-Doesn't Feel Like Jagged Alliance-
Would I recommend this? My answer is, "Yes with a but, or no with an and..." I give it mixed reviews.
Yes, BUT this isn't really Jagged Alliance. The original did a semi-decent job of making you feel like you were sitting at a laptop in a dark hotel room somewhere anonymous directing mercenaries over satellite - you were their shadowy handler, working quietly to depose a cruel tyrant and liberate the oppressed. This one just drops you in - rather than a mock "laptop" interface where you read the emails of your employer, viderconference, even browse the web to buy guns/flowers to remember your dead, in JA: Flashback, you're just dropped in. No buildup, just "here you go!". It partly fixes this "feel" problem by having your main character be the apparent handler, hiring mercenaries as you go (and said mercenaries appear magically out of nowhere instead of a 24 hour delay where they are choppered in), but I think this loses out to the feel of the original.
The bottom line: The good news is that this appears to be an attempt to recapture the original with 3d graphics and a new plot, with a new combat interface. The bad news is that this game doesn't succeed in the depth of the original (less searchable locations, less apparent subtlety). The WORSE news is that Full Control polled the audience for what they wanted in the game, rather than take on ALL the design work themselves, The rather predictable results are things like a long list of character names such as "Night Eyes" and "Jackie Chen", and a combat interface reminiscent of X-COM: Enemy Unknown, making the game feel somewhat juvenile and unsophisticated.
This game misses the original on several levels. The scale of the maps are somewhat more restricted (larger squares, less of them between buildings), so combat becomes a little more frenetic and "AAAA, please let me roll good numbers!", where chance matters for more than sound tactical planning. Rather than subtly applying camoflage makeup, approaching at night, dropping the roof guard with a silenced SMG and jumping on the roof to drop every guard in the compound with sniper fire (I turned that into a science in JA2), your firefights are more likely to be an attrition brawl where friendlies just stay in cover waiting for the enemy to walk into their guns, and you hope they run out of guys first. While the "cover" indicator is welcome, it only has three states of none, partial and full, and doesn't distinguish between visual cover and hard cover. While JA2 didn't have ANY cover indicator, it was quite possible to lay in what felt like a furrow in the ground, unseen and shielded by a small rock and a clump of weeds. If they fired, you could usually get enough of a fix to return fire, and blind fire was quite a reasonable tactic. JA:F seems to have removed a lot of these subtleties in an effort to make more of a development/engine friendly game, where level building became simpler and playtesting counted for less. A straightforward remake of JA2, keeping completely true to the mechanics/interface of the original with a new plot would almost certainly have required a lot more work that this one appeared to - and I think it shows in the lack of "polish" in JA:F. A straight remake would have been a better game.
Having followed Kickstarters (I was a backer of JA:F) for awhile, I've noticed that this is the second game (that I am aware of) that Full Control has released that has drawn on previous franchises and received markedly mixed reviews (The first was Space Hulk). There exists something in creative work called the "Editor's eye", the judgment and flair, the elan, to know what to put into a game, what to leave out, and how the whole will come together to look as a final product. I suggest Full Control has a lot of soul-searching to do regarding theirs. The game feels unpolished, juvenile, unserious and simplistic, and almost all of these flaws could have been fixed by a harsher editors eye in its design. Good luck, Full Control. I won't back another game again.