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f13.net  |  f13.net General Forums  |  Gaming  |  But is it Fun?  |  Topic: Invisible Inc. - Klei Entertainment - PC 0 Members and 1 Guest are viewing this topic.
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Author Topic: Invisible Inc. - Klei Entertainment - PC  (Read 6338 times)
pxib
Terracotta Army
Posts: 4701


on: May 12, 2015, 11:36:36 AM

The makers of Mark of the Ninja and Don't Starve have released their turn-based rogue-like cyberpunk industrial spy game. Randomly generated room layouts and security set-ups with a surprisingly deep and complex set of tools available to both your infiltration teams and their guards. Unlock additional gameplay (different agents, different hacking software) by playing. Die a lot, learn more.

Lots of difficulty levels and game types to satisfy whatever you're in the mood for. Unforgiving but fair... the mistakes you make are your own.

$17.99 on special on Steam right now, $19.99 regular price doesn't feel outlandish. I've been playing the early access for months, haven't gotten bored of it yet, and the improvements made to the UI and game features are extraordinary.

if at last you do succeed, never try again
Paelos
Contributor
Posts: 27075

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Reply #1 on: May 12, 2015, 11:59:43 AM

The steam reviews are off the charts good. Which is usually a great sign. This will go on my steam sale list.

CPA, CFO, Sports Fan, Game when I have the time
eldaec
Terracotta Army
Posts: 11840


Reply #2 on: May 16, 2015, 08:51:22 AM

10% off today if that counts - tempted.

"People will not assume that what they read on the internet is trustworthy or that it carries any particular ­assurance or accuracy" - Lord Leveson
"Hyperbole is a cancer" - Lakov Sanite
pxib
Terracotta Army
Posts: 4701


Reply #3 on: May 16, 2015, 09:31:30 AM

Seriously, it's a lot of game. Turn based stealth:

If guards don't see you they either stand in place or patrol a fixed route. If they see a door open, hear somebody running (or gunfire), or see something in the edge of their vision (marked on the ground the way that it is in Mark of the Ninja, they'll walk over and investigate a space (also marked) the following turn. If they don't find anything, they'll return to their previous task. If they see one of your agents, they'll shout and alert other nearby guards and everybody will converge on the position...

...and that agent has one space (not one turn, one space) to attack them or to get behind cover. Alternately another agent can run up and knock out that guard, or close an intervening door, or whatever.

There's an alarm tracker which ticks up at the end of every turn and every time six turns pass things get a little more complicated: New cameras turn on, new guards enter the complex, "firewalls" raise on all the hackable targets.

Killing a guard raises the alarm tracker (and subtracts a "cleanup" cost at the end of the mission), knocking the guard out doesn't,but only lasts a limited time.

That's not the half of it. That's not even the tenth of it.

if at last you do succeed, never try again
eldaec
Terracotta Army
Posts: 11840


Reply #4 on: May 17, 2015, 02:11:43 AM

Picked it up, resulted in me staying up till 3am to play through the beginner campaign.

Had fun. Initially a bit sceptical about how much variety it really had, but the final mission demonstrated a lot of potential.

What I really love is the pacing of missions. The rising alert levels means they start out slow and sneaky, but by the end - with the map largely revealed and enforcers beaming in all over the place - game turns into a race to the exit.

"People will not assume that what they read on the internet is trustworthy or that it carries any particular ­assurance or accuracy" - Lord Leveson
"Hyperbole is a cancer" - Lakov Sanite
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