Lamplighters League is light stealth, heavy pulp style and XCOM gunfight

Screenshot shows a character taking a shot in Lamplighters League
in great shape , Purnima, the sniper you can recruit, is an assassin who refused to work for the Evil Council because it involved killing a child. Now, as part of your team, she will kill billions of goons. funny time.

Harebrained Schemes/Paradox Interactive

Lamplighters League is a modern xcomA strange war-ish style turn-based strategy game, Indiana Jones-Like feeling, a light secret element, and created by the people who created it battletech And this shadowrun returns series. If you pay for Game Pass, or you check out this game at any price that seems reasonable (including its first $50), that should help you decide whether or not to give it a try. I think.

I wanted to get this out of the way since I have a few articles to choose from. Lamplighters League, some technical and some strategic. But I don’t want to ignore how excited I am to be immersed in a new strategy game, especially one based on an original, if heavily contextual, world. If you’re a fan of tile-based activities, two actions per turn, home bases full of upgrade possibilities, and little interaction between your troops, you don’t get many solid games like this per year, so pay attention to this. Lamplighters League, number of years between xcom Headlines are getting longer, not shorter – we need some reserve.

In case you were wondering, immediately after this dialogue, one of the characters immediately asks if he's just describing the Tower of Babel.  Which, that is.  This is an alternative timeline, but it is not entirely reliable.

In case you were wondering, immediately after this dialogue, one of the characters immediately asks if he’s just describing the Tower of Babel. Which, that is. This is an alternative timeline, but it is not entirely reliable.

Harebrained Schemes/Paradox Interactive

Bomber jackets, eldritch horrors, and island hideouts

The setting is the alternate 1930s, and the supervillains are committing some pre-World War II misdeeds: raising the dead with Egyptian powers for fascist purposes, unleashing Lovecraftian terror, and powering the undead through industrial schemes. To broadcast. A surviving member of the League of Extraterrestrials… accidentally, the Lamplighters’ League needs to stop them. His truly good and notable colleagues are gone, so he turns to you, a group of thieves, scoundrels, murderers, misfits and people only working for the money who will never blossom into great heroism, no sir.


paradox interactive

This is the setup, and how much you take it, or how much you care, is up to you. There are several notes to read (helpfully marked “lore”), alternate dialogue to listen to, and cut scenes to skip. I enjoy the intermittent immersion; This developer is good at knowing how much to offer and how often. Even more entertaining are the characters and their voice actors, who keep things lively, crack some funny jokes, and often make astute comments on very specific events. Each of them has a rough outline of a stock character, but their interiors have a lot more detail.

You manage your skills, gear, cards, injuries, and the like at your home base, a tropical island complex overseen by Locke, the last of the original Lamplighters. Here, you can dispense skill points and supplies, upgrade weapons and cards and healing, and purchase items you’ve researched with the game’s most universal currency, Supplies. None of this is new to a veteran xcomOr even that game’s offspring, like Mario + Rabbids, But it works, in that it feels like you never need enough content to ensure victory, but just enough content to feel progress.

Each week, you look at a world map, then decide what types of missions, as well as some single-task side missions, you want to assign your three or four beloved Scamps to, and where. Every robbery, sabotage, rescue, or other action you don’t perform allows the three villains to gain a little more control. You choose between long-term gains (recruitment, intel, quest advancement), short-term stuff (required for supplies), and holding back the progress of one or another villain. There is no true choice, and, for gameplay reasons, you can’t do more than one main mission per week, no matter how many exotic heroes you sign up for. You’re always a little behind, with occasional jolts of victory.

Characters’ skill trees are quite rich, giving you a few different ways to focus on their talents. You can mold Fedir, a Russian bruiser, into a run-and-gun shotgun enforcer, a rage-fueled damage sponge, or a hand-to-hand knockdown specialist, depending on how you level up his skills. Increase it and how to take it out. Some characters are more flexible than others (snipers are supposed to snip), but you’ll find a lot of variables to play with: crit gambling, debuff wizardry, free reloads, and so on.

An interesting spin is the Undrawn Hand, a tarot-like deck that grants powers (or, in case the tension breaks, limitations) to each of your heroes. Combined with the skill tree and equipment, you can get some fairly strong build set ups or give a character that wouldn’t otherwise give you some useful skills. It’s this bit of randomization that can make replays interesting.

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