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Their buildings, units and mechanics are all distinct, full of quirks exclusive to each army.Ĭantata's spooky aliens, for instance, use ghosts as their primary unit. The aliens and machines are a bit more exotic, and importantly they aren't meant to be reflections of each other.

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The humans are the most conventional of the trio, with their big, blocky factories and armoured vehicles juxtaposed to the alien world they're pillaging. Love triangleĮach of the three factions is juiced up with flavour and does things their own way. Cantata is, as I said before, absolutely doing its own thing, but they all share a love of high-concept sci-fi with a big dollop of mystery and magic. Saga, Invisible Kingdom and Spire-all published by Image-also spring to mind.

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Image Comics' Prophet revival, created by author Brandon Graham and a stable of exceptional artists, is probably the closest relative to Cantata's vibe, which I can assure you is high praise-it's one of the greatest sci-fi series of the last decade. The mixture of bold character and map art-which are distinct but equally evocative-and the subtle world-building achieved by conversations that are somehow both terse and characterful creates a singular concoction that I confess I am utterly enamoured with. Thankfully, that's not something Cantata could ever be accused of-it's delightfully unusual. Managing logistics is one of the more grognardy aspects of wargaming, and for a logistics slut like me one of my favourite parts, but if the thought of spinning elaborate webs to make sure vital resources get to your front line doesn't get you all hot and bothered, this might seem a little dry. But the real risk from foes is that they might break your supply network, destroying a vital building and leaving your war machine starved for resources. Visibility issues and enemy mechanics I wasn't familiar with spelled my doom. In Chapter One's map, I lost an expensive army in just a few turns by recklessly wandering into a fog-drowned swamp, hiding within it my introduction to the alien faction, lingering on the peripheries of the human-machine conflict raging across the region. This is not to say that opposing armies aren't a threat, and within each of the three chapters there are plenty of challenges. The conquest of Shoal, undone by bad admin.ĭespite having a top-level view of the network, I feel like I'm down in the guts of my factories, thumping big buttons and pulling levers to keep the supply chain running. Maybe you forgot to turn off your mines, or ended up making loads of fuel when you actually needed something entirely different. Failure is less likely to be the product of a smart enemy or a big attack-your foes are surprisingly lacking in aggression and don't range very far in the three campaigns in this Early Access build-than mismanagement of your logistics network.















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