All of this comes at a cost, though - a cost in PWR, which can be found in big chunks in scattered consoles if you can reach them, but otherwise will recharge, with agonising slowness, one unit per turn. Cameras can be blinded, laser grids can be deactivated, safes can be opened to reveal their handy trinkets. Incognita mode redraws the environment as a spidery wireframe and highlights any objects you can hack into. As for the equipment, this sees you dipping into Incognita mode, which only reinforces the espionage theme. Heavies need to be lured out of the way and either dodged or clubbed - and clubbing always feels a bit like failure. Incognita mode allows you plan ahead - a little. Sometimes it's a bunch of heavies and hi-tech equipment. Shuffle up close and then chance a quick peek at what lies beyond: sometimes it's an empty stretch of hall and a few extra seconds of relative calm. The set-pieces here are corners for the most part - corners and doors.
![endless legend espionage endless legend espionage](https://cdn.wccftech.com/wp-content/uploads/2015/09/2015-09-14_00024-1030x579.jpg)
You can tell it works, because Invisible, Inc's so thrifty in the way it creates its big moments. Your action points control how far you can move in a single turn, but it's these tangled layouts that really set the pulse, transforming each mission into a game of short, breathless hops from one vantage point to the next. The environment, meanwhile, is filled not just with cover to hide behind but obstacles that block your line of sight. Every turn you spend as you try to reach each map's objective raises the alarm level, inching you closer and closer to the moment that a new security camera gets switched on or an additional guard begins their patrol.
![endless legend espionage endless legend espionage](https://assets2.rockpapershotgun.com/endless4.jpg)
They make successful avoidance feel like an event.Īnd Invisible, Inc does this in part by constantly ramping up the danger. What both games share, though, is an ability to make sneaking past a foe every bit as satisfying as action games make plugging one in the skull. Klei's mastered stealth before with Mark of the Ninja, and Invisibility Inc feels like the perfect inversion of that sinewy masterpiece, ditching real-time panic for the creeping dread of turns, opting for a neat isometric grid rather than side-on platforming, and exchanging honorable ancient warriors for spindly film noir cynics in trenchcoats and cuban heels.
![endless legend espionage endless legend espionage](https://gpstatic.com/acache/26/02/6/uk/s6-e6b399ed5524cf918098de76651f95a8.jpg)
Instead - well, what do you feel like doing? It's hard not to feel cornered, even in a fairly roomy map. Moving quickly means drawing attention to yourself. Violence is costly here, and it can be dangerously loud, too. It removes options in order to make you creative. Invisible, Inc is already an absolute delight, in fact, and it's a stealth game unlike any I've played in a while - tightly focused, genuinely tactical, and empoweringly disempowering. Bugs like my limbo room are gone as far as I can tell, but the promise of the game is more obvious than ever. Last night, Klei's espionage adventure arrived on Steam Early Access. Nothing makes you dream of the things you might normally try like a few minutes spent in a room without doors. Nothing makes you realise how much freedom of approach a smart tactical game grants you so much as a situation in which you suddenly can't do anything at all. Invisible, Inc constructs its mazes procedurally, and back when the game was in alpha you'd very occasionally get to see a genuine procedural hiccup like this.
![endless legend espionage endless legend espionage](https://cdn.wccftech.com/wp-content/uploads/2015/09/2015-09-15_00007-2060x1159.jpg)
My fate was limbo, if limbo even counts as a fate: eternal life amongst corporate pot plants, a hackable computer and four blank walls. How's this for trouble? A while ago, I spawned in a room that didn't have any exits.