Wot I Think: Invisible, Inc.

Invisible, Inc. [official site] is a game of “tactical espionage” from the creators of Mark of the Ninja, immediately understandable as XCOM meets Mission Impossible. You control a tiny team of sleuths working to rob the procedurally-generated vaults, server farms and detention centres of four high-tech corporations. In just 72 hours you’ll be taking on a fittingly impossible mission, and failure is not an option. Here’s wot I think.

Invisible, Inc. is the best turn-based strategy game I’ve played in years, in a time when we’re spoiled for choice. Let’s start by talking about how it’s a stealth game with a solution to *the* problem with stealth games, which is the game deflating like a balloon the moment you’re spotted.

Here, stealth games almost always transition into terrible combat games. This is often followed by a chase, which would be agreeable except it’s not sustainable, so you’re only ever fleeing from surreal goldfish guards who assume that the hulking man squatting in a shadow was probably nothing untoward and your bungling burglar can attempt his fourth break-in.

Getting spotted in Invisible, Inc. is as electrifying as it is cinematic. You’re given the opportunity to exist in that heartbeat.

Let’s say a guard catches a member of your team hunched over an open safe. They aim their gun. You stop breathing. The game’s fantastic soundtrack even takes an interest, adding drums and additional instrumentation to the music. Finally, the building’s alarm increases, because in Invisible the alarm is a creeping threat rather than a ridiculous ON/OFF switch, something I’ve already made an entire, loved-up video about (though be warned, that’s footage from a pre-launch build).

Finally, control returns to you, and with the detachment of an MI6 operator solving his Sunday supplement’s chess puzzle, you wonder how you’re going to get out of this one.

Some sample solutions: you’re able to hide from a pointed gun if you do so by moving to an adjacent tile, so with careful positioning your agents can always slip around a corner or behind a desk; or maybe you just activate that agent’s optic camouflage and he simply vanishes in front of the stunned guard; maybe a second agent slips behind the guard and zaps him into unconsciousness, robbing his wallet and keycard to boot; maybe you use one of a dozen different items you might have liberated from a corp R&D facility.

But if you can’t slip away in these moments, failure has a charm all of its own. There are no drawn-out fights in Invisible, no hiding in a cupboard until the guards lose interest. Taking a bullet is instantaneous, and final, the agent concertina-ing to the ground and threatening a devastating loss to your campaign, just like in XCOM. Except here, in a superior system, losing an agent instantly generates a captivating, atmospheric decision tree, because you *can* save agents, but the cost is immense. You can drag them to the exit elevator, or try and locate a medkit. But that alarm’s still creeping up. Trying to be a hero could doom your whole team. Perhaps it’s best to just sneak over and grab the holographic cover projector they were carrying. Maybe their weapon, too. Sorry, Shalem. Those of us still walking have a business to run.

So being spotted in Invisible only ever results in your magnificent escape or untimely demise, et voila! The entire game is now stealthy, with no rubbish bits. But we’re not finished yet. Further allowing the developers to keep the game balanced atop a tightrope of tension is the Rewind button, a feature I wasn’t expecting to like but that won me over completely.

Depending on your difficulty setting you get 5, 3 or just 1 Rewind, each of which will take you back to the beginning of the last turn in a flash of white, as if someone on your team had a vision of what was coming. Obviously this can jump you back before you were spotted and allows the developers to be a little more surprising in their level generation, but it can also let you scout rooms and then time-hop back out of them to save you a turn.

Careful, though. This is the only tool that can reliably get you out of really deep trouble. Are you sure you want to spend it on anything mundae? And when you do get in trouble, the decision of when to spend a Rewind, and whether to use it multiple times, can lead to wonderful time-angst where you think if you rewind just once, you could probably beat up those three guards when they enter the room. Or you could rewind twice and be absolutely ready, but then you’ll have none left.

Choosing when to rewind is a good example of the constant calculation of risk vs. reward that keeps Invisible so interesting and engaging. Other examples of these wonderfully empowering decisions include what toys to buy at a nano-fabricator, when to flee each level and when to stick around, and when to split your team up to cover (read: rob) more ground. Any one of these calls can (and will) get your team killed, but that’s never annoying, as it can be in so many roguelikes, because the game you’re playing is so utterly solid.

Invisible had a strong spine of internal logic in its level randomisation and reward distribution when it first entered Early Access 16 months ago, which was when I first started losing evenings to it. You could spend action points to predict guard patrols, for example, and you quickly learned how much or how little money could be lining their pockets, that kind of thing. The game felt fair. After more than a year spent balancing and refining, the release build is just a joy. It’s balanced, sure, the interface offers perfect control, yes, but there are also four different corporations you can steal from, and in addition to each having its own look and soundtrack each also telegraphs what sort of security to expect. Robots? Guards? Ghosts in the machine?

From campaign to campaign you’ll fear some corps more than others, because Invisible draws its replayability from a varied catalogue of agents, items, cybernetic implants and hacking software. You have little control over what toys you’ll find, though. The game doesn’t let you do anything as boring as decide to go full-on hacking and bully the Sankaku robotics corporation. When you find a top-of-the-line tranquilizer rifle with drilling, armour-piercing darts, you can’t ignore it.

I’ll give a real example from my last campaign. I started with Nika, a close combat expert a lá Jason Bourne. Early on I broke into a cybernetics lab and the rest of my team locked down the room as Nika went under the robo-knife not once, but twice, emerging as someone who gained 11 action points from horrid robot legs whenever she knocked out a guard. We then went on a mission to get her a state of the art stun gun and she became a monster, knocking out a guard, moving, knocking another out, moving. But she was also moving faster than the rest of the team, which meant I had to try and find equipment to help everybody else keep up with her, as well as equipping them with medkits and new camoflage generators to replace the one she wore when it was recharging. They became something like a Formula 1 pit crew.

This is the game. You pick a starting team, you start making tough calls from the very first mission, your team evolves into a new configuration with its own strange synergies and terrible failings, you lead them to heroic success or equally-heroic failure over about six hours, you unlock a new starting configuration and you go again. One part roguelike, one part persistent strategy game, it’s an innovative combination and it works gloriously.

Anything else? Oh, yes. It looks and sounds absolutely charming. The hacking interface in particular deserves a mention. Spacebar toggles the world into wireframes, swaps the soundtrack out for a half-dozen synthesizers and pulls the camera back *ever so slightly*, with any devices you can hack displayed in cherry red. What could have been a cluttered interface instead becomes you playing two games in parallel, delighting each time you swap between them.

Everything’s this sweet. The voice acting, writing, music and art design is all held to the same high standard. You end up looking forward to everything. From starting a mission with no idea of what surrounds you, to discovering the reward at the end, to escaping via the exit teleporter, to hearing the chatter between your team on the world map. It’s all satisfying, surprising, colourful and utterly devoid of friction, letting you lose yourself in the puzzle, yes, but also the evocative imagery the game thrills in. Your agents plotting daring heists, working like a well-oiled machine to rob a vault, and leaving with as much high-tech equipment as they can stagger under.

Or the other side of the coin – your plans coming crashing down around you and your agents abandoning one another, each sprinting around the level, heedless of cameras and sound bugs and just looking for a way out, before one comes face to faceplate with a six foot tall, weaponised security drone.

What then? Time stops. You exist in that heartbeat. You reflect on the greed and stupidity that brought you to this moment as you desperately pan the camera around the map. There has to be a way out. This can’t be the end.

Maybe it is, and you have to click the button that sees Nika gunned down. Or maybe it’s not. Maybe on the other side of the map, Internationale can siphon enough power from the terminal she’s hiding behind to give you control of that robot, for just one turn. One turn for you to turn this whole situation around. But that’s for you to find out.

You should buy Invisible, Inc. because, like I said, I think it’s the best turn-based strategy game to come out in years. But you should love it because it’s a creative endeavour that offers such rich moments. Just don’t let this sneaking masterpiece slip you by.

Invisible, Inc. is available now.

From this site

91 Comments

  1. ButteringSundays says:

    Is that supposed to be an English accent on the intro video on the official site?

    “Get to the dartar”.

    • ButteringSundays says:

      It is one of the accepted pronunciations here: link to oxfordlearnersdictionaries.com

      But definitely the weirdest one of the bunch.

      Sorry, it really threw me when I heard it, I wanted to autocorrect her speech.

    • Kitsunin says:

      Am I crazy that I was listening for this and didn’t even notice until the second time through? It sounds completely normal to me, there’s a certain accent (not necessarily English in origin, I think) I’m certain I’ve heard quite a bit which has most vowel-ending words getting a very soft “r” added to them.

      Personally, I think the voice acting is great. There aren’t any shows of particular emotional talent, but it’s pitch-perfect given the way it’s used.

    • wondermoth says:

      “Dartar” is the Queen’s English. “Daytuh” is a ghastly Americanism.

  2. Premium User Badge

    Harlander says:

    I’ve been waiting for the release for this to drop for a while now. I’m pretty excited

  3. Rolento says:

    I had a play last night and its nice to see it more fleshed out than it was in early access.. Its got that “one more mission” charm:)

  4. Banks says:

    I’ve been playing It for a few days and every second has been wonderful.
    Instant classic.

  5. His Divine Shadow says:

    can you save between missions?

    • Xocrates says:

      Like I said bellow, the game is very Roguelike-ish, so the game auto-saves after your every action. You cannot reload a previous mission at all, though there is the option (disabled by default) to restart a mission – which I think includes the ability to go back to the map an pick a different one.

      • His Divine Shadow says:

        oh well; not my cup of tea then..

        • Kitsunin says:

          Why not? As he said, if it’s really a sticking point for you to go back and redo a mission from scratch, the option is there, and it doesn’t preclude choosing the other more difficult options.

          • Kitsunin says:

            Maybe I was too hasty, if the issue is the roguelite style design, short campaigns designed for permadeath, rather than the lack of ability to redo your mistakes, then that’s perfectly understandable.

        • Flavour Beans says:

          This is also a game where complete success of every mission not only isn’t required, but is part of the game by design. It doesn’t expect you to do everything, and one of the biggest elements of the game is deciding when to pack up and run off before you get yourself into trouble.

          • Shake Appeal says:

            I would say making risk/reward decisions about what you can get away with — and, concomitantly, deciding when to cut your losses — is key to the game, really. I like that you can lose an agent because you got greedy for that last safe, but then still keep on trucking with skillful play.

    • aterriblesomething says:

      no one answered your question!

      you can totally save between missions, as well as during them! save whenever (pretty sure no save scumming, though, save what you can manage with rewinds).

      • aterriblesomething says:

        you also can restart mid-campaign if you get smooshed, depending on what difficulty you’re on

  6. Xocrates says:

    Aye, the game truly is lovely. That said, my “problem” with it (heavy emphasis on the quotation marks) is that it’s very much intended to be played as a Roguelike: You pick your starting condition, then see how long you can survive and how well you can adapt, which I feel never really gives you the time or ability to get attached to your team and build them to fit your playstyle – something I really liked about new-XCOM.

    You can play it as something more XCOM-y, particularly on the lower difficulties, but the default campaign is too short for it to really work.

    None of these are bad things, mind. Just trying to keep expectations in place.

    And as a side note, I absolutely love that when your last agent is cornered you get the option to have them say some last words.

    • Arathain says:

      “And as a side note, I absolutely love that when your last agent is cornered you get the option to have them say some last words.”

      Darn it, I was this close to not having to buy this immediately. See what you’ve done now.

    • daimonahte says:

      Sounds like Endless mode would be perfect for you, then! (For those who weren’t in EA: The campaign lasts 3 in-game days, but Endless is, um, well you can probably guess)

      Not that you’re guaranteed to have your agents stay around long enough for you to get too attached to them, mind. It gets properly evil by about day 5 and the super-daemons start showing up…

      • Xocrates says:

        Yeah, started a custom Endless campaign just tonight, with settings more up to my speed (largely I’m using the Experienced settings, but with level restarts and a bit extra money income – and yes, I am fully aware this is very “wimp” mode),

        The game does have a lovely amount of customizable difficulty options too.

  7. Amiideus says:

    So this is basically what a good Shadowrun game should have been, right ?

    • jeeger says:

      Thanks for putting it this way, I really have to get the game now.

    • Shake Appeal says:

      Excuse you, Amiideus, Dragonfall was incredible.

      • draglikepull says:

        Yeah, Dragonfall was fantastic. My 2nd favourite RPG of the past few years (after The Banner Saga).

      • Amiideus says:

        It may be, but it’s still a a story – driven RPG whereas Invisible Inc. seems to set up systems that will spawn stories of ‘shadowrunners’. And since I tend to prefer emergence over scripts… :P

        • Shake Appeal says:

          If you prefer emergence over scripts, Invisible, Inc. should already be on your hard drive.

      • Stevostin says:

        It was… ok. Batlles are slightly better than X-Com but still not half interesting as they should be considering how many there are. Writing was more than OK. It’s better than Wasteland 2 as at least I finished it (I gave up on W2 after 80 hours of expecting it to get better – I know, I know…) but still… I am starving on good RPG those days.

        • Shake Appeal says:

          There are more “good” RPGs around right now than there have been in a long time, but none of them is a true classic. Dragonfall is my favorite of the pack that includes D:OS, Pillars of Eternity, Wasteland 2, etc. And it’s got the best writing of the lot.

  8. Shake Appeal says:

    Invisible, Inc. was my favorite game of last year in Early Access, and it’s even better now. It’s a genuinely new take on stealth, quite unlike anything else out there, and it is, as Quintin says, a masterpiece.

    I’m terrified it won’t do well because its buzz is minimal, though.

    • Emeraude says:

      I’ve been interested in it since it was announced, but for now it seems I’m not part of its target audience. Will see in some months.

    • Kitsunin says:

      Is its buzz minimal? I have no idea where, but I was first reminded of the game coming out of early access today somewhere other than RPS, and I could swear it’s been getting healthy amount of love, at least in the bits of the web I visit.

      • Shake Appeal says:

        Well, it came out today and the only review I can find online is this one.

    • eggy toast says:

      Right now the only things outselling Invisible Inc on Steam are Witcher 3, GTA and CSGO so it’s doing pretty well.

  9. draglikepull says:

    “Let’s start by talking about how it’s a stealth game with a solution to *the* problem with stealth games, which is the game deflating like a balloon the moment you’re spotted.”

    I’m going to assume you’ve never played the Metal Gear Solid games, then? Starting with MGS2 in particular, a big part of the games has been the cat-and-mouse of stealth, which includes trying to outsmart and evade enemies once you’ve been spotted. Trying to fight enemies in the open, even after you’ve been spotted, is rarely the smartest or most fun option. Trying to figure out how to fool the AI into believing they’ve lost your trail is far more entertaining.

  10. Flavour Beans says:

    As someone who got in on the early access for this, I have to say that it’s every bit as good as mentioned above, and I haven’t even had a chance to play the completed product yet. Nothing that happens to you, neither good nor bad, feels undeserved. The randomly generated levels always feel smartly assembled, but still provide just enough unknown that you can never relax. And unlike some roguelikes, the game is at its most brilliant when you find out the deck’s stacked against you, rather than at its most frustrating. I already know what I’m going to be doing with my evening.

  11. Halk says:

    >You should buy Invisible, Inc.

    If I understand their website correctly, then it is only available on Steam, so I am afraid I cannot follow your advice.

    • MrWolf says:

      Your loss.

    • kincajou says:

      Quinns Hasn’t made it clear, but the game Will release soon on the other platforms (gog has a “to be released soon” page for it)… You’re welcome :)

    • XhomeB says:

      It’s launched on GOG! Rejoice, instant purchase for me.

    • LionsPhil says:

      It’s not only on GOG, it’s currently the largest, topmost box on GOG’s frontpage.

      Question is, is the Steam version actually Steam-DRM’d, or just distributed via it?

    • Premium User Badge

      cpt_freakout says:

      It’s out on GOG now.

    • Person of Interest says:

      It’s also available direct from the game’s homepage via Humble Widget, which I think will give you the same offerings as from Humble Store: a Steam key as well as DRM-free download.

      Last I checked, Humble Widget gives the seller a 95% cut of the sale, which is far better than most storefronts.

  12. Stevostin says:

    Damn. On one hand I am tempted. OTOH RPS is the site that thing X-COM isn’t a ridiculous piece of crap as a turn based strategy game. Any 3rd opinion from someone who agrees X-COM’s gameplay is poorly designed ?

    • Shake Appeal says:

      XCOM or X-COM?

      Honestly, Invisible, Inc. isn’t that much like either. It’s just one of the few handy reference points for a game that defies comparisons. Okay, Invisible, Inc. happens to be played isometrically with action points and a cover system — and it alternates between generated missions and a world map — but that’s about all it shares with XCOM/X-COM. It’s actually got more in common, in the abstract, with FTL.

      But comparisons really don’t serve here. There isn’t anything else out there like Invisible, Inc.

    • Adam Smith says:

      I don’t think XCOM is poorly designed, but Invisible, Inc. is far more intricate and supportive of intelligent improvisation and emergent trickery. I haven’t played as much as Quinns but I suspect it’s the kind of game we’ll be playing and talking about for a long time.

      It’s one of my favourite things. Ever.

      • monsieur_cronkypont says:

        OK. That’s it. I’m buying it.

        • monsieur_cronkypont says:

          DONE. From GoG.com. TAKE ALL MY MONIEZS PLZ.
          I should get around to playing this in around a month or two. (Moving to the UK from Australia this weekend for a year, taking entire family. Excited that I might even meet the RPS crew at one of the social nights, one day…)

    • Laurentius says:

      I am also torn about this game as RPS was being meh on The Banner’s Saga’s actual turn based combat which I’ve found so great that I felt that game never served me enough of it.

      • Shake Appeal says:

        Not that they have all that much in common, but I loved The Banner Saga (as in completed it three times loved) and also love love love Invisible, Inc. Take that with as many handfuls of salt as you wish.

    • XhomeB says:

      The new XCOM missed the mark completely, didn’t enjoy it much. Controls felt consolised like hell, especially the clunky camera and it seemed stripped of all the little things and complexity that made the original so replayable.

  13. Assaf says:

    Guys, I can’t shake the feeling that this game is kinda like Commandos.
    Yeah, there are noticeable differences – like the turn based combat and crew upgrades for example – but at its core, it seems to share what I loved about Commandos: emergent gameplay, choose your approach, stuff like that.
    I didn’t play Invisible yet, so, does anybody who played it share this sentiment? Or am I completely wrong?

    • Shake Appeal says:

      It’s not a crazy comparison. The main difference is Commandos is highly designed, by which I mean every level is hand-crafted to produce defined encounters/puzzles. Whereas Invisible, Inc. is procedural and never plays the same way twice.

      It still [i]feels[/i] like its levels are hand-crafted most of the time, though. It’s that good.

    • Xocrates says:

      Not completely wrong, but I’m not sure you’re close either.

      Commandos is very much about planning long term. You can see the whole map, and plan accordingly, and then reacting when things don’t go as planned (and then failing miserably and reloading).

      Invisible Inc. is very much about the “now”. What can I do this turn with the (limited) information and resources I have. You can make some medium term plans, but the game itself likes to throw wrenches in every once in a while

      Commandos is about execution, Invisible Inc. is about adapting.

    • ix says:

      I hope not, I never liked Commandos. It was far too punishing for my taste.

      • Shake Appeal says:

        In Commandos, if you do something wrong, you have to restart. In Invisible, Inc., if you do something wrong, you can often recover from it, and that’s all part of the fun.

    • FunnyB says:

      I always though the Commandos games where more of puzzles. I remember a few levels of those games pretty much relied on everything being performed in almost perfect order. You had to guess what that order was, and restart a million times before finding it….

  14. Jip says:

    That INCOGNITA looks very much like SHODAN

  15. wondermoth says:

    One of the two best Early Access games of last year. Can we also have a review of the other one please*?

    I played II for about 10 hours when it first hit Early Access. Loved it. Only had about half an hour with it since 1.0, but it seems they’ve done a huge amount to flesh it out. My only gripe is that I don’t like the addition of teleporters. What’s wrong with a good old fashioned lift?

    *Crypt Of The Necrodancer, obviously.

  16. Boozebeard says:

    I think Klei are fast becoming one of the best in the business. Shank, Don’t Starve, Mark of the Ninja; all exceptionally well designed and beautiful games.

    • jonahcutter says:

      I would say they have already become.

      Every game of theirs is rock solid at the minimum. And their best: Don’t Starve, Mark of the Ninja and now Invisible,Inc. are amongst the best games ever created. Don’t Starve is *the* best survival game imo.

      They takes established formulas and manage to both refine and innovate within them. Their gameplay is clean and approachable. And it all comes in a beautiful, idiosyncratic and fully realized art design.

      Klei is amongst the top game devs today, from indie to AAA.

      • Shake Appeal says:

        I think what’s most remarkable is that all three are once-off genre experiments. They added content to Mark of the Ninja and Don’t Starve, sure, but it was a radically new multiplayer mode for the latter, and they don’t seem to care about doing sequels. Each game is its own thing.

    • Emeraude says:

      I have this issue with Klei in that, I really respect their output. I think they’re good and I really want to like their games, but so far ?

      I don’t like them. I just don’t.

      It’s like design for designers (in the way there is music for musicians and writing for writers, if I make sense), admirable but totally non-engaging if it’s not the craft itself but the playing that interests you.

      I agree with jonahcutter – the gameplay is clean and approachable. Far too much for its own good as far as I’m concerned.

      • eggy toast says:

        Totally disagree, Invisible Inc is like Darkest Dungeon, it’s just fun different game play interactions to adapt to again and again until the world ends and you don’t mind because you are dungeon crawling (corridor crawling).

        • Emeraude says:

          What, totally disagree ? Even about the good designers part ?

  17. montorsi says:

    It should also be noted that each agent has their own flavor ability that helps make each level play out a little differently based on who you’ve got with you (along with whatever upgrades you’ve done). It’s a small thing but it adds some character to each agent that I quite like.

  18. Crusoe says:

    Excellent review, Smith.

  19. abardam says:

    They’ve polished it a lot from Early Access. Have you tried the new, daemon-centric programs? They’re so good, I’m having so much fun.

    • Shake Appeal says:

      Yeah, playing with Brimstone and Faust (and one of the unlockable characters who gets +5 PWR on daemon installations) is its own quirky, RNG-fueled experience. You will laugh, you will cry, often in back to back turns.

  20. Bernardo says:

    Things Invisible Inc. has taught me: always – always – close the door behind you when leaving a room. My parents would be so proud…

  21. frogulox says:

    Humble Bundle are offering a 20% coupon for people who bought the bundle containing mark of the ninja

    • eggy toast says:

      Anybody with Mark of the Ninja in their Steam account gets 20% off Invisible Inc on Steam.

      • Ergonomic Cat says:

        Ah! I wondered why I got the 20% discount. It’s like that bundle paid for itself!

      • A Gentleman and a Taffer says:

        Oh, wow, well. Sold!

  22. wwarnick says:

    Invisible Inc is an “awesome” game. Every time I play this game, I leave it feeling like the smartest and sneakiest person around. There’s a good reason why this game’s reviews are consistently positive.

  23. Premium User Badge

    caff says:

    I wish people would stop releasing excellent games. I don’t have enough time to play them all.

  24. daimonahte says:

    This was my favourite game of last year even in its early access unfinished state. It’s been said many times already but it’s worth repeating: Klei really does EA *right*. Now that it’s been fully released and is even better, I can’t see myself stopping playing this pretty much ever. Every mission feels genuinely fresh and different and provides interesting new challenges to work around, and your approaches to these challenges will always be different, because you’ll always have different agents, different equipment, different hacking programmes…

    And when you find yourself in what seems like an impossible situation, only to realize in a glorious burst of lateral thinking that yes, this IS escapable, if you duck over here, then move that agent to there, hack that console to give you the power to do this, then that, then the other… it really makes you feel like the most badass secret agent in the world.

  25. fahrenheit451 says:

    This review is really well written, just wanted to point that out

    • Catchcart says:

      Agreed. He gets to “Here’s what made me happy playing this game” in a short paragraph or two rather than laboriously categorising it and listing the prehistory of the category as is only too common.

  26. Ergonomic Cat says:

    I picked this up based on the review. After just the tutorial level, I’m extremely happy with my purchase. And it was only $18 for me. Well worth it.

  27. Cross says:

    I played through and finished my first Beginner difficulty game of Invisible, Inc. yesterday. I am largely with Quinns on this one, it is legitimately a genial and exceptionally well made game. I felt the campaign was a bit short, and i missed the sense of uphill struggle that XCOM gives you, but perhaps upping the difficulty and campaign length might solve that. Also of note: The soundtrack is amazing and you should totally buy it with the game.

  28. melnificent says:

    Out of interest how many people have turned off the reporting metrics from within the game?

  29. A Gentleman and a Taffer says:

    Oh man, well, yes. Having just pulled myself out of a unexpected 7 hour binge since getting it this lunch time I can indeed concur this is one fine game. Can’t believe I didn’t pick it up earlier but also delighted to have such a beautifully slick finished product to dive head long into. Finished a ‘Beginner’ playthrough in that time, and it was surprisingly/pleasingly difficult although I did keep forgetting I had a rewind ability. Cannot wait to get stuck into the higher difficulties.

  30. RegisteredUser says:

    The really really huge caveat is that this game can only be recommended if you find the actual core game sneakery enticing. Despite all upgrades, you just keep on doing the same thing.
    For some – as for the reviewer here for example – this is a real delight, because its exactly what you want.
    For others, there’s a genuine risk of “Wait, that’s all there is to it?” despite the gear and team switchups.
    As someone who has been a lover of turn based shoot-to-kill strategy since forever for example I was a bit surprised that II didn’t really jive with me. So many things are similiar. But it just isn’t the same.
    And thats something that should be mentioned when a game gets this positive a tone and recommendation, if just for people who get drawn in by someone else’s enthusiasm.
    The warning has to be: YOU have to like this kind of thing, not the reviewer.
    For what it is, Invisible Inc is really well done. But that is only valuable if it is for YOU.

  31. plugav says:

    Quinns’s reviews are dangerous – I went and bought the game immediately after I’d read this. And yeah, it’s as good as everyone’s saying. Cleverly designed and satisfying to play. And, so far, much less frustrating than Mark of the Ninja.