![]() ![]() 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. I love the Mission: Impossible film series, all except the godawful second one where John Woo sacrifices his career to Dougray-bloody-Scott and inadvertently made Limp Bizkit famous.Adam: Invisible, Inc. No, that movie got everything wrong about what makes the M:I series work. What does work is the espionage, the gadgets, the sneaking around, and the thrill of disaster always being mere seconds away. That sort of thing makes that series tick and it is, as it happens, a huge part of the appeal behind Klei’s turn-based espionage game Invisible, Inc. The premise of Invisible, Inc is pretty straightforward. You’re an agency on the lamb, and you have to nick as much cash, info and gear from various sources around the world within a 72-hour time limit. ![]() Plot isn’t highly important here, but the backstory is fleshed out well enough that it does enrich your experience with Invisible, Inc, giving a bit of weight behind the ticking clock you must face. The angular, sleek future-tech artstyle only adds to the secret agent sim atmosphere, but it’s the way it plays, more than anything, that makes Invisible Inc such a splendid game. The best, well the quickest, way to describe Invisible, Inc is as a turn-based stealth game with roguelike elements. The simplest way would be ‘like XCOM, but with stealth instead of rockets and telekinesis’. That would, however, do a great disservice to Invisible, Inc’s unique qualities. You initially get to pick two agents (from the starting two of Decker and Internationale if you’re just starting out and not playing a custom game) and then pick a location to infiltrate. You’ll first be presented with fairly simple jobs, with security at a ‘civilian’ level, challenging enough, but allowing you to learn the ropes as you go. ![]()
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