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Kazemi - Jagged Alliance 2

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Kazemi Jagged Alliance 2
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Jagged Alliance 2 Darius Kazemi To my parents who encouraged my love of - photo 1

Jagged Alliance 2

Darius Kazemi

To my parents, who encouraged my love
of writing and technology.

Foreword

I discovered Jagged Alliance a year late.

It was a checkout line impulse purchase at Electronics Boutique, found in a battered, unloved box lying with the rest of the commercial refuse of the bargain bin. I was there to buy something else, something I cant even remember today. I grabbed Jagged Alliance 2 for $10, based on a half-remembered review in Computer Gaming World and a gripping description of room-to-room fighting in a third-world hospital.

It remains perhaps the best bargain bin purchase of my life. Jagged Alliance 2 blotted out everything else for the next few months, and I became like a crazy man, telling my friends at school about this amazing game that nobody had ever heard of.

But like a lot of great works, Jagged Alliance 2 hangs in there while so many other games fade away. Fans like me loaned copies to their friends and watched as they fell down the same rabbit hole. Id get phone calls: Rob Rob Rob! You would not believe what just happened in my game. Remember I told you about the Russian sniper rifle I got? And then Id get a blow-by-blow reenactment of a desperate, heroic battle at a dictators SAM site.

Each encounter with Jagged Alliance 2 is like a snowflake. In one game, the battle for a mining town is a bitter, World War II style streetfight. In another, its a nighttime commando mission in which enemy soldiers are quietly dispatched with throwing knives and machetes. In another, its a dark comedy, with the squads resident klutz dropping a grenade at his own feet, somehow surviving, then accidentally head-shotting the medic who is running to help him. Its an Im not even angryIm just surprised kind of game.

Only a year or so after its release, Jagged Alliance 2 felt like a quintessential they dont make em like they used to fetish object. Many of its contemporaries marked the industrys transition into 3D gaming: Th i ef , Half-Life , and Grim Fandango seemed to signal a new era, and Jagged Alliance 2 was all-too-plainly a product of the past.

So yes, Jagged Alliance 2 felt like an anachronism seconds after the shrink-wrap came off the box. But why was it so different from its peers, at once behind the times and yet years ahead of them? Why was it such a strange blend of influences, like Frederick Forsyth by way of Borat? And why hasnt there been anything like it since?

The turn-based tactical genre almost vanished within a few years of Jagged Alliance 2 , and the few games that attempted to carry the torch came dismally close to extinguishing it altogether. Luckily, Jagged Alliance 2 was far more than a variation on a genres themes. It was a game of enormous possibilities, a mid-90s RPG, a wargame, an adventure, and it remains one of the best treatments of insurgency warfare in gaming.

But understanding a games origins requires understanding a whole host of factors that are only tangentially related to what the creative team did, including the technical limitations they labored under, the business model that funded their work, the sales environment the game would be entering, and the personalities of the teams individual members. Game development is a messy, compromised process.

Fortunately, Jagged Alliance 2 has the perfect guide in Darius Kazemi. This book reflects not just his comprehensive knowledge of the game itself, but also his understanding of the developers craft. This is not a book your typical game critic could have written, and few practicing developers would have the time, inclination, or ability to tell Jagged Alliance 2 s story so clearly or comprehensively.

While Kazemi is a connoisseur of the game, hes not filtering its story through rose-tinted lenses. He does not treat Jagged Alliance 2 as a singular moment of creative magic, but as a product whose greatest achievements were also contingent on a variety of unique factors.

Its fitting that this story is a complicated one: Jagged Alliance 2 is not a game of elegant simplicity. It is a defiantly complicated game, one so gigantic that it seems like it should collapse under its own weight and yet it doesnt.

They dont make them like Jagged Alliance 2 anymore. They never did.

Rob Zacny

Summer, 2014

Introduction

In November 2012 I read Killing is Harmless , Brendan Keoghs book-length look at Spec Ops: The Line , a big-budget military shooter game released earlier that year. The game is what Keogh calls a post- BioShock shooter: It attempts to be a reflexive, self-referential game that calls into question the madness of the shooter genre itself.

I did not like Spec Ops , and I liked the book even less. I felt that the book took a middling, confused game and showed it in the best possible light. Each bug, clich, and bit of clumsy design present in Spec Ops , regardless of whether it was intentionally included by the developers, was to be interpreted as commentary on American imperialism, the shooter genre, or video game culture as a whole. Keogh seemed to set aside or contort the facts of the game itself in favor of writing a book that was not about the game, but about a game he wished he had played.

Reading Killing is Harmless left me with a profound desire to write a book that was its opposite. I wanted to write a book that looked at the story and the systems of a game, which took into consideration the economic realities that spawned its creation, spoke directly to its developers and publishers about the labor and money they put into it, and even looked under the hood at the code powering the players experience. I wanted to write a fact-based book, grounded in reality. Of course, I set aside this urge as a pipe dream.

Six months later Gabe Durham of Boss Fight Books contacted me, in part spurred by a review Id written of Killing is Harmless , and asked if I had any ideas for a book about a video game. Did I ever.

Given the option to write about nearly any video game ever made, I chose Sir-tech Canadas Jagged Alliance 2 ( JA2 ), an obscure 1999 turn-based strategy game for Windows PC.

Jagged Alliance is a series of games released between 1995 and 2001 by Sir-tech Canada. Other games using the Jagged Alliance name have been released by other companies, but this book focuses on the Sir-tech years. The series is about modern mercenary conflict. In each game you are the commander of a motley crew of soldiers of fortune, usually paid by some besieged group of helpless people to fight back against an unjust military or paramilitary occupation.

I picked JA2 because it was a core part of my experience as an upper-middle class suburban high school boy. When I was 15 years old, I bought the October 1998 issue of PC Gamer , drawn in by a cover promising a list of the 50 Best Games Ever. (This is the same compulsion that would lead someone today to click on a headline like 17 Hilariously Inappropriate Typos.) Living in the suburbs and being too young to drive meant that I was constantly bored out of my mind, so the first thing I did after reading the inevitably disappointing cover story was boot up the CD of game demos that came with the magazine. One of those demos was for Jagged Alliance 2 .

I played that demo for nine months, until July 1999 when the full game was finally released in North America. I bought it immediately, and was hooked for life. Shortly thereafter, incensed that the game remained unknown to even my strategy gamer friends, I became a JA2 evangelist.

Just a few months after its release, I found a dozen copies in the discount bin for $0.99 each. (The game did not sell terribly well in the United States.) I bought all twelve copies and gave a copy to anyone I knew who seemed like they might be remotely interested in it. To this day, I will bend over backwards to twist a conversation about X-COM into a conversation about JA2 because there is no game I want to talk about more than JA2 . I dont want JA2 to remain obscure. I want it to change peoples expectations for what a video game can be. I want all future video games to pale in comparison.

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