![]() Until much later in the game, ambushing and knocking out a guard typically involves using electrical, non-lethal means which, because you're not operating out of an agency, have limited uses. Aside from the expected mechanics of a tactical role-playing game-moving around and carrying objects are governed by quantifiable stats (movement points and inventory space) you must wisely invest in-you also have a security level that rises steadily with every turn, and each trip around the wheel, an obstacle appears to make your life a little harder, be it new armored guards, or a security protocol that makes hacking a greater danger. The thing is, virtually everything is a resource. ![]() Sometimes it's to get new confidential info out of a corporate facility sometimes you have to hack into an executive's mind and fend off his private security while waiting to download the goods sometimes it's just to get your hands on some brand new spy toys. From your jet, you have to infiltrate various corporations around the globe. Sadly, the telling of the story is reduced to well-written but sparse lip service after the fully-animated intro, but it's less of a problem once you realize how carefully considered your actions in every subsequent mission have to be. “I don't even see the mainframes anymore. This is the point where the portable version of Incognita loses power. You start off with just the two agents, with a maximum of four active at a time (10 total are coming as downloadable content down the road), and your overall mission is to gather enough expendable resources to strike back at your enemies within 72 hours. The situation: It's the distant future, and after years of digging up serious dirt on the megacorporations of the new world, the titular spy agency is raided, forcing the chief, her two best agents, and Incognita-their all-encompassing JARVIS.-style AI-to go on the run. Here, the silent, invisible completion of the mission is all that matters, and the stakes are too high to waste time grandstanding. The game recalls XCOM in in the way a fallen spy succumbs to permanent death, and in its randomly generated levels few stealth games are this slick, and even fewer are unwilling to sacrifice any opportunity for tension or raised stakes to make its hero look cooler. There's infinite time to plot out my spies' every move and observe the guards' reactions before completing the mission, ordering the spies to make a beeline for an extraction point, and beaming them out. It's a tactical, turn-based stealth espionage game where I am the eyes of God, looking down on the isometric, randomly generated playing field. One power per turn, or two power per turn with the chance of spawning a harmful daemon? Maybe couple that with a lockable character who gains power on enemy daemon installs in an attempt to even out the risks.For that reason alone, Invisible, Inc. ![]() The programs, too, offer anxiety-inducing risk-reward choices. And each agent has an alternate with a different load out yet and a new backstory. They have different latent skills or default items. Of course, a detention center could be housing a third or fourth agent as well, and numbers can be useful if you have the means to outfit them all, or ruthlessly treat new additions as expendable.Īnd while you start off with two default agents and two default power-gaining and hacking programs, you can unlock more mid-game (buy new programs, rescue captive agents), as well as unlock them for use at the start of a campaign. Money takes precedence for me, mostly for agent upgrades, followed by labs that allow me to add cybernetic upgrades to my agents. While all the stages are procedurally generated, you do have some idea of what you’re getting into, depending on the type of infiltration (going for a vault? a terminal with locations of more points of interest? an executive’s suite?) and the particular company (one is particularly robot heavy, rendering your knock out sticks useless) whose site you’re breaking into. I love the constant duress and how many options you have. They’re good because the enemies won’t wake up a couple turns later (they stay incapacitated if an agent is physically pinning them down), but have limited ammo, raise the alarm level more quickly, and leave you paying a bit of “cleaner costs.” Decisions, decisions. If you take a harder ranked mission, you’re more likely to lose, but if you don’t, will you be able to win in the long run? For every “2x armor piercing stun baton” you pick up, the next stage could have 3 times armored enemies. You fly around the world, eating hours off the countdown clock.
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