There’s a fun cocktail party of ideas to be found within The Lamplighters League. Wearing its pulpy 1930s serial inspirations on its sleeve, featuring a cast of uniquely talented characters against equally fiendish enemies in a race against time, and blending together turn-based strategy with real time exploration, it’s an almost perfect recipe for an engaging plot and action. In practice, though, the Lamplighters League just misses the mark, with its performance and narrative.
The Lamplighters League is in crisis and the world in peril, with nearly all of the Lamplighters dead and the three main villains – known as the Scions of the Banished Court – close to achieving their goals to seize a source of unlimited power. The final Lamplighter, Locke, is reduced to scraping the barrel and recruit rogues, thieves, and killers to his cause. They are no Lamplighters, but they have no qualms about getting the job done as long as they are paid. In the introductory missions you are introduced to Ingrid, Lateef, and Eddie, the first of Locke’s recruits. Ingrid is a brawler who gets in close and personal with her fists, Lateef is a thief who can use misdirection to confuse enemies and fire from range, and Eddie is a two handed gunslinger.
The initial missions explore the skills of each of these characters in quite simplistic situations, but once those are complete, The Lamplighters League opens up and introduces the true threats and challenges. The Lamplighters are in a race against time with the Scions, who steadily grow in power as time passes. A world map is presented giving options of different missions to tackle, divided by side and critical missions.
The side missions are a mix of recruiting new agents to the Lamplighters,
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