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Author Topic: Invisible Inc: Fuck corporations, get money  (Read 7973 times)

EnigmaticHat

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Invisible Inc: Fuck corporations, get money
« on: May 28, 2015, 04:15:25 pm »



In 2074, Earth is divided between four megacorporations that rule with an iron fist.  You are the commander (although not the leader) of Invisible Inc, a team of freelance spies who are paid by various corps to work against other corps.  Or at least you were, until they located your headquarters.  Now all that Invisible has left is a handful of corporate credits, an advanced hacking AI, two agents who escaped the raid, and a stealth jet.  You have three days to rebuild the firm and counterattack before your AI dies of power loss.  Its time for a hell of a crime spree.

In terms of gameplay mechanics Invisible is a lot like the Xcom reboot.  You choose your missions on a map of the world, and then zoom in for grid based tactical missions.  The feel of it is very different though.  Once the level is generated, there are virtually no random mechanics.  Combat works according to tightly defined and predictable rule, and as a whole a single guard is no match for an agent.  But the more time a mission goes on and the more your agents are detected, the facility's alert level goes up, causing its defenses to rise.  There is a slowly building tension each mission as you race to find the objective and the exit before the elite enforcers arrive to kick your ass.  Alongside this, you direct the AI to hack any electronic object that your agents have located, making fast exploration even more vital.  Both the AI and the agents can be heavily upgraded, but there's no guarantee you'll find the specific upgrades you're looking for.

Like FTL, each individual playthrough is short (6+ hours) but its designed to be played through multiple times.  The game is super fair; the lower difficulty levels give you "rewinds" that allow you to replay the last two turns, and on top of that the game will tell you which spots are in enemy vision even if you can't see the source of the vision.  So you're free to experiment with game mechanics without too much fear of losing a run.  The higher difficulties strip away the game's forgiving features and add extra challenges, giving the game a true rougelite feel. You can also use custom campaigns to make it even harder.

The steam page is here, and the website here.
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Karlito

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Re: Invisible Inc: Fuck corporations, get money
« Reply #1 on: May 28, 2015, 04:21:19 pm »

Like FTL, each individual playthrough is short (6+ hours) but its designed to be played through multiple times. 

I beat the easy campaign in like, 4 hours, but the harder difficulties have been keeping me entertained.
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n9103

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Re: Invisible Inc: Fuck corporations, get money
« Reply #2 on: May 28, 2015, 10:09:09 pm »

Great game at a great price.
Mundane* Shadowrun meets Syphon Filter. Very intriguing if either of those appeal to you.

*Mundane in the non-magical sense, including no extrahuman species.
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EnigmaticHat

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Re: Invisible Inc: Fuck corporations, get money
« Reply #3 on: May 28, 2015, 10:13:07 pm »

Except predictive brawling Nika.  No human could have so many AP.
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Cthulhu

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Re: Invisible Inc: Fuck corporations, get money
« Reply #4 on: May 29, 2015, 06:52:40 am »

It also has a transhumanist who's replaced almost all of his body with electronics.  He doesn't seem that good though, he gets +1 KO damage for each augment installed which is nice I guess but not something I'd spend a character slot for.  +1 armor pierce would be much much better.

I'd say the best starting combo is Banks and Decker.  Internationale is a crutch.  She'd be good if her hacking ability extended past consoles.  If she could use stuff like buster chips remotely then she'd be awesome but otherwise I don't like her.

Beginner difficulty is stupid easy, I beat it in a few hours with only one rewind used and that was for a misclick.  Experienced difficulty ramps it up to insanely hard out of nowhere but I did eventually beat it too or I may as well have.  I was about to start the final mission and got bored.
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n9103

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Re: Invisible Inc: Fuck corporations, get money
« Reply #5 on: May 29, 2015, 09:51:55 am »

Except predictive brawling Nika.  No human could have so many AP.
I don't remember the name of it, but the implant that grants AP on completed hacks... Yea, Nika's got nothing on anyone else that has that. 15+ AP most turns, at minimal energy cost if you're using parasite 1/2 (as you should be, imo).
Although, the fact that Nika can get free AP every turn, even on already KO'd guards (nice improvement being able to re-taze) does have it's value.
...And then you go and put the hacking and predictive brawling implants together in Nika. GG. :P

As for the need for Piercing over KO damage, I pick up the Volt II stunner as soon as I can, regardless of agents. Volt I isn't strong enough, and Volt III is too inefficient to carry out hacking at a normal pace. Pair that Piercing with the +KO and you'll rarely need to worry about guards after you've taken them down.
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EnigmaticHat

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Re: Invisible Inc: Fuck corporations, get money
« Reply #6 on: May 29, 2015, 10:06:48 am »

It also has a transhumanist who's replaced almost all of his body with electronics.  He doesn't seem that good though, he gets +1 KO damage for each augment installed which is nice I guess but not something I'd spend a character slot for.  +1 armor pierce would be much much better.

I'd say the best starting combo is Banks and Decker.  Internationale is a crutch.  She'd be good if her hacking ability extended past consoles.  If she could use stuff like buster chips remotely then she'd be awesome but otherwise I don't like her.

Beginner difficulty is stupid easy, I beat it in a few hours with only one rewind used and that was for a misclick.  Experienced difficulty ramps it up to insanely hard out of nowhere but I did eventually beat it too or I may as well have.  I was about to start the final mission and got bored.
I think Internationale is great.  Fast exploration is vital and she's the only character who can see through walls.  Banks is good but those lockpicker items can serve as an inferior replacement for her starting augment.  Decker's cloak makes him good at getting through difficult rooms but a more violent character would help the TEAM get through difficult rooms.  So... meh.  Its a good combo though, both characters are self-reliant and good at moving through the level.

My favorite starting build so far is Archive Decker and Archive Shalem.  Decker starts with a 6 shot revolver that can't be reloaded, Shalem with a 3 shot handgun that can be.  So that's 9 lethal shots right from the start, 3 more every time you find a charge pack.

If you're bored try playing on Expert Plus and/or without rewinds.  That'll force you to pay attention :P
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Gunner-Chan

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Re: Invisible Inc: Fuck corporations, get money
« Reply #7 on: May 29, 2015, 10:20:01 am »

I couldn't make myself like decker, poi. His only real claim to fame is an item that's not hard at all to find your own version of elsewhere, sorta like Shalem.

Internationale isn't 100% required or anything though, but she does make the game a decent chunk easier. Starting with her and banks mostly trivializes the opening bits of the game thanks to locked doors meaning nothing and super scouting.

I quite like Nika so far, though my most recent game I managed to find a predictive brawling implant and now she gets NINE ap per KO, that's insanity.
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Draxis

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Re: Invisible Inc: Fuck corporations, get money
« Reply #8 on: May 29, 2015, 10:30:28 am »

My favorite starting build so far is Archive Decker and Archive Shalem.  Decker starts with a 6 shot revolver that can't be reloaded, Shalem with a 3 shot handgun that can be.  So that's 9 lethal shots right from the start, 3 more every time you find a charge pack.
Wait, charge packs reload guns? :o No wonder I never can find bullets anymore.

Anyway, I actually find Sharps pretty good - the ability isn't worth that much, but 5 free augment slots is incredibly useful; he alone can take more than twice the number of augments a normal team can before wasting time and grafters getting more slots.  Of course, it's a bit wasted if you don't spawn lots of Cybernetic Labs, but there tend to be plenty.
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Cthulhu

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Re: Invisible Inc: Fuck corporations, get money
« Reply #9 on: May 29, 2015, 11:12:53 am »

Cloak is a critical item in higher difficulties, more than once I've seen rooms that are literally impossible to get through without it.  Picking Decker is a good way to eliminate some of the RNG.  It may be just my luck I got internationale in like my third mission of my experienced difficulty run.  Decker's augment is certainly underwhelming though.  If it were ranged it'd be stronk.

Banks is still my favorite though.  Free security doors is huge.
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origamiscienceguy

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Re: Invisible Inc: Fuck corporations, get money
« Reply #10 on: May 29, 2015, 11:43:48 am »

The final mission of the earlier version was a pain. I had to escort an extremely slow dude to the exit with over 10 robots hunting me down.
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EnigmaticHat

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Re: Invisible Inc: Fuck corporations, get money
« Reply #11 on: May 29, 2015, 12:01:28 pm »

Cloak is a critical item in higher difficulties, more than once I've seen rooms that are literally impossible to get through without it.  Picking Decker is a good way to eliminate some of the RNG.  It may be just my luck I got internationale in like my third mission of my experienced difficulty run.  Decker's augment is certainly underwhelming though.  If it were ranged it'd be stronk.

Banks is still my favorite though.  Free security doors is huge.
As someone who plays on higher difficulties, the cloak is a luxury item and no room is impossible.  There's always a way.
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Karlito

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Re: Invisible Inc: Fuck corporations, get money
« Reply #12 on: May 29, 2015, 12:39:21 pm »

I've been trying to do something with Dr. Xu, but usually I can get so much power anyway with Fusion and Internationale that he isn't worth it.

Speaking of programs, I've gotta say, Ping is by far my favorite program to pick up during a run (it creates a distraction for the guards). That helps a lot with some of those "impossible" rooms.
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EnigmaticHat

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Re: Invisible Inc: Fuck corporations, get money
« Reply #13 on: May 29, 2015, 01:15:05 pm »

KO drones, access safes without triggering daemons, disable guards' heart monitors...
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You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

Cthulhu

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Re: Invisible Inc: Fuck corporations, get money
« Reply #14 on: May 29, 2015, 02:01:13 pm »

Cloak is a critical item in higher difficulties, more than once I've seen rooms that are literally impossible to get through without it.  Picking Decker is a good way to eliminate some of the RNG.  It may be just my luck I got internationale in like my third mission of my experienced difficulty run.  Decker's augment is certainly underwhelming though.  If it were ranged it'd be stronk.

Banks is still my favorite though.  Free security doors is huge.
As someone who plays on higher difficulties, the cloak is a luxury item and no room is impossible.  There's always a way.

No dude, I've seen impossible rooms.  The worst one I remember was in a K&O facility, a very long open room with no cover and multiple stationary guards, including one armor 2 enforcer, plus a turret.  This room was a chokepoint cutting off access to both the elevator and the objective.  The way we came in was on one side and all other exits to the room were at least halfway across the other.  There was literally no way to cross the room without aggroing multiple guards and the turret, and hacking the turret itself only took out one guard before they shot it.  There was no way across without cloak.  Ping or a similar ability would've worked too but if cloak is luxury so is ping so shush.
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