Locke, it turns out, is the last surviving member of the titular organisation, sworn to stop a trio of shadowy evil folk from reaching some magic tower and taking over the world. Rather than generic military types, they’re all criminals themselves, scratching a living from dodgy deals until a mysterious figure known as Locke offers the kind of cash they can’t refuse to fight for his cause. With these and other characters Lamplighters shines brightly. Locations range from the kind of disused docks or seedy side streets that any decent noir detective would have to investigate, to secret bases in ancient ruins or jungles where you wouldn’t be surprised to bump into Indiana Jones. Get caught in enemy vision cones while executing such antics and turn-based play begins, or you can trigger it yourself whenever you’re ready to stop beating about the bush. Sneaks can tip-toe up behind unsuspecting foes and bop them on the head Bruisers charge in a straight line, potentially smashing multiple enemies at once and Saboteurs lob an electricity trap that attracts a patrolling soldier (shock tactics, if you will). Missions begin in stealth mode, with the trio (occasionally quartet) of combatants under your guidance using three class-based skills to knock out enemies on the sly. It boils down to: the more guards you can remove silently in a mission, the less there are to worry about when things inevitably get loud. It’s a mashup we’ve seen previously in the work of developer The Bearded Ladies, such as Mutant Year Zero, and Lamplighters is as much indebted to that format as it is the disparate approaches of the aforementioned. Out in the field in this alternate 1930s adventure, you switch rhythms between the sneaky real-time techniques of Commandos or Shadow Tactics, and the turn-based percentage play of XCOM.
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