What can you achieve within 25 seconds, really? In multiplayer shooter terms, it might be long enough to land a couple of headshots or (more often, at least in our case) to sprint from a spawn point, trying to rejoin the action before it moves on. In Lemnis Gate, though, 25 seconds is the length of an entire round, the duration of your character’s entire existence. Fortunately, you get more than one shot at it.
Once the countdown hits zero, you simply pick a different character class – ‘operatives’, in Lemnis Gate’s parlance – and play out those same seconds from a fresh perspective. And again, and again, your new actions layered atop everything you did before until there’s a full team of five fighting side by side, all controlled by a single player. So, yes, it’s another example of this season’s must-have gaming accessory, the time loop. But to understand what makes Lemnis Gate such a joyously unusual experience, it’s probably more useful to think of it as a turn-based shooter.
There’s an extra step that needs to be inserted into the version of events above. At the end of each loop, before you start over with your next operative, play passes to your opponent. They study what you made of those 25 seconds, and try to think of a way to undo it. So, say you sent a scout to snatch an objective and run it back to base, scoring the first point of the match. Your opponent might counter with their sniper, catching the scout with a well-aimed headshot to wipe him – and that scored point – off the timeline before he can ever touch the objective. Or perhaps they sneak their engineer to your goal line, awaiting the scout’s return with a freshly planted crop of turrets.
Denne historien er fra June 2021-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent ? Logg på
Denne historien er fra June 2021-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image