Set in a pulp adventure 1932 where secret societies seek to use magic to reshape the world, The Lamplighters League combines a strategic campaign layer with real-time stealth and tactical combat to deliver a twist on the tactics genre that's fun, but doesn't do anything too radically new. It took a bit to grow on me, with a really slow start to get through, but once it gets up to speed this sometimes absurd, always entertaining pulp story is a blast that plays through to a memorable finale.
The Lamplighters League will immediately hit home with people who love the kind of pulp adventure exemplified by The Mummy or Indiana Jones. The three enemy houses of the Banished Court, all of whom want to remake the world in their own image, perfectly encapsulate the villain archetypes you'd want from the setting: House Nicastro is your classic cult of squid-worshippers devoted to bringing back their dead god, House Strum is a noble lineage of tyrannical conquerors pillaging ancient Egyptian magic to be immortal and control fiery mummies, and House Marteau is headed by an upstart American industrialist – complete with period-perfect pencil mustache – whose wonderful new contribution to capitalism is enslaving your ghost when you die working the assembly line. Now that's disruption!
Up against this trio of baddies is a crew of mercenaries and ne'er-do-wells hired by the literal last member of the ancient Lamplighters League – occult good guys who got wiped out in conflicts in and around World War 1. In short: The heroes are dead, so now it's up to the morally gray and the washed-up scum to save the day. The tone, the characters, and the villains all really nail the appeal of the genre, as does composer Jon Everist's characteristically
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