Jagged Alliance Series
Sir-Tech, A.I.M. Mercenary Psychologies, and the Liberation of Arulco
Engineered in 1994 by Ian Currie at Madlab and published by Sir-Tech, Jagged Alliance merged isometric turn-based gunplay with personality-driven mercenary contracts, reaching legendary status with 1999's Jagged Alliance 2.
A.I.M. Roster and Interpersonal Mercenary Psychologies
Jagged Alliance set itself apart by endowing its mercenary roster with rich, eccentric personalities. Contracted through the in-game 'A.I.M.' web directory, operatives had distinct interpersonal dynamics: Russian paratrooper Ivan Dolvich spoke only Russian, unhinged pyromaniac Fidel refused cease-fire orders, and rivalries caused mercs to walk off contracts if teamed with enemies.
The Nation of Arulco and the Jagged Alliance 2 Pinnacle
Jagged Alliance 2 (1999) perfected the tactical mercenary sandbox. Tasked with overthrowing the tyrannical Queen Deidranna across the fictional republic of Arulco, players managed sector silver mines, trained local rebel militias, and navigated ballistics-heavy tactical firefights featuring granular locational damage, stance toggling, and extensive firearm attachments.