
Amata: two years of early access for a 2D action RPG betting everything on fluidity
A memetic blade, parries, artifacts and free teleportation between all known points. The 1.0 arrives two years to the day.

On foot or in a mech, thirty firearms, vehicles to salvage into new ones. The Brigador saga continues and switches sides.
Alexandrosse
InsertCoins.press Score
7.5/10
Verdict
Recommended
The first Brigador built a solid reputation on a niche nobody else occupied: an isometric action game where you piloted heavy machines through cities you demolished entirely, with remarkable legibility and graphic density.
This sequel changes position. You are no longer the mercenary sent to flatten a city, you are the insurgent working back up the chain.

The game describes itself as an isometric insurgent simulator, and the phrase fits.
You belong to Team Anchor, deployed to the SNC homeworld to make them pay for what they did. The target is no longer a strategic position, it is the businessmen who started the war.
That is an effective narrative reversal, because it changes the nature of missions: you are not taking ground, you are tracing responsibility.
This is the structural difference from the first game: you move around Mar Nosso on foot, or you go loud with your own armour.
That dual scale is what gives the game its flexibility. On foot you are vulnerable, discreet, and you read the city differently. In a vehicle you become the problem the city has to handle. Being able to switch transforms how you approach an objective.
The arsenal follows: over thirty firearms, from Nossian Corvid zipguns to the latest man-portable Spacer tech. You upgrade your arsenal by finding different combat rigs.
Above all there is a workshop loop: you salvage vehicles for parts, you fabricate new tools of destruction back at base, you mount weapons on them, and you deploy with your creations. That gives the game a laboratory progression on top of the mission progression.

The series always had a marked graphic identity, and it continues: rich detailed sprite environments you drive through in clapped-out sedans, tanks or bipedal mechs.
It is an aesthetic without equivalent. The heavily worked isometric rendering gives a tactical legibility 3D rarely achieves, and a personality most action games have lost.
The soundtrack is an argument too. The first Brigador had a considerable musical reputation, and the sequel puts forward an original score by acclaimed musicians.
The game arrives today in early access, developed by Stellar Jockeys and Gausswerks.
That is the main caution. A content-driven action game, with an arsenal, a workshop and a city to cross, is judged on volume, and early access by definition means that volume is not complete.
Second point: the series is demanding. Brigador was never a welcoming game, and its reputation was built as much on quality as on the difficulty of getting into it. Anyone expecting comfortable action may be surprised.

It rewards a visual identity that remains without competition, a genuine change of scale between fighting on foot and fighting in a vehicle, and a salvage and fabrication loop that gives exploration meaning beyond loot.
It also rewards the narrative courage of flipping the series' viewpoint rather than repeating it.
It accounts for early access whose final content remains to be seen, and an entry barrier that will continue to exclude part of the audience.
For anyone who loved the first, this is a sequel that takes a risk rather than redoing the same thing.
Do you prefer infantry or the mech? The debate is open on the InsertCoins Discord.
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