![]() ![]() Moving a single square costs you a point, for example, and other actions cost, too, so every turn is a case of figuring out how to maximise your available action points since wasting time is inevitably going to make your job harder as each turn sees the security time move forward a notch, placing you under constant pressure to get things done. Gameplay is a turn-based affair where each agent has a certain amount of action points to spend every turn before the enemy then get to do their thing, too. And that’s not to mention the ever-present threat of guards patrolling the area and permanent death for agents who fall in the field. Greed is the biggest enemy in the game, because you have to combat the ingrained desire to loot absolutely everything in the level, a desire that so many other games have taught us. For every rotation of the clock, which takes six turns, new cameras will be activated, guard routines will be changed and new enemies introduced into the level if you take too long, so with every move you’re constantly evaluating what to do, and whether you should attempt to grab some extra loot or consider trying to escape. Do you fly over to rescue a potential agent? Or do you chance heave security to grab a powerful item that you may or may not be able to use? Or maybe you should hit up a facility that can grant you some better ordinance? Out in the field the tension continues with a security system that slowly increases with every turn you take, ensuring that no move should ever be wasted. The farther away the mission is the more time you spend getting to it, and so you have to decide how best to use your precious collection of minutes. It’s a neat detail that helps keep that sense of limited time firmly in your mind. Even on the mission selection screen the clock sits at the very top of the screen, slowly ticking away. You’ve got exactly 72 in-game hours to gather as many resources as possible, time which equates to just a few hours in the real world. As a gamer I’ve blown up towns, commanded entire robot armies, fought numerous wars against various humans and plenty of monsters and driven a lot of fast cars, but only very few of those experiences match the intensity of games like this. This continuous pressure is achieved through every single decision being important to your success, creating a sensation of mild panic that makes playing Invisible Inc one of those most nerve-wracking experiences I’ve had since XCOM: Enemy Within, a game which was always glad to smack you upside the head when a mistake was made. Tension is the name of the game here, a constant companion that builds and builds and builds until you find yourself at 3am with twitchy eyes, a strange glazed look and an unhealthy tick that developed some time around that one mission where you performed a near impossible escape while biting your nails off. Narrative really isn’t the focus of Invisible Inc. The ending, though, is a neat twist that manages to set up for a future game if wanted. The goal is simple in the 72-hours that you have before Incognita believes the enemy will pinpoint your location you must embark on a series of missions to gather as many resources as possible before launching a counter attack on whomever attacked the agency. It’s a good setup, but once you get going it fades into the background, the story trundling along between missions and never really managing to get some momentum going. ![]() has Incognita, a powerful computer capable of hacking anything without even being connected to the system, although in the rush to escape Incognita loses much of its more powerful programs and will quickly collapse unless it’s plugged into a new mainframe. ![]() Luckily they save the most valuable asset Invisible Inc. is attacked and left in ruins with only the agency’s leader and two agents managing to escape the wreckage. At the beginning of the game Invisible Inc. You take on the role of an operator charged with controlling guiding field agents for a secretive organization called Invisible Inc., a private agency that offers it’s highly specialized services to the mega corporations that now essentially rule the entirety of Earth. stands apart as their best title to date, a fantastic turn-based stealth/strategy game that evokes all the intensity of XCOM: Enemy Within but with a whole different set of fantastically designed mechanics to play around with. ![]() Corporate espionage, death-defying escapes, close shaves about once every 30-seconds and perfectly executed infiltrations are all just par for the course in Invisible Inc., another game from Klei who seem to be getting better and better with every new release. ![]()
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