OUT OF THE LOOP
It’s not often that an FPS requires an explanation of exactly what it means to shoot someone, but Lemnis Gate’s gunfights are different to all others. For one thing, at least in the turn-based mode, they’re asynchronous. Your target can’t respond to your attacks, though smart players might try to anticipate them, dodging or returning fire at what – on their turn – was empty space. And then there’s the question of what a kill is worth. In objectivebased modes, there are a few points attached, but the real value stems from what that kill prevents: dispatching a threat in the first five seconds then dying yourself can be worth more than taking out three enemies in the loop’s closing moments, when their destinies have already played out.