alternative ideas. We deliberately have run this Kickstarter in the early stages of pre-production, where a lot of the decisions are still up in the air. So your voice will indeed have an influence! Your voice will be heard!

With that said, we haven’t decided and settled on small details yet. So if you ask us if you will be able to blow up the black cow in map grid 4F with C4 that has been modified with a delay timer - we don’t know yet! Thats what pre-production is meant to give us - a game design from top and down to medium detail level. And that is where we want your input! 

 

 

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! 

 

 

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 

New Pledges

 

We have been asked by many if we could add more pledges in the lower end. So we have added the following pledges to the Kickstarter site

 

We plan to add more later as we go along. If you have great ideas for pledges you want, then don’t hesitate to send us a message. 

 

$35 Gunnam style Tier: All previous rewards + Digital high quality map of the game world + Digital copy of the Official Soundtrack 

 

* Limited 100* $85 Umpa Bazooka Tier: All previous rewards + Get to write an enemy response (ONLY THIS TIER)

 

 

Licensing, Money, bitComposer and what it all means 

 

There is some confusion about what it means that we have licensed Jagged Alliance from bitComposer. 

 

A license is a right to use a brand. Its a legal agreement where we (Full Control) get the right to use a brand name (Jagged Alliance) from the license owner (bitComposer).

 

Licenses could be given to e.g. make a t-shirt, a movie or like in this case - a computer game. 

 

Getting a license costs us (Full Control) money. It is not free, and there is typically also royalties to be paid. Totally similar to someone making Star Wars themed lunch boxes having to pay a royalty fee for every lunch box sold. 

 

This is also true for this deal. On the sales of the game past the Kickstarter we have to pay bitComposer for the Jagged Alliance license. This does not apply to your donated Kickstarter money. This will all go into development directly. The deal goes on royalty payments for non-backers who buy the game later. 

 

If we had to make a classic publisher work-for-hire deal, bitComposer would have paid the development, owned it all and they would control the development and which features go in. 

 

Since we are licensing instead, we do not get a single $ from them or others. We have to finance the development ourselves, define the game features and story (together with you), produce it and get it into your hands by the way we think is best. 

 

bitComposer still has a say in terms of us not destroying their brand by turning Ivan into a ballerina in a pink shirt and make the game into an endless runner in iOS. But as long as we stay within the defined boundaries of the license agreement, we are free to make the game to our ideas. We are pretty much free to do whatever we want, as long as it stays in the tactical genre however. 

 

This also means, that we can use bitComposer and other 3rd party companies as resources if it helps us. For example if we want to reach out to existing Back in Action fans on the bitComposer Facebook page, we can ask bitComposer to do that. If we want to send out press releases, we can use our own press agents instead of bitComposers PR guys - so that's what we've done - used our own. If we want to do physical boxes we can ask bitComposer to broker a deal for us (since they already have contacts) or go with our own if we want. Or find another partner. And so on. 

 

Being independent simply means that WE have a choice of who to ask for help. And sometimes the most wise choice is to seek partnership and help rather than doing things yourself. 

 

You might then wonder who pays for the development. Where is the money coming from to pay rent, purchase pizza and energy drinks to keep developers running? 

 

We are throwing in money of our own on top of the Kickstarter pledges. So it’s you and us. But we simply don't have the money to fully fund the development ourselves - far from it. We are a small company with 12 employees, running independently. We don't have the backing of deep pocketed publishers and we want to stay independent if possible for our game productions. So that we can make games that we feel need to be made in a way that might not be the latest and hottest one-click mechanic that makes gazillions. 

 

So if we don't get this Kickstarter backup from you, this game will not happen. We don't have the muscle to fund it ourselves, and the worst case would be that if it fails it may, for some people, also prove that a turn-based Jagged Alliance game is a dead end. 

 

Lets prove them wrong!!

 

We hope this clears up any questions or confusion you might have on what a licensed deal means. Otherwise ask and we will answer

35167v4.jpg

Posted
Update #2 : Tactical Layer - Core Combat
 Apr 25, 2013
 

Dear backers and friends,

 

Day 3 in the campaign and we are super happy about your support and questions! Keep them coming, and we will work hard on keeping you up to date.

 

In our last update we talked a bit about our ideas for the strategic layer, and this time we want to get to the core and heart of the game.

 

We just want to briefly note that we have a lot more updates planned, covering detailed information on the ideas we have for the game. From story to world economy and customization options. Soon we'll also be making an update on add-ons and changes to pledges.

 

We are completely and utterly dependent on your support! So please, pledge share, tweet so that we can make this Jagged Alliance: Flashback a reality!

 

Currently we're closing in on 20% of our minimum goal, in just 3 days, which we think is a fantastic start being a relatively unknown developer and it means we're on-track.

 

A big thank you from the bottom of our hearts, and now lets get to the meat of this update. COMBAT!

 

Core Philosophy of Jagged Alliance: Flashback

There is a great deal of speculation and doubts surrounding what we mean by staying true to the core and what we mean when saying words like “accessibility” or “modern”.

 

So lets just hammer this one into the ground right away.

 

“If it ain’t broken - don’t fix it”.

 

This is where some of the newer games got it wrong we think.

 

Flashback will be using the same mechanics for the tactical layer as Jagged Alliance 2. We are NOT dumbing anything down or replacing complexity with simplicity.

 

We will try to take a look at some mechanics and see if it’s possible to tweak and improve them. A prime example of this is stealth and fog of war. So read on.

 

But you say you are not making JA2

Yes - We are not making a new Jagged Alliance 2, we are making an all new game, but this does not mean that we’re moving away from the gameplay it pioneered.

We are making a new story - using the JA2 core tactical mechanics, selected pieces of 1.13 community patch as well as additions of our own.

 

A new story means we can include a new setting, dream up new missions and introduce all new enemies - but at the same time the current budget means we're restricted in the scope of the game in terms of assets and the total amount of mercenaries, which are a scalable factor of the final budget. However, all of these elements do NOT change the core gameplay.

 

Simply put, more money = more game content.

 

We don't just want Flashback to be a rehash of JA2, we want to ensure that the improvements made by the community are taken into consideration. We want to show you how AIM came about and we want to expand the backstories of your favourite mercenaries. We think these are ample reasons to make a new game for both new and old fans to enjoy!

 

Movement, Line of Sight and Fog of War

This wouldn't be a true Jagged Alliance game without the hybrid system, therefore we are bringing back the hybrid system, enabling real time positioning your troops while roaming in a given sector outside of combat.

 

When the enemy comes into line of sight of any squad member, the game turns into the classic turn-based combat system from JA2. Read more about that part further down.

 

During all phases, enemies are only visible while inside line of sight and a few turns after leaving it again.

 

To make things a little more interesting while roaming, we are adding fog of war to the game. This adds exploration as part of the game. When entering an undiscovered sector most of it will be black, and is only revealed as you explore it.

 

This opens up a whole new dimension to the game, and we think it’s something that could really add to the tactical depth of the game.

 

Turn-Based Combat System

Going into turn-based combat will be very much like JA2.

 

You will have the standard action point system to perform movement, shooting, reloads, detonating C4 etc. The amount of action points for each turn is still depending on the state of the unit in terms of health, fatigue, stress, current stance and even possibly a more complex suppression system like in the 1.13 mod.

 

We will not touch a lot of this and change it. It’s more about using modern computer power to visually aid the player with movement path display, information about cover, effective ranges of weapons and more. Making it more accessible for players to play the game without having to have the manual open.

 

Enemy Factions

If there’s one thing we want to do with Flashback, then it is to introduce a varied amount of enemies.

 

The game is not black and white, east vs. west, there are shades of grey - the Russian presence introduces a massive amount of turmoil on San Christobal, and various factions will compete against each other, some more active than others.

 

Trust will play a central role in the game, because it’s not everyone you can trust, not even the CIA.

 

It’s entirely up to you how you proceed and portray yourself throughout the game, are you ruthless enough to torture your enemies or will you be merciful enough to gain the trust of the resistance?

 

The amount of factions, the political aspect of this and the influence into the game is partly part of stretch goals - as this adds an entire new layer of art assets and balancing into the game.

 

We will go more into this and the story behind Flashback in a later update.

 

All the Nitty Gritty Details

It is important for us to give you this quick overview.

 

It’s become apparent to us that there are a gazillion questions about the details and also a lot of personal wish lists for what should and should not be in the a new Jagged Alliance game. We’re currently in pre-production of the game so we do not have all the little details in place yet, which is also why we’re taking all your feedback in to see which direction to take the game.

 

We will add more updates through the next weeks that will go into more depth on different aspects. For example we are looking hard at making a more deep stealth mechanism, taking weapon modification into the game and so on.

 

But end of the day a lot of these details are impossible to answer before we know more about the final budget. Every little feature and art asset costs money to produce. And we want to make sure that we keep what we promise!

 

Until next time.

 

The Full Control JA Team

35167v4.jpg

Posted

Update #3 : New Pledges and Add-ons

 Apr 26, 2013
 

Dear backers,

 

As always, thank you for all your support and valuable feedback - We’re listening

 

For this update we’ll be covering changes to pledges, the addition of add-ons and some information on what’s to come.

 

First of all we can’t stress enough how important it is to get the word out that there’s a Jagged Alliance Kickstarter happening and that we really ARE trying to do the franchise justice. We see this campaign as a community effort, therefore sharing the news on Forums, Twitter, Facebook and LinkedIn would be a tremendous help in reaching our goal and enable us to add more content to the game.

 

Upcoming Kickstarter Updates:

Old-timers

We’re currently talking to a few of the people who were involved in developing the original Jagged Alliance Games as well as prominent modders of the 1.13 patch. We’re still not sure of their possible involvement in this campaign, but it’s something we’ll let you know as soon as it’s in place.

 

The Full Control Team

A lot of people have been asking for more information about the team so we have decided to make a short video from the Full Control Den, showing you where the magic happens, the team and a bit more on what we’re currently working on. We also have a Q & A video planned!

 

The Story and RPG elements

We’ll also be taking a closer look at some of the story and RPG elements we have in mind for Jagged Alliance: Flashback, which we feel are some of the core pillars of the original titles.

 

We have lot more updates planned and also a surprise or two, so stay tuned.

 

New Pledges and Add-ons:

Pledges:

We’re gonna be adding new ones and making changes to existing pledges.

 

$65 Low on Ammo Tier: A boxed version of the game + a printed manual (ONLY THIS TIER) + Digital soundtrack + Digital map (Shipping is covered for the EU and the US but please add $25 if outside those areas )

 

$200 Who be the fool Tier: All previous rewards + you get to make a name for the enemy name pool (ONLY THIS TIER) Limited (50)

 

$500 Bobby Trapped Tier: (Will now also include) Name a trash item in the game and co-write the item description (ONLY THIS TIER)

 

$1200 Sooo Badass Tier: All previous rewards + Co-design a bad guy in the game (ONLY THIS TIER) Limited (10)

 

$1500 You’re breaking up Tier: All previous rewards + Co-design the implementation of radio coverage on the island og San Christobal (ONLY THIS TIER) + Become the radio npc guy (ONLY THIS TIER) Limited (1) 

 

$1800 Get out your guns Tier: All previous rewards + Co-design a Mercenary in the game (ONLY THIS TIER) Limited (10)

 

$2500 Guns r Us Tier: (WILL NOW BE) All previous rewards + Become a faction leader, we will use your name and (if relevant) use a picture of you to add a general likeness, in addition you will be added to the special NPC credits list. (ONLY THIS TIER) + Free access to all expansions + 10 extra digital copies of the game. Limited (3)

 

$10,000 A.I.M.ing to Win Tier: (Will now also include) Become the Top Pimp (Story NPC) of the island and run your very own brothel (ONLY THIS TIER) Limited (1)

 

Add-ons:

To to add the add-ons, simply change the amount of your pledge accordingly, without changing the reward tier. If we reach our goal we’ll be able to make surveys to clarify which product you desire to add. Please note that some items are only available to some Tiers, shown below:

 

DIGITAL

  • Digital Copy $20 (From $25 tier and up) 
  • 2 Digital Copies $36 (From $25 tier and up) 
  • 3 Digital Copies $45 (From $25 tier and up)
  • Digital Hi-res Map 7$ (From $5-$25) 
  • Digital Soundtrack 7$ (From $5-$25) 
PHYSICAL 
  • Backer T-shirt $20 (From $50-$85) 
 
Tshirt.jpg
 

We’ll be continuing to update the pledges and add-ons and will be adding a Unique limited Tier every Friday from now on.

 

PayPal options will be added to the FAQ 

 

Until next time 

 

The Full Control JAF team  

35167v4.jpg

Posted
Update #4 : Mercenary Personalities & Backer Avatars
Apr 27, 2013
 

Dear backers,

 

A short weekend update :)

 

We’re slowing down a bit, but we’re past the critical 20% and there’s still 26 days to go. While we’re constantly tweaking the campaign and gathering feedback, we also need to focus on getting some press coverage to raise the overall awareness of our Kickstarter campaign.

 

We have some big news just around the corner, which we’re confident will boost the campaign and help us to reach our goal as well as improve the game.

 

Mercenary Personalities 

One of the main complaints we had about recent attempts to make Jagged Alliance games was the removal of some of the humor and personality for each mercenary. 

“Dont fix it if it ain’t broken” - remember? 

 

So we are super happy to be able to bring back a lot of what defines the game - mercenary personality. 

 

We are going to get back to the great 2d icons for each NPC and mercenary. They simply allow for much more personality than a generic 3d head that will never have as much detail as a well drawn 2d image. Together with some cool facial animations a lot of personality and feelings can be displayed. 

 

Another very important aspect are the inter-team personalities. E.g. don’t put Fox and Buns together unless you want to listen to a cat fight making your ears bleed. While having the i-team working together will boost a teams performance. 

 

A big amount of personality also comes from the voice over for the mercenaries. While we haven’t decided yet if we are going for English with a national accent - or having Ivan speak Russian only - we definitely want to get a strong personality shining through voice overs. 

 

If you think you got what it takes to voice your favorite mercenary, or have an opinion on the English or non-English voice overs, head over to the comments section and tell us what you think! 

 

Backer Avatars 

For this short update we’re adding a set of backer avatar pictures, so that our backers can show their support and maybe spark the interest of other backers by commenting on other projects they’re currently backing. 

 

We’ll be releasing additional avatar sets along the way, giving you more options to choose from.

 

Backerprofilepic.jpg
 
Backerprofilepic2.jpg
 

A nice weekend to all!

 

The Full Control JAF Team

35167v4.jpg

Posted

Update #5 : Story Details and Backer Bonuses

Apr 29, 2013
 

Dear backers,

 

Thanks for getting us past the $100,000 mark! $250,000 to the initial goal with 24 days left - lets go! We’re constantly working on more art, more info and are communicating with a lot of different sites in order to raise awareness for our campaign.

 

On that note we’d like to announce that our CEO Thomas will be doing an IAMA on reddit tomorrow, Tuesday 30th at 2pm Eastern Pacific Time (20:00 Central European Summer Time) and he will try his best to answer all of your questions We’d also like to announce that we’re starting a new backer initiative, which will be added to the main Kickstarter pages as it progresses.

 

For every 1000 backer we get, we’ll be adding 1 extra sector to the game, which can either be special sectors with unique content or more common sectors with small hidden secrets. The sectors will be illustrated as squares, so for each 1000th backer we’ll add another square to the mix.

Backersectors.png

Now lets move on to a subjects that has been heavily debated within the community and especially our Russians friends - The setting.

 

Animaticstoryboard.jpg
 
Story Setting 

As you all know by now, the story is set in the late-1980s, on the Caribbean island group of San Christobal and the cold war is coming to an end. 

 

Following a coup d'état a socialist regime has been established on the island, a change that undermines the U.S. presence in the area. A vigilante Russian General, leading an elite U.S.S.R. military unit, decides to take matters into his own hands and establishes a military base right under the nose of the U.S. Seeing this presence as a potential threat the U.S. sends out order to the CIA to assemble a team of professionals to restore the democratic government on San Christobal and drive out the U.S.S.R. presence, by any means necessary. 

 

Once you reach the island you discover that something doesn't add up and that there may be more than one reason why the U.S wants to get rid of the crazed General. Suddenly you find yourself faced with some very hard choices - should you continue to fight for the U.S or should YOU decide what the right move should be. No matter what you decide, you’re not interested in a new world war breaking out and you want to make peace on the island. 

 

The story opens up here where you have to convince old friends and new people to become your trusted allies in the fight for peace on San Christobal. In the classic Jagged Alliance fashion you decide where the story goes from here and where to send your troops. The choice is yours, you can try to convince the Russian forces to join your cause, or if the best approach is to utilize the drug cartels on the island or running a mix of it all - playing every faction against each other.

 

Story Structure

There will be a Main story - A story filled with twists and turns, where your allies quickly can turn into your worst enemies. The choice of how to solve the conflict with the Russian splinter group is yours, but they are not the only enemy you should fear.

 

Side and optional missions cover individual background stories for mercenaries - both new and old. How did Ivan leave the Russian army and what made Shadow part ways with the military to become a mercenary? These are all stories we’d like to explore further.

 

One of the things we really want to do with Flashback is to introduce a varied bunch of enemies. The game is not black and white, east vs. west, there are shades of grey - the russian presence introduces a massive amount of turmoil on San Christobal, and various factions will compete against each other, some more active than others.

Trust will play a central role in the game, because it’s not everybody you can trust, especially the CIA.

It’s entirely up to you how you proceed and portray yourself throughout the game, are you ruthless enough to leave wounded enemies to die or will you be merciful enough to gain the trust of the resistance? 

 

Factions

Flashbacks story is built around an open world where the player can choose to decide his own path through the game. Many of the missions are entirely voluntary, and follows the same design principles as other open and semi-open world games. 

 

We want to introduce several other factions that the player can choose to do missions for, this in turn will open up a system based on trust - completing missions for some factions will raise their trust, while in turn it will lower your trust with competing factions.

 

Some factions in Flashback will not participate directly in the events happening on San Christobal but will support one or more factions - or none all-together. 

 

The major factions of the conflict are:

 

Active Factions

Alpha Group, the U.S.S.R special forces splinter group lead by a ruthless hard-line general.

CIA clandestine group.

Resistance force 

 

Neutral Factions 

Drug Cartel

Local Population 

 

 

We have a lot more news coming your way tomorrow and we’ll add the reddit link to all social sites once we go live. 

 

Until next time!

The Full Control JAF Team

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Posted

Sounds good. Getting more and more interested in it.

"only when you no-life you can exist forever, because what does not live cannot die."

Posted

I'm really happy about their story breakdown.  It's a good plan and I think it will be fun to see how they utilize guys like Ivan and Hitman.  

Posted

Well, when this started out I thought the funding would succeed if they managed to reach 30% within the first week.  They did just that, albeit barely, therefore I think they will reach their funding goal.

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🇺🇸RFK Jr 2024🇺🇸

"Any organization created out of fear must create fear to survive." - Bill Hicks

Posted

Dear Backers, 

A quick update!

We'd like to announce that we have entered a partnership with Humble Bundle, to distribute a limited Jagged Alliance Classics Pack, in English and optimized for Windows 7, only available through the Jagged Alliance: Flashback Kickstarter. You can find the full press release HERE

ClassicPackreleased.png

The full classics pack will be available to all who pledged $5 and up, which is why we'll be adding a new $50 Tier.

It's Time to Reload Tier: All previous rewards + Digital high quality map of the game world + Digital copy of the Official Soundtrack + Early Access to the game + A Digital Documentary of the making of JA: Flashback

Additionally the partnership with Humble Bundle extends to also distribute the digital pledge rewards as well as the JA: Flashback game through their system.

We also have a new treat for our backers, the awesome commando hamster backer profile picture.

Backerprofilepic3.jpg

We'll also be adding a banner for the Backer Bonus initiative to the Kickstarter page to show you which new sector will unlock once we reach 3000 backers. 

Until next time! 
The Full Control JAF Team

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