Jagged Alliance: Flashback - All News
Saturday - April 05, 2014
JA:Flashback - Interview @ Rock, Paper, Shotgun
Rock, Paper, Shotgun has posted the second party of their interview with Full Control CEO Thomas Hentschel Lund, This time they talk about living up to expectations, and the importance of modding.
RPS: With the alpha going out, can you reinvent the wheel at this point? If people react by asking for changes to certain features, or a certain implementation doesn’t work as well as you’d hoped, can you make changes? Presumably, one of the reasons for the alpha is to get feedback. How flexible can you be at this point?
Lund: Er…42 (laughs). 42 flexible. We definitely think that taking all the mechanics for JA 2 and putting them in is what we wanted to do, so if people say they don’t want a mixture of real-time and turn-based with action points, they’re not going to see that change. But if somebody asks for an indicator for listening distances when sneaking, and they have an idea for how that could be implemented, we’ll definitely take that on board. That’s the kind of feedback we’re looking for.
RPS: Have you had much interactions with the JA 2 mod community?
Lund: Too little. It’s not four hours ago that I poked our guys to get cracking so that we before we reach Early Access we have the chance to discuss things with them and still have time to be flexible when we have their feedback.
RPS: Does it feel good to be this close to alpha?
Lund: It does. (pause) There’s obviously some expectation management. It’s the tricky part. We really want to hype the game and we think that we have a really cool game, but at the same time we didn’t get two or three million dollars in the Kickstarter, so we do have limitations as to the amount of stuff that’s in there. We’ll have to reuse some of the music and the voiceovers, and some of the models as well, even though we’ve created a whole set of things.
It’s that expectation management thing that is going to be hard. People might expect 200 sectors because there were more than a hundred in JA 2 and think that it’s going to be bigger than the previous game – that kind of expectation is something we cannot fulfil. There is a large large list of things that we really wanted to get in there but it simply wasn’t possible but we couldn’t on the smaller budget we have.
But that doesn’t mean we’re not going to try and push it as hard as we can and, for us, a lot of the core elements is what we’ve concentrated on. Getting the combat right was the most important thing for us, along with modding. The combat has to be cool, interesting and complex enough that people want to play with it. If we fail on that, it won’t matter what we wrap the game in. It won’t work.
As for the modding, that is so important because it means that all the ambitions we had for the game can still happen, and somebody else can sit down and make it happen with us.
Friday - April 04, 2014
JA:Flashback - Closed Alpha & Early Access
Full Control has a new press release with information on the Alpha version of Jagged Alliance: Flashback, and shares news about the game on Steam Early Access.
“Jagged Alliance: Flashback” Launches Closed Alpha for Kickstarter Backers and Unveils Q2 Release for Steam Early Access
Selected Kickstarter Backers Can Now Access the Closed Alpha, with Steam Early Access Rolling Out in Q2
Copenhagen, Denmark - April 3, 2014 - Danish developer Full Control announced today that Jagged Alliance: Flashback is now in Closed Alpha and can be accessed by eligible Kickstarter backers. Receiving over $350,000 in funding through crowd-sourcing platform Kickstarter, Jagged Alliance: Flashback has been in development since June 2013 and is due to launch in late 2014.
Additionally, Jagged Alliance: Flashback will launch in Q2 on Steam Early Access for everyone, making the game available to all who like cheesy one-liners and tactical turn-based combat. Developer Full Control seeks to collect early feedback from the community through Steam Early Access to enable all fans of the series to have an active part in the development process. Through the additional funding new features and content can be added to make the game that fans of the franchise have always imagined. In order to get access to the closed alpha, or more information, visit: http://www.jaggedallianceflashback.com/
“We are happy to announce that Jagged Alliance: Flashback is finally in Alpha, with Steam Early Access close on its heels”, said Thomas Lund, CEO of Full Control. "Fans of the franchise will be excited about the return of the beloved turn-based action of the original game, and we can't wait to get feedback from our Kickstarter backers and the rest of the community when Early Access on Steam begins. So go ahead, talk to us! We want to make this game as great possible for the fans of the franchise, which is also why we have chosen to focus heavily on the modability of the game."
Based in the late-1980’s on the fictional Caribbean Island of San Hermanos, “ The Prince”, the elected president, uses his powerful military forces to stop a rebellious group who are attempting to overthrow him. “The Prince” does not play by the rules and the revolutionaries are powerless against his military forces. The rebel leader gets arrested, and the insurgent army dissolves. Once players arrive on San Hermanos to get the rebel leader out of prison, things take a turn for the worse.
Gameplay features a unique mix of deep turn-based tactics, role-playing and sector management. The Kickstarter campaign, and now the Steam Early Access release, gives fans the opportunity to determine the scope and scale of Jagged Alliance: Flashback by directly influencing the shape of the game and participating during its development.
Thursday - April 03, 2014
JA:Flashback - Interview @ RPS
With the alpha version of Jagged Alliance: Flashback becoming available today to backers, Rock Paper Shotgun took this opportunity to chat with Full Control's Thomas Lund.
RPS: Are there things that you thought would work, or that the Jag or Kickstarter community thought would work, that when you’ve prototyped them you’ve realised that they’re just not very enjoyable? There’s sometimes a danger of overcomplicating and veiling the core mechanics.
Lund: A lot of the things that we ended up not implementing have been on the plan since day one, since our aim was to take JA 2 as a baseline. We have the source code, as others do as well, and we’ve been fishing through to dig out the mechanics. Some things were a given, that we knew had to be the same way, and we haven’t diverted far at all. It was important to modernise without taking it too far from JA 2.
A lot of the modernisation is interface-based, so adding context-sensitive cursors and more information in the HUD. That explains some of the underlying mechanics and in JA 2 there were mechanics that were never explained – we talked to some of the original developers and dug through that source code, and found that there are a lot of things that have no explanation and no real impact.
So we had a discussion. Do we remove those things because they have no real impact? That’s the kind of thing we work out in prototypes.
Experimentation-wise, the changes we have made from our original plan is mostly on the story side. The original plan that we thought up and used on the Kickstarter is a Cold War setting, where we did have remnants of the Soviet Union and the US forces fighting on an island. The logo was the Hammer and Sickle. That has totally changed as we moved through the story planning.
Tuesday - April 01, 2014
JA:Flashback - Facebook Updates
Full Control posted a few updates this month on Facebook for Jagged Alliance: Flashback. The first post is about kickstarter surveys they sent out.
Sending out Kickstarter surveys at the moment. It's pretty tricky to keep track of everything and we probably have to do follow ups..at least I just remembered that we have 2 t-shirt models 1 with logo and 1 with a hamster..so $100Tier backers and people who have paid for an add-on we'll have to do follow-ups with to get that info. I haven't forgotten about paypal backers, but we need to use a totally different system in order to get that info. 1 thing at a time.
The second post is some information about the DRM-free boxed version
Changes regarding the boxed versions
After having received a few mails about backers being unhappy with only having the Steam version on the disc, we have decided to add the DRM-free version to it as well, as we don't want people to feel mislead or cheated in any way.
Originally we decided to make it a Steam version on the disc and then allow people who have paid for a boxed version to download a DRM-free version as well. This approach was taken to cut down costs as we would need to create the approx 400-500 discs separately.
Thursday - March 06, 2014
JA:Flashback - Post-Funding Update #39
Full Control released a new update last week for Jagged Alliance: Flashback that I missed in my e-mail. The update talks about the first playable build.
Dev Diary 2, First Playable and Merc Competition Winner
It’s update time again and we are looking forward to sharing news on the progress we have been making on JAF, so let's get to it!
We have made a first playable version of the game, which means that we have a sector in which we can have mercenaries walk around in, so very basic. However, this means that we’re closing in on opening up for the alpha backers within the next few weeks. We plan on releasing small slices of the for alpha backers once they’re ready, so we can get feedback as soon as possible. You can see glimpses from the first playable and get bit more info on the alpha in the dev diary.
Next Batch of Surveys
As we need to make sure which backers have access to the alpha version of the game we’ll be sending out the next batch of surveys soon, which will go up to the $220 tier as the $250 tier and above automatically get access to the alpha version. Please respond to the surveys as fast as possible so we can get a clear overview :). Thanks!
They also released a new development diary video.
Dev Diary 2
We have created a new dev diary for you! This time around we wanted to give you a small glimpse behind the scenes. Similar to how we do it with the rest of the team internally, we casually share some of things we were working on. Hope you enjoy what you see! Bear in mind that all footage from the game is still pre-alpha, and does not represent the final quality - we are also still working on improving our movie making skills as we go along with the production.
Thursday - January 16, 2014
JA:Flashback - Post-funding Update #38
Next to an update about the flag and mercenary competitions for Jagged Alliance: Flashback this update also shares with us a sneak peek of the editor that will be part of the game.
Since the end of our Kickstarter the editor has been a hot topic and backers wanted to know more about modding, so therefore we have decided to share a first glimpse of our internal level editor in action with the community. Our Level Designer, Filip Pilebo, gave it a quick run through, see below:
Monday - December 16, 2013
JA:Flashback - Post-funding Update #37
In the latest post-funding update for Jagged Alliance: Flashback Full Control talks about game mechanics, and a new christmas competition.
Cover, Line of Sight and Christmas Competition
Christmas is right around the corner but it has not really hit the office yet. We are pushing hard to give a first view of the first sector with final assets before we close down the office for a short Christmas break. The first view will be either some screenshots, a small 360 video or a small test scene like the Diorama.
As mentioned in the last update we have been discussing elements such as Cover and Line of Sight (LoS) lately and therefore we would like to show you what we have planned for these points so far.
Core Game Mechanics - Cover & Line of Sight
To start off we would like to outline the considerations and thoughts behind Jagged Alliance: Flashback’s cover and line of sight system. First, we will talk about previous titles in the JA franchise and what other games did, talk about our design philosophy in regards to JAF, and what those things mean for the direction we are headed with Flashback.
First thing we do is of course ask ourselves “What did JA2 do in regards to cover?”. The simplified answer would be: It’s unclear and not communicated well to the player. While there are mechanics in place, just from playing the game, the player will hardly understand to what extent an obstacle between an attacker and a defender provides cover.
As Flashback’s game mechanics are underlying a grid based shape, we can look at what other games of the genre did before us. Silent Storm falls into a similar category as JA2 in that respect - probably even more elaborated in regards to cover, LoS and destructibility mechanics, it fails for the same reasons - player communication & feedback. As an example, when moving a soldier to the edge of a truck, the game does not provide the player with a clear indication whether his unit will be in cover, or be able to see the enemy. For JAF, one of our design pillars is to make the game mechanics visible to the player, and let him take informed decisions.
Monday - November 18, 2013
JA:Flashback - Developer Diary Video
Full Control has released a new developer diary video for Jagged Alliance: Flashback.
Today we have a real treat for you, it’s our first Developer Diary. We have been focusing a lot on characters in the game as well as body types, so enjoy the detailed video on that below. We have had a few issues with synchronizing the audio in some places, but we decided to go ahead anyway as we know you want news news news :)
Monday - October 21, 2013
JA:Flashback - Post-Funding Update #35
Full Control has posted a new post-funding update for Jagged Alliance: Flashback with new art concepts, and news about the games website.
New Site is live
The New site is finally live and we apologize for the delays on that account, setting up took a lot longer than we anticipated. It’s a site that’s been built from the ground up and therefore doesn't have all the fancy features and fluff that one may be used to from other forums. We chose this approach because we needed a system that would fit with the Kickstarter setup, which simply wasn't available anywhere else.
Please register with the email you used for Kickstarter (Or PayPal)
If you run into any issues with the site, please send a mail to email@example.com
Click HERE to go to the new site
Since the artists joined the JAF team the office has been buzzing and we’ve had several meetings, discussions and looked over loads of research material. Together with the design team, we’ve agreed on the overall art style, tile and sector sizes and what sort of environment we plan to have in the game. As you know our first focus will be the vertical slice so the first concepts have been targeted at that, see below:
The plan so far is to create a sector that contains a worn down gas station with a connecting junkyard out back.
Gas Station Concepts:
Prop for the Junkyard:
A Concept Overview of the full Sector:
That’s all for this time! We look forward to bringing you even more details on the vertical slice and features in the game.
Wednesday - September 25, 2013
JA:Flashback - Post-Funding Update #34
Full Control has a new post-funding update for Jagged Alliance: Flashback about shifting gears, and the developers short term roadmap.
Short Term Roadmap
Having launched Space Hulk we’re now in a position where we can start to move some of the team to the Jagged Alliance: Flashback project. Initially we have moved some of the artist onto JAF. They have started deciding on the final style and which art sets/assets we’re going to have in the game. Jesper already started to play around with what the characters should look like, so I grabbed a quick shot of it.
The approach for JAF is very different than Space Hulk as it’s a crowdfunded game, which opens up for many opportunities to get feedback and fine tune the game during the development stages. As stated earlier we want to include contributions from the community, be it sounds, voices or models...but only if we find the quality and content to be good enough. We’re also going to put some decisions up for vote e.g. “what should this sector include?” and then give you options to choose from.
As you know from the Kickstarter we will have an closed alpha, closed beta and also early access to the game. Below you can see our plans for these.
So far we plan to have a playable vertical slice of the game ready for late 2013 early 2014, which will be available to backers who paid for alpha access. A vertical slice is basically a small slice of the tactical game where you see the core functionality and style that is planned to be in the final version.
The feedback that you as alpha access contributor have will be essential in the rest of the process, as we will tweak the system from this slice and forward.
Beta & Early Access
Planning for these is hard to do as they’re both dependent on the feedback we get from the alpha tester and also what’s possible from a technical standpoint.
As soon as we feel we have a solid alpha version ready, we’ll be able expand the game some more and readying it up for beta. In the beta we will introduce the strategic level and additional content and sectors, which you’ll hear much more about once we get closer.
For the early access it’s really too...early to say. We want the backers to have access to the game as early as possible, so we can get proper feedback, find bugs and fine tune the game before release, but we need to have a somewhat finished game ready before that’s possible.
Monday - September 02, 2013
Jagged Alliance: Flashback - GC Interview
The German site Games-Panorama used the opportunity to interview Space Hulk developer Full Control about their plans with the upcoming Jagged Alliance: Flashback.
Found via GamersGlobal.
Thursday - July 25, 2013
Jagged Alliance: Flashback - Production Status
In his own blog, Jagged Alliance Flashback writer Morten Brunbjerg talks about the current production status by answering some questions raised by fans.
Have you guys started working on JAF?
Some Jagged Alliance fans are worried that we haven't started working on JAF yet. Let me assure you that I've been working hard on the JAF story for the last 5 weeks. Filip Pilebo, the level designer, and I are working closely together on creating the game world, story and map at the moment. Right now Filip is sitting behind me drawing yet another version of the map and fitting in the latest ideas.
Are the programmers and artists busy yet?
It wouldn't make sense to get programmers and artists working on JAF right now We're changing plot details and map design every second day at the moment. There's simply nothing for a programmer or artist to do yet.
In short, the game is in a very early stage of development.
Thursday - July 18, 2013
Jagged Alliance: Flashback - Post-Funding Update #33
Jagged Alliance: Flashback has a new post-funding update from Full Control. The update announces new team members, and gives a update on the game.
It’s been awhile since our last update, but we have been busy getting Space Hulk ready for pre-order, which will start very soon. As many of you probably know the success of Space Hulk will benefit Jagged Alliance: Flashback as we will have additional funds to devote to the game development. Lets get right to the JAF news :)
The Kickstarter has officially ended and now we’ll be looking to connect all loose ends, in terms of backers final tier position, which add-ons they chose and so forth. We can’t say exactly when we’ll start doing surveys and such because of Space Hulk, but now we at least have the “final” data. I say “final” because we’ll continue collecting funds for the development of JAF in Slacker Backer Mode, which also counts towards the Stretch Goals.
The Current Total 16/7-2013 = $390,600
As we haven’t had material available to promote the extended JAF kickstarter, we haven’t been getting a whole lot of coverage for the extended Kickstarter, but we plan on doing regular PR pushes when release major elements from the game or have something big to announce. In all our JAF releated PR we’ll mention the slacker backer option - Ultimately attracting more people.
We'll make sure that all the remaining Paypal backers gain access to the classic pack ASAP.
Thursday - June 20, 2013
Jagged Alliance: Flashback - Post-Funding Update #32
Jagged Alliance: Flashback has a new post-funding update on the games kickstarter website.
We are back on top of things and we are keeping ourselves busy on several accounts. Most importantly we finally got everything in place with Humble Bundle so you guys can get access to the Classic Pack.
We’re sorry for the delay, but we didn't anticipate that Humble Bundle wanted the full tier system in place from the beginning instead of “just” handing out download keys to a list of emails. It was also further delayed because of our choice to allow backers to upgrade their pledge via PayPal, as that means we can’t put people in a final Tier box until the Kickstarter officially ends and we have sent out surveys
Humble Bundle have been flexible and great to work with and we’re happy that we were able to come up with a solution together.
Classic Pack info
Some of you have already noticed the Classic Pack being made available to you on your Humble Bundle account, which is possible if you've used the same email for Humble Bundle as for Kickstarter.
To get the Classic Pack Simply go to: https://www.humblebundle.com/store/keyresender
You have to type in the email you used for Kickstarter (or Paypal). Once entered you will receive a mail with a link to the download page. If you don't have a Humble Bundle Account, Sign up, in order to claim the tier for your game library.
You can download the game without making an account, but you're going to need the account at a later point anyways to claim higher Tier pledges. Let us know if you are having any issues.
The way we’ve organized it is to put everyone in Tier 1 ($5) from the beginning, and then allow people to gain access to their official Tier once all data has been finalized. This way people can still download the Classic Pack and the Kickstarter can keep running.
The list Humble Bundle have received is updated to June 13. So Paypal Backers who pledged after that point will receive a mail at a later point, to notify them when they have access to the Classic Pack as well.
Right now Space Hulk is taking up a lot of our time as we are getting a playable demo ready to show fans how the game is developing. As the final budget for JAF is also very dependent on how well Space Hulk performs, we have to make sure we do what we can to promote the game and get it done right.
However, this doesn't mean that nothing is happening for JAF
The Paypal Total is currently at: ~ $19,500
This means that we are $10,500 from the next stretch goal $400,000 that unlocks a map editor.
The Paypal Kickstarter ends at July 15th, but as mentioned we’ll keep some slacker backer options open.
Story Writer and Level Designer
We finally found our story writer and he’s already been set to work. He’s sitting right next to me and my whip is only a few inches from my hand, ready to strike if he even thinks about taking a break.
We also have a new level designer on board and he will be working together with the story writer, to make sure that nothing is forgotten, misplaced or downright wrong. They will be responsible for the overall framework, which then needs to be filled with creative, serious, fun, cool and juicy content.
Having the overall framework is in place opens up for moving parts of the Space Hulk team on to JAF, and beginning to produce content, which we know the community always have a thirst for.
Saturday - June 08, 2013
Jagged Alliance: Flashback - Post-funding Update #31
Jagged Alliance: Flashback has a new update for it's funded kickstarter.
The PayPal tally is at: ~$17,000
So we are at ~$385,000, which means that we are only $15k short of the $400,000 Stretch Goal
See the site here: http://www.jaggedallianceflashback.com/pledge/
The Paypal Kickstarter will run until July 15th and will then go into slacker backer mode.
The slacker backer mode will give the option to essentially purchase the digital edition, a physical edition and the collectors edition. All contributions go towards stretch goals.
Good question, mainly getting an overview and getting a story writer on board so we can get started on the whole story structure and mercenary profiles. We already have some cool candidates and are in the middle of doing job interviews.
We’re fully reworking our Kickstarter mini-site, which also covers making a new and more professional forum. We want to get it up as soon as possible, but it won’t be until the PayPal Kickstarter comes to an end, at the earliest.
We are also taking a closer look at budgets and resource planning at this phase, now that we know the Kickstarter and Paypal budget.
We want to engage with the community on various levels and are currently working on setting up structures that will enable us to do so, where the official forum is one of those initiatives. It’s important to keep in mind that this doesn’t happen overnight and that we are not sure what we actually need before we’re further down the line in production. More info on this in later updates once we have everything in place.
As most of you know, we’ll be making a documentary of “The Making of JAF”, which will require a bit of planning along the way, but will make for a fun experience in the end. We’ll be doing progress updates along the way having a certain theme or focus every time.
We’ll be doing surveys to figure out which add-ons you’ve chosen, but it will take a while before we get to that point as we need to give our other game, Space Hulk, some love.
We will be attending Rezzed in Birmingham, UK (22-23 June), allowing participants to try out a playable demo of Space Hulk, feel free to drop by and say hi. Thomas, Javier and Andreas will be there.
We are looking forward to bringing you much more info, images, videos from Jagged Alliance: Flachback and all your contributions and suggestions :)
Saturday - May 25, 2013
Jagged Alliance: Flashback - Update #30, Post Kickstarter Info
Full Control posted another update for their now funded kickstarter Jagged Alliance: Flashback.
We promised an update. And we keep our promises. Although this won’t be a massive update this time as we are still a bit exhausted. It’s been a “quiet” day, at least compared to the last 30 and we’re happy to announce that with the PayPal money we reached a total of $380,000 and therefore the first stretch goal has been unlocked.
$ 375,000 Mountains, Mines and Pits *Unlocked*
The first stretch goal will be an additional themed zone bringing the mines back into the game. We would like to add 10 sectors with mountainous region and at least 2 mines. Each with their own mining town.
We will create an art set themed for mountainous regions where locals have been digging for materials for decades. Riches lie beneath the earth in form of coal, iron and even precious metals.
Several small mining towns exist in the different mountain regions and can be controlled by the player or the enemy factions. So they serve as an income source as well as give interesting opportunities for fighting in the dark pits. Mountain regions have also been known to have hostile animals like bears and hamsters!
So what’s next? Well, first of all we will take a short vacation. We hope you understand that. We don’t want to burn out before we even start the hard work :)
As soon as our vacation is over we will start to update the Minisite. We are still trying to fix the whole PayPal-Pledges section, it’s quite a mess, but within the next week it should be ready. After that the real work on Flashback will start and we plan to keep you updated as much as possible. If you’ve got access to the developer forum we’ll certainly make sure you get treated to front row access on how it is to develop Flashback.
First of all we’ve made a small change, we’ve decided to add the skin pack sitting at the $75 Tier to the $65 Tier as their choices are very limited. They couldn’t just add $10 to get it as they weren’t add-ons and if they moved up to the $75 Tier they wouldn't get a boxed copy
If you’re a latecomer to the party but still want to pledge or want to get a few more add-ons in there, you can still do so by heading over to PayPal pledge section on our site. We'll keep most of the current pledge options available for some time and later move on to slacker backer deals. (it is possible to pay with credit card without having a PayPal account). The PayPal Section is still under construction and needs some extra love and attention before it's ready for add-ons and more, but we'll get it up and running as soon as possible.
All the money pledged after May 23rd will go towards Stretch Goals. you can find more info on those on this page and on the official site.
Have a nice weekend everybody!
The Full Control JAF Team
Friday - May 24, 2013
Jagged Alliance: Flashback - Update #28, and 29
Full Control has added even more updates fo Jagged Alliance: Flashback. This time it's good news as the kickstarter campaign ended successfully at $368,614. I said it would take a miracle for this to happen in the last 24hrs, and it did.
WE MADE IT
You guys truly are awesome :D WE MADE IT without having to rob a bank or Thomas making a last minute dash for Gold. We're so grateful and we just can't wait to get started on this incredible game.
We had a lot of fun doing the Reddit and live "countdown" for the initial goal and we hope you enjoyed it too. We'll be doing updates during the development phase...dev videos and possible also live Q&A sessions (we felt really relaxed in that setup)
As mentioned before, we'll setup a Slacker Backer initiative on our minisite, (www.jaggedallianceflashback.com) which will run for at least 2-3 months, so both new and current backer will have a chance to make a push for additional Stretch Goals. And yes, we know, the page definitely needs some more love. But we just couldn't give it over the last weeks. But we will in the very near future. But yes, the most important thing is: Stretch Goals can still be reached.
Flugente joins the Modding-Crew
Sometimes weird things happen. And after the campaign is over, believe us, we have some weird stories to tell about stuff that happened here and there. Quite some funny anecdotes so to speak. However we’d like to reveal one of these little things today. It’s a little story about communication and how it can go wrong, yet end successful. It’s the story of Flugente, one of the modders who work on v1.13 these days. Actually that guy really did some amazing work and put more features into the modification than we could list here.
So our mission was clear: Convince him to join our modding-team. We contacted him, talked about what we plan and how we want to achieve this with his and the others help. And he was like “yeah, sure, I’m interested”. We wrote some private messages over at the Bear’s Pit. And everything looked fine.
Everything fine then? Sure. But not this time. Somehow both parties talked at cross-purposes. While Flugente thought he already joined, we thought he didn’t confirm that. And then silence came around the corner. Yesterday we were told that he wondered why he was never mentioned in the updates. We were like “Huh? Sh*t, we messed something up here!”. So we contacted him right away. And here we are. Proud to announce a last-day-joined Modder for the Modding-Team who already joined before without us recognizing it. Sorry for that Flugente! And welcome on board!
Thursday - May 23, 2013
Jagged Alliance: Flashback - Update #26, and 27
Full Control released two more quick updates for Jagged Alliance: Flashback. The total sofar is $323,852 pledged of $350,000 goal. The project mangaged to get a huge boost, but still needs more money with just 23 hours left
Backers and fans, let us tell you something. The last ~29 days have been quite an amazing journey. And we’re already looking back, getting a bit sentimental. Thomas even had a tear in his eyes this morning (srsly). It feels as it was just yesterday that we pressed the green “launch the damned thing” button on Kickstarter. Without knowing what would come, what to expect, what to fear.
It’s has been a great learning experience from our side and we’ve been challenged in more ways than we could imagine. And at the same time it has been a fantastic journey that seems to have united us with a large part of the community to dare dream the dream of another great Jagged Alliance game.
We are now approaching 6000 people who share the same dream. So we wanted to take this opportunity to make a recap of what has happened the last ~29 days.
- The most important thing is that people from all over the world have already put more than $307,000 (at the time of writing this) into Jagged Alliance: Flashback already. Again we want to tank you (pun intended, as always) for all your support.
- We recently released a Diorama of the game which everyone can download to get a feel for the art direction we’d like to see in Flashback. Thanks for the massive feedback you gave us on that one. See update #20 for more info
- From the start of the Kickstarter we realised that we needed to be a lot clearer and more specific in certain areas, we were in pre-production (and still are) and wanted feedback from all the fans. But the following two weeks we spent on clarifying major parts of the story, combat and strategic elements of the game, which was overall well received by the backers. See the following updates for more info: Update #1, Update #2, Update #4, Update #5 and Update #9.
During the Kickstarter we’ve been trying to reach out the press for coverage in various areas and also social media like Reddit and YouTube. We even did a Reddit IAMA . We managed to get some coverage here and there, but not at the level we anticipated, which is why we’d like to thank you guys for your help with pushing them to do those interviews and spreading the word among friends, family and on multiple forums! And Thanks to all those journalists who had the time to send us some questions!
Slacker Backer initiative
When we reach our goal (Yeah we’ll get there!!) we want to open up for a slacker backer initiative like they have on Project Eternity. The initiative will run to a certain date and all funds will go towards stretch goals. We plan to make this available to both Paypal and Credit Card backers.
The Paypal tally is almost $ 8,000 which means we’re already ⅓ of the way to the first stretch goal when we reach our initial goal.
We right now have no end date, and we are unsure what it will be. As long as we are in pre-production and even early production we can still add more sectors and story that fits with the sector. So we will announce the end date sometime after summer to give appropriate warning.
This also means that we will continue adding stretch goals as we reach the initial ones.
Bear Pit Interviews
Shanga and his fellow bears have been busy and cooked together questions for Chris Camfield, Ian Currie and our CEO Thomas Lund. All of the interviews were ready yesterday, so we think you should go check them out :D
$650 Doctor Y No Q Tier: Phew, we’re glad you’re here, you’re rewarded with:
All previous DIGITAL REWARDS + Become a Doctor (Help co-design the Doctor and the name of the clinic co-write 3 responses) Limited (3)
$850 Bubba Croc Tier: *Snap Snap* it’s a Trap, you get: All previous rewards + Become the croc “farmer” in the game and help decide his name and the name of the croc farm. (Co-write 5 responses of your choice) Limited (1)
Wednesday - May 22, 2013
Jagged Alliance: Flashback - Update #24, and 25
Full control released two updates today for Jagged Alliance: Flashback. The kickstarter is close to the end and still needs at least $70,000 with 47 hours left.
Again we want to thank you for all this support, for your trust and your help. Thank you so much, this already has been an amazing journey. We love you. Honestly.
So this is the first day we’re going for a second update. Why? Just because. And Javier already posted this on the Bear’s Pit. But we want you to know his thoughts as well, as he is one of our leading heads behind the scenes.
Assets and Modding
Hello everybody! People keep asking about budget things and how much money we can spend on this and that. So let me give you a small insight on the Art-Department. One of the challenges we face with whatever budget we have to make Jagged Alliance Flashback is of course what we make with the time and money we get. If you ever worked with 3D graphics you know its a time intensive affair. And sometimes not always a loved affair. To bring in the love again we need to have an art pipeline that is efficient and reduces wasted time. Cause wasted time is money thrown out of the window. And honestly: Who the hell does that?
New Tier Bundles
$2700 Two Please Tier: You sure drive a hard bargain, therefore you get: All previous rewards ($2500 not included) + The $1200 and $1800 bundled up (ONLY THIS TIER) Limited (3)
$3600 Lead and Conquer Tier: You’re quite the multitasker huh, you get: All previous rewards + The $1800 and the $2500 bundled up (ONLY THIS TIER) Limited (1)
Radio in JAF
Kaboom! As you may know, there’ll be an in-game radio in Jagged Alliance: Flashback. This means that here and there you’ll find radios to listen to and probably also be able to carry one with you for the road. Crank up the volume and go for it. To make this part a bit more interesting we’d like to add different music from the 1980’s era and include channels, each with their very own music style which people can choose from (in terms of modding we think we’re going the Grand Theft Auto way to allow people adding their own music, however that’s not yet clear).
While we won’t have Elliot, the idiot, in the game (which is for obvious reasons) you may have noticed that one of our backers already pledged to become the voice of the local radio. The radio host will occasionally be able to comment on the current situations happening in San Christobal. These are triggered either by the player succeeding or failing specific missions and can even be used to hint at troop movements across the island. Elliot might be gone and the faces change, but rest assured we’ll try hard to re-produce the same tongue-in-cheek situations and dialogue from JA2 in Flashback.
Diorama Commentary Video
We released a diorama commentary video to go along with the this morning's press release, so you should get a chance to see it in the update as well.
Jagged Alliance: Flashback - " We'll continue to fight until the very last second"
PCGamesHardware has an interview with Thomas Lund of Full Control about
Jagged Alliance: Flashback.
PCGH: 60 hours days left on the clock and there are still missing on Kickstarter - Will Jagged Alliance Flashback happen or not, what's your personal opinion?
Thomas: I have no clue. I hope it happens. That's all I can say. And that we'll continue to fight until the very last second. I mean, Kickstarter is nearly unpredictable. We have seen so many weird things happening on this platform already, it'd be insolent to think someone can say anything for sure.
PCGH: Do you think that the mediocre reception of Jagged Alliance Back in Action affects the success of the JAF kickstarter campaign?
Thomas: Hard to say. It was quite a hard way to convince people that we don't plan to go the route Back in Action has taken. I think we managed that somehow during the campaign. What I think is that it surely didn't help that much. Over all these years the Jagged Alliance community had to deal with several letdowns and troubles in terms of games. So it's quite understandable that those who already suffered from the pain don't want to suffer again and therefore are very skeptical. I can fully understand that but it makes me also sad at the very same time.
Tuesday - May 21, 2013
Jagged Alliance: Flashback - Update #23, Call to Arms and I.M.P.
Jagged Alliance: Flashback has a new update for their kickstarter. The update is basically a call to arms since the project only has three days left.
Call to Arms
We have gotten a lot of questions on what happens if we fail to secure the funds, will you restart the Kickstarter with a lower goal, will you do the game anyways, etc.
We have answered some of these in the comments already, but we just wanted to write it here as well.
We will probably NOT be doing another Kickstarter for JA:F! This one is it. Now or never. That has nothing to do that we don’t believe in the game. We do. There are other reasons.
It is a huge expense and stress factor for us. The JAF team has now worked more or less 8 weeks without a single day off - answering thousands of posts, making 23 updates, doing videos and dioramas, performing interviews, writing (mostly ignored) press releases, hitting every social media outlet we could, participated in forums all over the globe, etc.
So we are giving every last drop of energy in ourselves to push on these last days. We want this to happen just as much as you! But going through all that again is quite a thing I can not bring over my team. They don’t have a problem with crunching at all, but it’d be not fair to expect that from them again and again and again.
With the clock ticking and projections putting us just short of the goal, there is a need for help from you as well, if you are willing to lend that help.
There is a large mass of people on the basic game tier. If you want to see that game getting funded, please consider about sizing up the pledge to get into Beta. Or maybe even Alpha which will get you something playable fast!
Also we’d like to ask you again to spread the word. Poke your friends or older brother and tell them about this project. See if they are interested in supporting this. We will do the same. We’ll continue to ask everyone everywhere. We would make the goal if everyone had just 1 friend buying the basic game tier. Which actually is pretty awesome.
Nothing is lost yet, but we need the ball rolling! Please everyone help!
But what if we still fall short of the goal?
Nothing is decided there yet. The last option would be to go back to bitComposer and talk to them about this project. Tell them that there is still a community out there that wants this game to happen - and that are willing to help, push, pull, contribute - who have their heart at the right place. Maybe they will pull out a checkbook and still let us do the game as described. They once offered the funding, maybe they’ll offer again. The problem is that this would bring us far away from being independent. And that’s a thing we actually want to try to avoid. And if influences became too big, we’d stop negotiations. This might lead to us giving back the license and saying “thank you”.
As a last possible outcome, I have already started talking to my bank about taking a personal loan (The thing is: I finally paid the last one off for my house, but hey, if this game becomes successful, then shall it be that way!). But it puts a huge risk on mine and my families shoulders if even possible to persuade the bank. I am awaiting an answer tomorrow at latest. But I will not be able to fund it all myself to close the gap. But every little sacrifice counts - including mine.
And that should answer the “Will you do it on your own” question. We cannot work for free - we are not a “live in basement on crackers and water” company.
Monday - May 20, 2013
Jagged Alliance: Flashback - Update #22, Minimum Budget Details
Jagged Alliance: Flashback has another quick update dealing with funding, and a few other topics. AsI write this the game has four days left with $244,470 of it's $350,000 goal.
The $350,000 minimum budget
During the campaign we have seen a lot of comments which were critical in terms of our minimum budget. Many people thought it might take more than 350.000$ to produce a game worthy of the name Jagged Alliance. That somehow is true, but we want to show you why we are asking for that amount as our minimum.
Why only $350k?
We are not asking for $350k - we are asking for minimum 350k. The more the better. For the $350k we can actually make a good, although smaller, core game using the JA2 mechanics and some modding support to extend the game. We will also be able to make the project larger by adding our own funds as well as engaging with the modding community even further.
So how is this possible?
We can do this because:
- We will see money from Space Hulk sale later in the year and can top off the budget with our own money. We just don’t know how much yet and exactly when money comes in.
- We are using an existing game engine as basis - Unity
- We have an existing framework TBS from previous games that can be expanded upon. We already sunk hundreds of thousands of $ into it, and those are given “free” to JA:F
- We have different technology pieces that we can reuse saving us a huge amount of time coding. From conversation editors over unit customizers to skill and experience systems
- We have access to the entire back catalogue of the series except Wildfire in source form - art, code, design documents - as part of the licensing deal.
- We will be engaging with the modding community to help us on content creation
Overall this means that we do not have to start from scratch on neither code or art. We can re-use and expand on a lot of pieces (although a lot has to be reworked of course), so the job is much more similar to assembling building blocks than starting from a blank piece of paper.
Not only does this all lead to less risk for us in production, it also has the positive effect of less minimum funds required.
There is still a huge amount of work needed! Making games is hard, its expensive and time consuming.
Manpower wise, $350k enables us to establish a 5-7 person team for approx a year. And with additional funds of our own we can possibly double that - making us as large as the JA2 team who had to code their own engine on top of making the game.
We specifically need to work on the following areas:
- Writing story and dialog. We need to write a lot of text, map it onto the sectors, create an interesting island '
- Lots of art and sectors to be built
- NPC conversation systems to be coded. Our previous games have only limited support for story telling, so we need to expand here
- Add modding support
Sunday - May 19, 2013
Jagged Alliance: Flashback - Update #21, Mercenaries and Diorama Questions
Jagged Alliance: Flashback has a new update. The update this time covers the mercenaries, and if your interested has diorama questions.
We have been happy with the general reception of the Diorama scene and the general art style. We know it won’t make _everyone_ happy, but we really want to give Flashback a visual identity and art style. Not too comic, not too photo realistic and still inside what Jagged Alliance is all about.
One of the often asked question is, if the diorama is representative of a sector. And its not! It is a small visual slice of what you would be able to expect to see on a little more than a single screen. Technically there is no limitation of how large a sector could be. But there are gameplay related limitations of how fun it is to travel 10 minutes from one end to the other on foot.
Another question is, if this is final art and final models etc. It is not - a LOT can change during initial production and design phases. But Jesper and Javier have tried to hit the mood and visual style that is in their heads as close a possible. Remember this is 2 week effort - and its kick ass. So the game might in the end be a little more gritty, less color saturations etc - or it might stick to this initial take. But we don’t want the game to turn into a comic book - and we don’t want to run a bland photo realistic brown shader boring look either.
Last but not least is a question of camera angles and 3d vs 2.5d. At the moment in our heads we run a 3d environment with a fixed rotation and only little zoom. It is what we have in Space Hulk, and it works surprisingly well to not allow for full freedom. The current thought in our heads is to have a similar angle and distance as in JA2 (maybe just a little closer) - and then allow the camera to rotate 90 degrees with a single key press. But this will all be playtested and tweaked yet.
We have been through the list of mercenaries now and taken a look at who would qualify for a prequel, and who would be too young or not fit.
So without further delay, here is our current 3 lists. If we forgot someone you really want back (most likely we did), maybe misinterpreted backstories and ages or similar - give us a shout and we will take a second look. The lists are NOT complete through all games - we know that. And we cannot use Wildfire characters due to licensing issues.
Friday - May 17, 2013
Jagged Alliance: Flashback - Update #19, Stretch Goals, Competition and A Tribute
Update #19 for Jagged Alliance: Flashback is now avaiable on the games kickstarter page.
Although we made an update on Stretch Goals a few days ago and have reached $200,000 + opening up the Stretch Goals Box, we would like to add it to this update for all eyes to see. We know there’s still some ways to go before we reach the initial goal ,but we’re A.I.M.ing for a race to the finish.
New $425,000 Stretch Goal:
The new stretch goal will be a small tourist island off the coast and have approximately 10 sectors. The player will be able to travel there by boat and there will be two fishing ports located on the island. Additionally, there will be a small resort located on the island, making it popular to tourist. Players can gain an economic advantage by visiting the island as well as being able to discover so called “easter eggs” along with special unlockables.
Bear's Pit JA:F Events and Contests
As promised we wanted to give the Bear’s pit competition a mention, so here’s their hamster happy meal.
SPREAD THE WORD CAMPAIGN
Anyone can be the next San Cristobal bartender/gas station owner just by helping with spreading the word about JA:F Kickstarter: Rewards $125, $200 and $650
WRITE A MERC ONELINER AND WIN
Also our generous friend gdalf just spruced up his $220 reward for best merc/enemy one-liner by announcing STRETCH GOALS! Yes, he's going to add even more goodies to the pack, just join the fun and give us your line!
As a thanks to our friends at Obsidian, we’ve decided to make a special sector in their honor. The 5000 backer sector will be an Obsidian mine, where a secret cult of scientist resides and are trying to develop a new formula to become immortal, called “Eternity”. We thank the community for coming up with these awesome suggestions :D As Jesper is still hard at work finishing the diorama the visualization of the sector will have to wait, but we’ll get it up as soon as possible and also come up with the 5500 sector.
Thursday - May 16, 2013
Jagged Alliance: Flashback - Update #18, Production Plans
Well it's time for update #18 for the Jagged Alliance: Flashback kickstarter.
Production Plans for JA:F
So a lot of people have been asking what happens when the Kickstarter is successful. Will the game suddenly appear out of nowhere after a month and what does pre-production mean?
I just wanted to take the chance to give you a quick overview of how games are made.
In very! broad terms you have the following phases:
- Idea conception
Where you sit and throw ideas around of what would be cool to do, the overall settings, making some concepts and pulling things apart and reassembling them. You also need some business sense here to spot what you can actually sell and make a living off.
This is where JA:F is right now.
Here you sit down and produce concept art, write overall story, settle on the major game mechanics as well as produce production plans. Who does what when, how much money is allocated to the story writing, who to hire for level design and so on.
There is a slide into production then, where more and more people get added to the production team. Artists will start taking the produced concepts and create core art assets (terrains, trees, houses, a few characters), level designers will start blocking out levels with boxes, coders will implement basic core functionality like movement and camera.
So what specifically happens with JA:F after Kickstarter success?
First - the JA:F team will take a week of vacation :-)
Then we will resolve the Humble Bundle pack distribution of the Classic game pack, as well as calculate in detail what the final development budget will be. Kickstarter and Amazon are taking their cuts, we have obligations to especially physical tier pledgers that costs money.
Then we can turn our eyes onto the game itself.
As we’ve said, we are in early pre-production - on purpose! We want to engage with the modders and with the old JA2 crew to make the final designs and talk openly with them (and you) about what we want to do, scope it all into budget constraints and so on.
We plan to run pre-production through summer and into September’ish with a small 2-3 person team. And then gradually move people from Space Hulk production onto Flashback over the fall.
Production will then run until sometime next Summer/Fall 2014, where we can then enter into polish/testing/release to get you the game end of 2014.
Wednesday - May 15, 2013
Jagged Alliance: Flashback - Update #17, Modding Team Expands & More
Update number 17 of the Jagged Alliance: Flashback kickstater is now available. Not to much new info this time except more tier changes, and a new addition to the team.
Today we’d like to announce that additional modders have joined the modding team! Modders Stan “sbobovyc” Bobovych and bugmonster.
Stan “sbobovyc” Bobovych, the creator of the modtools for Jagged Alliance: Back in Action. Stan cracked open the code and created tools enabling users to modify Back in Action.
bugmonster from the Russian community, author of the JA2'005 modification for Jagged Alliance 2 who also did some interesting things with 1.13. He will also be one of the first people from the Russian community who’ll be able to confirm that we indeed are not going to discriminate Russians as the evil ones in Flashback ;-)
New Tiers & Tier Changes
We’ve decided to add a new Top Tier and a special unique Tier as well as making a change to the $1200 Tier.
$1200 Tier will now be:
$1200 So You’re a Bad Guy Tier: For the right price you may just play along, so you get:
All previous rewards + Help co-design an enemy in the game, who can be recruited to your team if persuaded in the right way. (Appearance, Nationality, Gender, Name) (ONLY THIS TIER) Limited (5)
New Special Tiers
$600 Woody Woodpecker Tier: You just can’t enough of all that wood, so you get:
All previous DIGITAL REWARDS + Become a manic woodcutter (Help co-design the woodcutter + co-write 3 responses) Limited (1)
$10000 Oily Business Tier: It’s messy but you’re swimming in black gold, you get:
All previous rewards + Become the Oil Baron of the island (Story NPC) and have your very own small oasis with a deluxe Bedouin Tent, surrounded by oil fields (ONLY THIS TIER) + Have a in-game statue or monument made in your honor and to your likeness + Become an honorary member of the development team and be credited as such with a framed certificate and thank you picture (PHYSICAL) + A very special Thank you in the game credits + 50 extra digital copies of the game. + Top tier forum Badge for the official JAF forum + Gift bag of unique items + Meet and greet, enjoy a day with developers, before the day of the official launch party (which you’re invited to as well (accommodation paid, transport not included)) Limited (1)
On a final note we’ll be making it possible for the ALL DIGITAL $600-$650 Reward Tiers to add the physical add-ons if they please.
Monday - May 13, 2013
Jagged Alliance: Flashback - Update #16, Stretch Goals and Sneak Peak
Update number 16 of the Jagged Alliance: Flashback Kickstarter ($185K out of an asked $350K) brings us news on stretch goals and a preview of the Diorama scene.
$ 375,000 Mountains, Mines and Pits
The first stretch goal will be an additional themed zone bringing the mines back into the game. We would like to add 10 sectors with mountainous region and at least 2 mines. Each with their own mining town.
We will create an art set themed for mountainous regions where locals have been digging for materials for decades. Riches lie beneath the earth in form of coal, iron and even precious metals.
Several small mining towns exist in the different mountain regions and can be controlled by the player or the enemy factions. So they serve as an income source as well as give interesting opportunities for fighting in the dark pits.
Mountain regions have also been known to have hostile animals like bears and hamsters!
$ 400,000 Map Editor
Keeping in line with wishes for additional modding options we’ve decided to go for the map editor as one of the first stretch goals.
We want to build a level editor that scales with the costs needed, therefore we're starting out with a high level editor (for those of you accustomed to halo's forge editor this is something along those lines). You will be able to pick between different preset terrains where you can start placing buildings and props.
Additionally you will have control of spawn points for NPC’s, hooks for dialogue scripts, triggers that can be linked to e.g. alarms or the faction loyalty system.
And here is video showing the tile editor.
Sunday - May 12, 2013
Jagged Alliance: Flashback - Update #15, World Economy
It's time for yet again another update for Jagged Alliance: Flashback. This time it's all about the Economy of the game. Sounds interesting.
At the core of the economy we will go with a single currency similar to JA2 - moneh!
Discussion in the team about different options with multiple currencies all turned out to make the game way too complicated and not that much fun at all. Why? Easy one: That’d add a lot of unneeded micromanagement and players would spend way too much time with doing math on how to change this amount of that currency to another one to gain maximum profit. And to be honest: We’re making a game, not a geo-financial simulator.
So we will stay close to what Jagged Alliance 2 did, where you gain perpetual income from controlling sectors, solving missions, selling items and so on. And you will need that cash because your mercenaries need to be paid, militia needs to be trained and your base needs to be fortified. And with that system we are also going to balance the cashflow: Costs of fighting a war versus income gained from your sectors. But we’re also thinking about having some sectors which will cost the player money.
On this tropical island of San Christobal income sources are
- Taxes from controlled villages and towns
- Controlling sectors with production facilities like factories, banana plantations, opium poppy fields, brothels, ice cream trucks etc. These replace the “mines” from JA2
- One-time revenue from missions, intercepting drug traffickers, selling weapons, used condoms and so on
We have the idea of letting faction loyalty have an influence on incomes. If you are in bad standing with the drug lords, then running a drug producing facility will give you lower income as workers will be nervous all the time for retribution. Being good friends with local population will give you a little higher tax from towns as people will like you and work a little harder, therefore generating more money.
Control over a sector is exerted by you starting to train militia and/or fortifying it. The heavier controlled, the more control and the higher upkeep. Although training militia and fortifying the sector won’t be cheap.
Money is also spent on your mercenaries. Similar to JA2 you will hire mercenaries for a given period of time and you have to renew their contracts. Bringing in mercenaries loyal to other factions is possible, but might cost you a little extra. And some mercenaries simply will refuse to join you as long as you a rooting for the opposing faction.
An idea up for discussion:
- We are thinking about making some sectors a money-sink. For example a military base or a hospital. Because these things can become quite expensive in terms of maintenance.
- You can lose control of some sectors if your faction loyalty shifts.
- Roads and otherwise “empty” sectors cannot be controlled by anyone and thus cost no upkeep.
So nothing revolutionary here besides the faction loyalty being an influence. Your decisions about who to support will also be a decision about the money in your wallet.
Saturday - May 11, 2013
Jagged Alliance: Flashback - Update #14, New Add-ons, New Tiers and a Team Video
Well we have another update for Jagged Alliance: Flashback. At least this time we get more info, and a video.
Overall Changes to Tiers
The dog tag with a special unlock gift is moved from the $1000 Tier to the $250 Tier and the Signed collectible 9 inch tall game character figurine is move from the $5000 Tier to the $1000 Tier.
For the $200 tier we will add the option of having choices to pick from for the appearance (Gender, Hair style, Clothes) + They will all have a special vanity item that sets them apart (e.g. a special hat, colored belt/jacket/item) to set them apart from others.
To even things out a little we've also added the $42 reward to the $65 Tier.
Since it’s impossible to change the tiers someone have pledged to, we ask everyone to use the reward spreadsheet, which will also be updated after the update is out. There’s a link to the spreadsheet on the Kickstarter frontpage. We’ll also improve the add-on section.
Beta Access $20 (From $25-$65)
Alpha Access $40 (From $25-$220)
Paper map $7 (For $65, $100, $125)
Dog tag with Special Mercenary unlock $30 (From $100-$220)
Simply add the amount for the add-on to your current pledge tier and we’ll sort it out though surveys once the project is funded.
$15 Support your Fellow Man Tier: You’re doing the right thing, so you get: The Jagged Alliance Classics Pack (Also included in the $5 Tier and up) + Official digital sound track (ONLY THIS TIER) + Get half price off the game once released
$42 Ahh You’re That Guy Tier: I thought I recognized you, therefore you get: All previous rewards + Get your name in the NPC name pool and write a simple short response. Every time you start a new game the names will be re-shuffled, so you have a chance to encounter your own NPC in the game.
$62 You’re on my List Tier: That’s why you’re in the game: All previous rewards + Get your name in the Enemy name pool. Every time you start a new game the names will be re-shuffled, so you have a chance to encounter yourself on the battlefield. (If you go for the $85, $220 or $400 Tier, your response will be connected to the enemy name)
$8000: You’re the Boss Tier: And that’s why you’re rewarded with: All previous rewards + Become a base commander, get your own base and help co-design both the base itself and the commander + co-write the dialogue/responses. Limited (1)
NEW All DIGITAL TIERS
$650 It’s Time to Party Tier: So get your guns out and lets go, you get: All previous DIGITAL REWARDS + Become a Bartender (Help co-design the bartender and the name of the bar + co-write 3 responses) Limited (3)
$650 Running low on Fuel Tier: Maybe you should find a gas station then, you get: All previous DIGITAL REWARDS + Become a Gas Station Manager (Help co-design the gas station manager and the name of the gas station + co-write 3 responses) Limited (3)
FRIDAY UNIQUE TIER
$850 ICE CREAM *Ring Ring* Tier: Get your money out and treat the kids to an ice cream, for that we reward you with: All previous rewards + You’ll have your very own Ice Cream shop in the game and have the Shop NPC named after you and you get to choose the name of the shop. (Co-write 5 responses of your choice) Limited (1)
Friday - May 10, 2013
Jagged Alliance: Flashback - Update #13, JA Intro Video and Community Efforts
Full Control is back with the next update for Jagged Alliance: Flashback. The game is half funded with 13 days left.
The community is hard at work and have several competitions and initiatives going to promote our campaign.
The success of the campaign will be determined by getting more backers. So every community driven effort counts. We are very happy about every little push you give.
BIG thanks from here!!!!
You can join the new steam group created by the community, in order to get a shot at receiving free steam key for the game once the game has been released, the more people in the group the more keys to give away!
Bear’s Pit initiatives
"Write a Merc One-Liner and Win a $220 Pledge", sponsored by galf and open to all JA:F backers (and only backers). All you need to participate is a bit of inspiration and a screenshot of your pledge sent to gdalf's inbox. If you already pledged more than $220 you can always gift the goodie bag to a friend. Let's not make gdalf feel like his effort and money went unappreciated, ok?
The "BIG BAD BEAR meme thread (with an occasional hamster snack)" creativity contest that we're running in order to provide social network memes for those who need to plug the game (or just have a laugh). Even FC tried their hand at this http://imgur.com/yJi4X3e
Wednesday - May 08, 2013
Jagged Alliance: Flashback - Update #12, JAF Team Expansion and Modding Details
Full Control has another update for Jagged Alliance: Flashback. This time the update deals with modding, and new team members.
Chris Camfield is joining the Flashback Team
We are super happy to be able to welcome Chris Camfield to the Jagged Alliance: Flashback team.
Chris has worked on the implementation and design of several Jagged Alliance titles and ended up as lead designer on Jagged Alliance 3 that sadly was never released.
He will be joining the team as an advisor while keeping his day job at XMG Studios. Chris’ role will be to help us on essential pieces of implementation knowledge.
WHY were things implemented in a certain way in JA2. Not only HOW. The how could be deducted by most programmers by looking at the open sources.
Understanding the core mechanisms and how they were designed to fit together is essential knowledge to hitting the right balance once we add factions, better AI and other potential improvements/changes to the mechanics.
Establishment of Modding Advisory Team
In addition we are announcing having established a modding advisory and co-design team.
Currently this team includes R@S, creator of the Blue Sun Mod for 7.62 - High Calibre and DepressivesBrot from the 1.13-Crew.
We are also in contact with additional high profile modders to expand the advisory team even more.
Their role will be to work with us to identify essential modding hooks, directory structure definitions, design the templates for modding files and some proof of concept tests.
Having these great modders on board gives us the ability to not fumble the ball on mod support, and will make it easier for everyone to later potentially port their existing mods.
Details on Modding Support
Modding is a wonderful thing and has kept Jagged Alliance 2 alive for many many years. It is also something that takes time to implement right.
If we do not hit some of the higher stretch goals, then we can still support basic modding and hope for adding more options down the road.
Together with the modding advisory team we will prioritize the modding capabilities, that we from initial feedback have grouped into 3 areas.
1) Tweaking of configurations
For example being able to go into xml files to turn on/off line of sight via a boolean, or change the base movement cost per terrain.
2) Adding additional content
Having the ability to add a new mercenary, a new weapon or that “used condom” that you’ve always thought missing as a trash item.
3) Adding additional features
Coding new functionality like wind direction having influence on accuracy while shooting or alternatively altering existing calculations for damage models.
Exactly what is going to be moddable is something that is decided upon during detailed design and ongoing through development with the help of the modding-community.
Monday - May 06, 2013
Jagged Alliance: Flashback - Update #11, Competition Winners and More
It's time for another update for the Jagged Alliance: Flashback. The update this time shows the winners for the hamster meme.
It’s weekend and and we’re slowly but surely closing in on $150,000. We have received quite a few meme submissions and we’re so happy with them that we have found it hard to pick just one winner.Therefore we have chosen to pick 3 winners in total :)
The winners will receive the $125 reward and we’ll post the meme on various social sites to promote our campaign and make people laugh.
Congratulations to the winners ifsim, GermanMG and Lachlan, and thanks for all your submissions :) We’ll definitely be hosting 1-2 more competitions before the end of the Kickstarter Campaign.
Additional pledges and changes to Collector’s box
A few people have been mentioning that’s they’d like to both have mercenary quote/ enemy response and a collector’s edition we decided to add a Tier to give them the option to do so.
New pledge Tier:
$220 Aim for the eyes Tier: Yeah, that should do the trick so you get: All previous rewards + You get to choose to either write an enemy response or a mercenary one-liner. (ONLY THIS TIER) Limited (30)
New Collector’s Box content
We’re adding a paper map to the mix as well as upgrading the paper map to a cloth map in the $500 tier.
We’ll also be adding a Jagged Alliance: Flashback credit card holder to the the tier.
We’re looking forward to a new and exciting week with loads of comments, good suggestions and quality feedback. More detailed updates on the way and we are brewing up some big news to share with the press.
Sunday - May 05, 2013
Jagged Alliance: Flashback - Update #10, Joining Kicking it Forward
Full Control released another update for Jagged Alliance: Flashback. Nothing new in the update mostly informaton on Kicking it Forward.
Kicking it Forward
The “Friday Special” statue went really fast yesterday! Congratulations to Nicholas for having his beautifully bearded face and body forever and ever immortalized in the game.
Yesterdays update stirred a lot of discussions - great! A quick followup on that is, that we are still operating on concept art and pre-production. Nothing is set in stone and we are listening.
We believe in a strong story coupled with hardcore turn-based combat being the right mix. So that is our vision for this project if that is unclear in any ways.
And - this is important to say - we are making an entertainment product and not a simulator. We are with Flashback concentrating on the story part, the role playing of mercenaries having personalities and the game being fun to play. We are not! going down the ultra-realistic path and trying to make a tactical combat simulator. Flashback is not the Arma of turn-based RPG action.
So if we in the story have a plausible reason to have experimental and ultra limited uranium depleted ammunition as part of the story - then its going to be in there. It is not science fiction - but still fiction.
The inventory and the overall user interface has to be a joy to play as well. While we believe in inventory management being part of the game (who can carry 10 MG’s including ammo?), there is still value in having things like weight that you carry around being an influence on your movement speed, stealth and how fast you become fatigued. But it simply has to be fun to use as well, so for example being able to pick up items on the screen directly without having to move over to them - totally makes sense to do.
This might rub the wrong way for some and be the right direction for others. We simply wanted to make this clear up front, and with the modding possibilities there are other people than us that can work the game into that direction - or stick with some of the JA2 mods.
Kick! Kick! Kick!
We also believe in Kickstarter being a great alternative for working with the fan gamers and to finance otherwise forgotten games and genres.
That is why we are happy to announce us joining the Kicking it Forward initiative set up by Brian Fargo and inXile.
This means that we pledge 5% of the revenue of Jagged Alliance: Flashback sales back into future Kickstarter projects. We have chosen to primarily use the money to pledge towards turn-based tactical/strategic digital games.
Saturday - May 04, 2013
Jagged Alliance: Flashback - Update #9, Weapon Customization and Special Pledges
Well it's time for another update on Jagged Alliance: Flashback. I for one think the Original Sin kickstarter ruined updates for me. Full control should try to make more videos to give better information.
To give you the high level rundown here, there are things we definitely want to do and then we also have some ideas in our mind that we want to hear your point of view upon. As a basis, we will run with Jagged Alliance 2 for stats and balance. Then look at 1.13 for balancing fixes and additional features. This approach gives us a good and sound baseline to start with.
We have the following on our must have and to do list:
- Different classes of weapons similar to Jagged Alliance 2 (e.g. Pistols, Machine Guns, Shotguns etc.)
- Skill tree for classes of weapons based on usage
- Customization via attachment points
- Ammunition with different properties
- Weight and inventory space has influence on the gameplay (e.g. AP and movement speed)
- Dual wield small weapons
And we have some ideas to discuss:
- Using a weapon will slowly damage it to the point where it's destroyed. The more you use a given weapon, the more damage it takes.
- You will be able to repair damaged weapon at your base at a cost (not only at the base actually, but if a weapon is nearly done, than you'll need to do it in the base).
- Selling worn weapons gives you less money than a new weapon would.
- As you use the weapon you gain skill in using said weapon to give you more damage, accuracy etc. But at the same time there is an negative effect on unlearning other skills. This counters building ultra powerful characters with 100 in all skills and then destroying the enemy. So balancing out your team suddenly matters more
- For the base building we want to have a shooting range, where you can both test out weapon customizations to see the effect before committing to it. And at the same time you can spend time+money on training your mercenaries.
Special Friday Pledges
As mentioned earlier we’re adding a unique pledge every Friday and today we’re actually adding both a unique Tier and a limited bundle.
$400 Tier: It’s all in the bag Tier: So bring it home and enjoy the rewards, you’ll get: The all previous rewards + A mercenary one-liner + An enemy response + You get to make a name for the enemy name pool + You get to write a NPC Quote. (ALL ONLY THIS TIER) (10) Limited
$850 Tier: The magnificent Tier: There can only be one, so you’re rewarded with: All previous rewards + A statue of you or your likeness in the game, with a description (ONLY THIS TIER) (1) Limited
Friday - May 03, 2013
Jagged Alliance: Flashback - Update#8, Diorama and Competition
Well it's time for another update on Full Controls's Jagged Alliance: Flashback kickstarter.
We’re slowly moving forward and are still confident that we’ll reach our goal once the campaign concludes. However, we still want to raise the awareness of our campaign through more social sites, as the majority of backer have currently come from press, Kickstarter and people searching for our campaign.Diorama
Yesterday we asked you what kind of updates you would like to see from us in the future and we can assure you we’re working hard at planning and producing content for upcoming updates and press releases for the duration of the Kickstarter.
For a while people have been asking us to show more of the game in terms of gameplay and therefore we have decided to make a 3D diorama version of the ruins sector we’re planning, which will give you a real feeling of what we want the game to look like. You will be able to rotate the camera 360°, the distance will be fixed.
You’ve also been requesting to learn more about our team and we can gladly announce that we will shoot the video tomorrow and release it one of the following days.
In the video you will get a short presentation from some of the core members of the team, get to see a portion of their work and what they are currently working on. Thomas will share his thoughts on the team and we will all give you a warm goodbye. Hopefully you won’t be able to spot the community guy :)
As a follow up to yesterdays update, we would like to shoot of a competition, which everyone should be able to participate in! A Killer Hamster Meme
Thursday - May 02, 2013
Jagged Alliance: Flashback - Update #7, Community Coverage and More
Full Control has a small update for Jagged Alliance: Flashback. Not to much informaion this time just a few reminders.
Amazon Payments Issues
Last night we experienced some issues with Amazon payments, resulting in 4 hours where people were unable to support our campaign. Unfortunately we won’t be getting those hours back, but we’re happy it didn't happen within the last 48 hours of our campaign. If you get an error again please just give it an hour or two and try again.
We completed the reddit IAMA yesterday evening and we’re very pleased with all of the questions we got on both Space Hulk and Jagged Alliance. 1½ hours just flew by, you can see all of the questions and answers HERE. We’ll be doing more of these sessions during the campaign.
Tuesday - April 30, 2013
Jagged Alliance: Flashback - Update #6, Humble Bundle Partnership
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
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.
Jagged Alliance: Flashback - Update #5, Story Details and Backer Bonuses
Full Control has another update for Jagged Alliance: Flashback. This time the update deals with the story
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.
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?
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;
Alpha Group, the U.S.S.R special forces splinter group lead by a ruthless hard-line general.
CIA clandestine group.
Sunday - April 28, 2013
Jagged Alliance: Flashback - Update #4, Mercenary Personalities & Backer Avatars
Full Control has a new update for Jagged Alliance: Flashback.
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.
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!
Friday - April 26, 2013
Jagged Alliance: Flashback - Update #3, New Pledges and Add-ons
Full Control has posted Update #3 for Jagged Alliance: Flashback.
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.
And they added more pledges as listed below.
New Pledges and Add-ons:
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)
Thursday - April 25, 2013
Jagged Alliance: Flashback - Update #2, Tactical Layer and Core Combat
Full control has a new update for Jagged Alliance: Flashback. The update talks about various topics, and explains their vision for the game.
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!
Wednesday - April 24, 2013
Jagged Alliance: Flashback - Update#1, Strategic Level Design and More
Full Control has their first update for Jagged Alliance: Flashback. The update talks about the strategic side of the game and various other topics.
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.
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.
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)
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
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.
Tuesday - April 23, 2013
Jagged Alliance: Flashback - Kickstarter Launched
The Kickstarter for Jagged Alliance: Flashback has just launched. They are asking for $350K.
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.
The game text will be localized to English, French, German, Italian, Russian and Spanish.
We will give you a choice of distribution, always including a DRM-free option, for both the core game and future expansions.
Our target platform is PC and the game will be available for Windows, Mac OSX and Linux.
Friday - April 19, 2013
Jagged Alliance: Flashback - Thomas Lund Interview
Pockettactics has an interview with Thomas Lund. The interview gives a few details of the game, but mostly deals with a few personal questions.
Owen Faraday: I don’t think it’s a secret that the key to a successful Kickstarter is nostalgia factor. JA seems to a very big following — it probably rivals XCOM in terms of people’s fondness for it.
Thomas Hentschel Lund: For me personally, it was one of the three original games that defined my youth. You had Fallout, the original X-Com, and you had Jagged Alliance. The turn-based godfathers.
OF: Did Bit Composer develop that real-time Jagged Alliance from last year, or did they license that out?
Lund: They had somebody make that for them. It was a mixed bag. Looking back on it was like that shooter that 2K was going to make in the X-Com universe. Well, maybe not that bad. But you can’t have real-time combat in a Jagged Alliance game. It was good that it got a lot of new players in, I’m not dissing those guys for doing it. They went with what was the safe route at the time. But after XCOM, they saw that the market was ready for turn-based.
We want to stay independent, not work for hire. And that’s what this Kickstarter is all about. We’re going to license the Jagged Alliance property and make a new Jagged Alliance game the way it should be made.
OF: Is there anything that jumps out at you when you play JA2 that makes you think, ‘I can improve this, I can do this better?’
Lund: Not straight off the bat, no. But we have to go back through it — it’s such a big, complex game. There’s a lot of systems to look through.
Thanks go to Kordanor for bringing the article to my attention.
Wednesday - April 17, 2013
Jagged Alliance: Flashback - Interview @ RPS
Rock Paper Shotgun interviewed CEO Thomas Hentschel Lund and team-mate Andreas about the new Jagged Alliance game that was recently announced by Full Control who acquired a license from BitComposer.
This is the first part of the interview about things like the Jagged Alliance lincense and their presence on Kickstarter next week to acquire $350K.
RPS: This new Jagged Alliance won’t be a reboot but a sort of restart, set during the Cold War and telling the story of the founding of A.I.M. What drove that decision?
Andreas: This is the area of prequels – we’ve seen lots of movies looking to tell origin stories. We thought this was a unique opportunity for us to look at the beginning of A.I.M. and to bring back some of the cool mercenaries and tell their early stories, looking at how they became who they are.
Lund: We want to look at why they became mercenaries, where they came from, why they joined this organisation. Why was all this founded? At least for me, if we were just going in and doing yet another dictator on an island story, we would instantly be trying to copy Jagged Alliance 2. Being put on the same shelf, even though that’s not what we really want to do. Being just a copy of what has been isn’t what we want to do. We want to bring something unique and a little different into the mix. And that’s the story part, where we can twiddle around and change things. Because on the other side, the mechanics and the turn-based part obviously, we’re going to see how much of JA2 we can bring back.
RPS: Presumably the Cold War setting gives you some interesting angles on some of the mercenaries in the other games. So many of them are clearly culturally and ideologically opposed, at least on paper, at that time.
Andreas: It’s also important to note that everything isn’t set in stone yet. We’re going to build on everything in the original games, but we’re also going to be listening to the fans and the modding community from Jagged Alliance2. We’re going to listen to everything that comes to us.
Lund: At the end of the day, it’s going to be about how successful can we make Kickstarter and how many features can we add, so we’ve tried to come up with stretch goals that will demonstrate that. More mercenaries, destructible environments, that sort of thing. We have to look at what we can do for the amount of money we’re asking for as a minimum – we can make a cool game but we can’t make a replacement for JA2, that has been modded for so many years. It’s impossible. But depending on success, we can add more and more, so hopefully that’s possible.
Thursday - April 11, 2013
General News - New Jagged Alliance Game
Full Control has announced they have signed a licence with BitComposer to develop a game in the Jagged Alliance frachise.
FULL CONTROL ANNOUNCES JAGGED ALLIANCE LICENSING AGREEMENT WITH BITCOMPOSER GAMES
Copenhagen, Denmark - April 11th - Danish indie studio Full Control today announced that it has signed a licensing agreement with bitComposer Games to develop and publish a new undisclosed multiplatform title in the Jagged Alliance franchise.
“Jagged Alliance fits perfectly into our company strategy and portfolio as the game to do after we ship Space Hulk. It is one of the 3 games besides X-Com and Fallout that really defined the entire genre and is part of our DNA”, said Thomas Hentschel Lund, CEO of Full Control. “We are honored and excited to have been the confidence given by bitComposer to give the series a fresh new take whilst staying true to the core mechanics.”
“We have been keeping an eye on Full Control for the last couple of years and have been suitably impressed with their take on turn-based tactical gaming and in particular their awesome work in bringing the classic Space Hulk franchise back to life”, said Wolfgang Duhr, Board of Directors of bitComposer Games, “We are excited to learn more about their plans for the franchise”.
History of the Jagged Alliance Franchise:
Jagged Alliance was first released in 1994 and is still counted as one the best turn based strategy games of its time. After the release of Jagged Alliance 2 in 1999 the series slipped back into the cold war and received a reboot in 2010 with Jagged Alliance – Back in Action, which received mixed reactions from the community and press after its departure from turn-based action gameplay.
Information aboutJagged Alliance: Flashback
Developer: Full Control
SP/MP: Single + MP
Play-time: 20-40 hours
Voice-acting: Partially voiced
Regions & platforms
· Platform: PC
· Expected at 2014-11-19
· Publisher: Full Control