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Finally, here it is.https://steamhost.cn/steamcommunity_com/profiles/76561197996628244/recommended/1167750/
Had to trim it down from 24 000 character post mortem to 8000 because I didn't came to think Steam reviews has a character limit. Anyway, it's the waves it made, why its important.
Game reportedly flopped so hard it cost publisher Paradox Interactive $22.7 million. The fallout led Paradox to declare they’re done with XCOM-likes—calling them a poor fit for their portfolio.
A $21.7 million flop can ripple through the industry—especially when the statement implies “XCOM-likes” are no longer commercially viable.
The reality is simpler. Lamplighters League didn’t suffer from market fatigue, but from lacking the toolset to realize its potential—creating cascading issues.
Never came to play that. Closest I could think is a bit like X-COM Apocalypse, that had optional real time mode, but in LL's case combat always being turn based.
I used to sometimes mention in my reviews things developers or those who aspire to be could learn about. In LL's case it looks like they were designing game for engine they wish they had, not what they had. Other things, I have finished writing about characters, all predefined, there's nothing to choose in terms of classes and abilities are about unlocking them all. There's no player character.
Next comes tactical aspects, enemies have unique attacks, area of effect attacks, counters, and for the most part they did very well also making units visually unique, so it's easy to remember what to look out for. There's XCOM2 style enemy progression too.
At the same time I has to make clear that this isn't any sort of misunderstood hidden gem. Will take days, especially when I like to play Frostpunk too :-P
Okay then, but couple of things you update for the Lamplighters Leage.
It's not an RPG. Neither developer studio or publisher marketed it as such. It's tactical combat that take a lot from adventure games genre.
It's also turn based / real time hybrid, like Phantom Brigade on your list. I don't know how exactly PB implemented it, but in LL tactical missions are always real time, until either enemies spot one or more of Lamplighter agents or player decides to enter in turn based mode to start combat or use item in inventory, that cannot be done in real time mode.
You can group your agents in real time mode making moving convenient and fast, ungroup to sneak and use special abilities of agent classes called takedowns to eliminate enemies. It sounds way better than studio could implement. Idea has merits though.
What comes to core purpose of this guide, I can say and will mention this in my review, that there is very little what comes to strategy in Lamp Lighters League. Then what little there is, is undermined by missing user interface features (!) and what looks like unfinished itemization.
That is to say, XCOM as well as earlier X-COM UFO and Terror from the Deep feature strategy which resource management is part of, as that enables victories on tactical level.
It sure takes a lot from XCOM 2 WotC but falls short, badly, which is a bad thing. Setting and some ideas had great potential IMO.
I get back to the Lamplighters League and about to finish it soon, I have just one mission left but I grind for certain achievement.
It's worth in academical sense, or XCOM-likealogy sense. There is a lot I love, the setting, art syle, soundtrack. Setting especially which is something original. which . It failed because of bad engine, my guess it really stresses storage i/o because performance is really bad even with a good SSD. Campaign pacing is bad, card mechanism is bad and made worse due interface, Publisher made very hostile DLC strategy. I think I throw a link here to my review I'm going to write after finishing the game. I think I got quite a few things press didn't when it got released.
Lamplighters League looks like a bit of a dud, but sometimes even the less-popular titles have interesting ideas. If they're sufficiently on sale you can get your money's worth out of them.