I sort of forget that it’s turn-based, because it plays out like this manic, one-take action sequence - darting back and forth behind the same doors, waiting for guards to walk by, praying that you’ve got enough movement points to get to your mate’s prone body and revive them. But the combination of theme and no reloads means you feel like you have to act now or your agent’s doomed. That’s not something which a turn-based game naturally has - you feel you can stop and think, take your time, even undo an error. It was a simple sequence of actions but at the end, when they walked to the lift, I still imagined them having one of those jokey one-liner exchanges about it.Īlec: It has urgency, is the thing. She was a fair bit behind and with no way to get through the door without the guard coming round again so I had Decker wait nearby to cosh him again as she hid behind a computer terminal. Decker found the way out and bashed a guard on the head to knock him out in order to get past safely, then waited for Internationale. In the first mission I had a level with two possible branches towards the escape so the agents split up. Pip: It makes it so easy to imagine the exchanges the agents might be having, too. Augmenting agents using a hacked surgical machine while there are guards patrolling just beyond the door. You prepare as you go, in the level, in the moment. Because it begins at the end, so to speak, with the agency fighting for their lives, there’s a constant sense of escalation rather than the slow-build and preparation. If a game like Just Cause is basically the last ten minutes of every action movie (or the entirety of Mad Max: Fury Road), Invisible, Inc is the equivalent for heists or espionage. So the fact that the entire game is ABOUT grabbing the second (or hundredth) chance that you really probably didn’t see coming is really exhilerating. Right from the start, it lays out its cards - you’re outnumbered, outgunned and plain out of chances. The one-hit permadeaths and constant rise of the alarm suggest it’s going to be absolutely punishing, but there are solutions to almost every problem. It's not forgiving, but there's room to play, if that makes sense?Īdam: Yes, that makes sense. I tend to find turn based stuff lacks tension – games in this vein can feel like there's a correct answer and not much room for improvisation but with this I'm feeling a lot free-er. Pip:: I've done the tutorial and the first mission but I'm starting to feel excited. I don’t know what Klei’s mojo is, but it’s mega-mojo. In Invisible Inc you always feel like something unbearably thrilling is about to happen, and that there’s a whole bunch of stuff you could potentially do to resolve it, whereas MC feels so stilted and robotic. I’ve been playing Massive Chalice recently too, and there’s this almighty difference in terms of excitement. And it just seems so effortless, as though stealth-based turn-based strategy with just a couple of characters has always been a thing. It's both our Game of the Month and my favourite game since Crusader Kings II! What do we all think?Īlec: I haven’t played much of the final version yet, but one of the last early access builds was already my favourite XCOMlike since XCOM. It is also has procedurally generated tactical cyberpunk environments, which should be occasionally confusing and a pain in the backside but are almost always indistinguishable from hand-crafted puzzles latent with drama and tension. is a turn-based stealth game and there is absolutely no reason why turn-based stealth should be a thing that works as well as this does. Software description provided by the publisher.Adam: Invisible, Inc. Includes the Contingency Plan DLC, which is an expansion that extends the campaign time and adds new rewards, agents, programs and danger to the base game of Invisible Inc. Choose your own game mode: with 5 different game modes and extensive custom generation options, each player can play the way they prefer. Randomly generated world: locations, threats, and loot are randomly generated so each playthrough is vastly different and you’ll never get complacent. Deep customization of builds: each play through is different as you create your own strategy using agents, items, augments and programs, and adapt to your surroundings. Character selection: Start with any of the 10 unlockable agents in the game, plus 8 agent variants, and 10 starting programs to crack corporate security. Stealth, precision, and teamwork are essential in high-stakes, high-profit missions, where every move may cost an agent their life. Take control of Invisible's agents in the field and infiltrate the world's most dangerous corporations.
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