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Invisible, Inc.
Topic Started: Apr 20 2016, 02:01 AM (204 Views)
Tinny
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So, I just finished a session of Invisible, Inc. And I have to say after playing it a while, this game is bloody amazing.

This game is a roguelike but quite honestly I barely even realize that most of the time, it's very dissimilar from Isaac, it has randomness but it doesn't quite feel that way, at least when I play it.
That's not what makes this interesting though, what makes this interesting is that it's a turn based stealth game. You play as an essentially resistance movement fighting the corporations that have essentially taken over the world and turned it into a cyberpunk hell hole. Your chief weapons are secrecy and trickery, and going into a direct fight with the corporations is suicide. You have to stick to the shadows and such. All the different operators you can use each have unique and interesting powers or gear. International for example can detect electronics at a certain range regardless of if she can see them or not, which has proven invaluable many of the times I've had her. And there have been plenty of times where the missions have felt designed with having this specific character in mind.

It plays out like a heist movie at times, you try to sneak in, get the goods, and get out as quickly and quietly as you can, stealing whatever you can along the way. There's that pull of greed, to get that last safe that's sooooooo close, but then the guard's just around the corner. And it always feels like just one mistake can lead to certain doom, the tension is racked up so high despite being a turn based game where you can take your time, and if that isn't enough there is always an option to turn on a timer for yourself. And interestingly, there are rewinds that let you take back a move you made if it's locked you into a path of doom, though they're limited (unless you end up setting them to 99 at the custom campaign).

My current campaign currently has me using Banks (who can open red doors that you normally need a guard key to open), International (she can sense electronics from far away), Derek (he has a teleporter), and Nika (she has +1 armor piercing, which helps with armored guards and gains action points from knocking guards out).
In particular I've given Banks an augment that lets her gain speed as the alarm level goes up, and Derek a leg augment that gives him extra speed at the beginning, but gradually loses speed as time goes on.
I generally end up sending Derek out alone or scouting ahead because of his speed, and that fact that he can teleport back if he gets caught. Nika often ends up taking people out, and to that end I've made her the strongest, able to move pretty far while dragging a body (relatively far anyway). She almost always ends up taking out a guard that gets waaaay too close. International can't fight like the others (never gave her a taser) but she does have a cloaking rig to help her get out of trouble, and her ability to sense electronics makes her just as invaluable as everyone else on this team. Banks is simple, she gets to places no one else can get to, and often has extra space since she she can open doors without the need for a keycard. I've actually grown quite attached to these guys as time goes on.

Is it clear I'm enjoying this game? :p It really manages to build up tension so well as I try to avoid getting found out, and if I'm found it, it's a mad dash to the extraction point as I desperately try to keep everyone alive. The stealth aspect is also really fun, and itched that scratch in a way X-Com 2 valiantly tried, but failed to.

This is the video that got me to check it out honestly. It's where I got the heist movie metaphor from, and it's perfect to describe this game honestly. Every mission is a heist and ends up filling up with excitement in that same way.

In case anyone is wondering, the text in game doesn't look like that, it's just Youtube being Youtube.

Has anyone else been playing it lately? Anyone got any "war stories" to talk about?
Edited by Tinny, Apr 20 2016, 02:11 AM.
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