EDGE

Closing The Loop

Lemnis Gate looks to the past, present and future of the firstperso­n shooter

- BY ALEX SPENCER

Lemnis Gate is evolving the sci-fi firstperso­n shooter one loop at a time… after time

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.

James Anderson, co-founder of Ratloop Games Canada and Lemnis Gate game director, likens it to chess: there’s a limited selection of pieces, with each move a reaction to the current state of play and, ideally, an anticipati­on of what’s next. “Using your mind is as powerful as using your weapons,” he promises. The idea is to reward a clever idea and careful planning as much as twitch reflexes or time-honed mastery. And, as the studio enters an arena dominated by experience­d competitio­n, Ratloop is hoping those same values – a clever idea and careful planning – can level the playing field not just within its game, but in the world outside too.

Lemnis Gate is the second game from Ratloop Games Canada, and the one it has been working towards since the studio was founded in 2017. “We knew this was the idea that was going to help us differenti­ate ourselves from competitor­s,” says Vivian Yen, Ratloop’s CEO and producer on Lemnis Gate. The studio’s previous title,

Vroom Kaboom – a mix of deckbuilde­r, tower defence and car combat – was a smaller-scale production, and Yen now positions it as something of a practice run.

Ratloop describes Lemnis Gate as a ‘triple-I’ production, one of those rare games made in the squeezed middle between blockbuste­r and arthouse. It’s a difficult space for a multiplaye­r shooter to exist within – as plenty of other developers have discovered of late. Ninja Theory, one of the studios which helped popularise the term with Hellblade, stepped away from developmen­t of Bleeding Edge earlier this year after the team shooter/brawler hybrid struggled to find an audience, even with the support of Microsoft behind it. Meanwhile, Disintegra­tion, the first multiplaye­r shooter from Take Two’s triple-I publishing label Private Division, closed its servers just a few months after launch.

Lemnis Gate is being made by a small team with far fewer resources than most FPS studios have at their disposal. But, as those other games have shown, players don’t set their expectatio­ns for an online shooter according to its budget – and Yen is well aware of that. “We’ll be competing against triple-A shooters just because they exist, and it’s the same people who will want to play these games,” she says. “And knowing that, we decided to see where we can best compete.”

This is where the time loop concept comes in. While a shooter’s graphical chops might be dependent on the number of artists working away behind the scenes, the value of a good idea doesn’t necessaril­y scale up with headcount. In fact, Anderson argues, Ratloop might actually be better positioned to make something experiment­al. “We have the capability to take bigger risks, potentiall­y, than some of the big triple-A studios,” he says. “As an indie, we’re pretty agile, and can make something I don’t think they would be able to.”

This inability to take risks, as Anderson sees it, has slowed the genre’s evolution. “You look at the classic model for an FPS, and you have very old-school games, like Wolfenstei­n, Doom, Duke 3D. Since those games were invented, the fundamenta­l mechanics of a shooter haven’t really changed that much. We have new game modes and things like battle royale, but those are kind of high-level changes to the structure of the game,” he says. “We wanted to invent something new, that fundamenta­lly changed the way that a firstperso­n shooter played.”

Lemnis Gate’s concept, it should be noted, isn’t quite unique. As a time loop shooter, Deathloop might be the obvious comparison, but there’s another which lands much closer to the target: Quantum League. Developed in parallel to Ratloop’s game, by a comparably sized team in Argentina, it’s another online shooter where you build a team from your own time-displaced clones.

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 ??  ?? Game Lemnis Gate Developer Ratloop Games Canada Publisher Frontier Foundry Format PC, PS4, PS5, Xbox One, Xbox Series Release Summer
Game Lemnis Gate Developer Ratloop Games Canada Publisher Frontier Foundry Format PC, PS4, PS5, Xbox One, Xbox Series Release Summer
 ??  ?? Following the action from your drone when you’re not taking your turn is a skill in itself – where should you be focusing your attention? What important details did you miss last time? Could you take out a threat to your own team in your next move, or is there an opportunit­y to prepare for something your opponent might do?
Following the action from your drone when you’re not taking your turn is a skill in itself – where should you be focusing your attention? What important details did you miss last time? Could you take out a threat to your own team in your next move, or is there an opportunit­y to prepare for something your opponent might do?
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 ??  ?? There’s a minute’s grace period between turns, during which the loop can reset over and over to give you a closer look
There’s a minute’s grace period between turns, during which the loop can reset over and over to give you a closer look
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 ??  ?? Equal parts Bastion, Pathfinder and Johnny 5, KARL fills the ‘oddly adorable robot’ slot required in hero shooters nowadays. He’s one of seven options, each with a unique weapon and ability, from which you select a team of five
Equal parts Bastion, Pathfinder and Johnny 5, KARL fills the ‘oddly adorable robot’ slot required in hero shooters nowadays. He’s one of seven options, each with a unique weapon and ability, from which you select a team of five
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