Invisible Inc (Review)

Source: Early Access backer
Price: base price £14.99 (Sale going on right now)
Where To Get It: Steam Page , Official Site

It's a Title Splash, Whaddya Want?

Start with two, maybe get four. Stun *all* the guards.

Even as a member of the awesome technological rebellion that is Invisible, Incorporated, I feel sorry for the security. One poor soul has been tazed for the third time in a row, and is no doubt thinking he might want to seek out a medical professional for what is obviously narcolepsy. I can’t feel too sorry, however, as the IT department of this particular company seems to want to eat my babies. This is just one of a large set of feelings I have for Invisible Inc, the latest offering from the creators of Mark of the Ninja, Klei Entertainment. Most of these feelings are positive.

The game boasts that it has 2 animated cutscenes, and I must admit, when I first saw that boast, I was leery of the release product (I’ve been following it since it debuted on Early Access), but my fears were put to rest within minutes. You see, the atmosphere in this game doesn’t depend on cutscenes. It depends on emergent stories, and I’m happy to report that what’s under the hood matches the aesthetic and themes of the game really well. So let’s go into that.

Buh Bye Nika

Sometimes, it can go horribly, disastrously wrong. And by god, it’s entertaining!

Invisible, Inc, despite its name, is not about a Syndicate like corporation, smashing all before it with soulless, mind controlled soldiers. It’s cyberpunk as all get out, and II are the little people, fighting back against the corporations that sought to stamp them out… And almost succeeded. The game’s premise is that the few free members of Invisible Inc are on the run, and have 72 hours (3 days) to, if not win their fight against such entities as Sankaku, the droid centric Japanese corporation, or the German arms supremos, [insert], at least kick them where it hurts. And all we have for that is the means to quietly slip into corporate buildings, a friendly, but limited AI, and not very much else. While options open up the more you play the game (characters who are better at killing, characters who can disable machinery, more hacking options), and you will get more powerful if you play your cards right, at the beginning, you’re up against it, and the clock is ticking.

Gameplay wise, it’s turn based, squad level strategy with some RPG elements. Two to four agents infiltrate a building, either beat down, hack, or avoid security measures, and try to both rob the place blind (Your finances and levelling up are dependent on this) and complete their objectives. And it’s pretty intuitive. There is a tutorial that gives you most of the basics, and the rest is quite helpfully shown in tooltips, in one of the three vision modes you can quickly switch between. And here’s where it gets fun.

Guess who forgot that he could hack a camera drone when he took this?

Tactical View, where the necessity of hacking that one camera drone becomes so very clear.

See, Klei thought their design through, and it shows. It’s isometric, but not only can you rotate the view, you can switch to “tactical” view, which reduces the clutter, or “Incognita Mode”, which is where all the hacking takes place. It’s a risk reward game, where rushing will, done well, ensure the steadily creeping Alarm Level of the building won’t screw you over at a critical moment… And, done badly, will quickly and efficiently see you cut down, your cause lost. But there are very few moments where I’ve put down my keyboard and muttered “That was bullshit”, and, on reflection, most of those were definitely my fault. Like the time I went for a safe that I knew would take more to get to than the three turns it would take for the guard to wake up… And neatly trapped myself, with no backup because I split my agents too often. Or the time I hacked a camera drone, and realised afterward that it had nowhere to go.

Stacking the deck either way, allowing you to fine tune your experience, are Rewinds and Expert Mode checkboxes. Rewind modes are your “Oh sod, I didn’t mean to do that” button, allowing you to turn back time… But they’re a limited resource, adding a layer of tactical depth that remains intuitive. Meanwhile, expert mode restricts you in challenging ways, like adding a turn timer (Oops, now you can’t just sit back and think about it, because there’s ten seconds left to do something aaaaaaaaa-nuuuuu!), or making enemies harder. At its base level, though, the game encourages stealth over violence. Killing most guards will not only up the security level, it’ll cost you money, and that cost… Can quickly ramp up. Add to that that ammo is not always a guaranteed find, and… Well, it’s better to be dodgy, or sneaky, than to be violent, is all I’m saying… And I love it.

I was confident, and the gamble was won. Hell yes.

Do not do this unless you are confident each agent can handle things.

You’ll love it too, if you like turn based strategy and cyberpunk, or roguelikes and cyberpunk (As the levels are procedurally generated). If you’re not the patient type, however, or strategically minded… Don’t say I didn’t warn you when I say this game definitely wants you to think really carefully about whether you want to hack that Daemon protected safe open, or try and knock out that guard.

Invisible Inc released on the 12th of May. A camera droid is watching me write this review, and it’s creeping me out a little.

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Convoy (Review)

Source: Bought with my own cashmoneys
Price: £9.99
Where To Get It: Steam PageDesuraCompany Site

The Maria Assumpta

The Mercury… A poor, doomed, possibly sabotaged ship. Let’s roll out…

Log – Discovered near burnt fragments of Convoy #1 by Convoy #2.

Convoy Leader’s Log, Who Damn Knows: I have picked up a new ally on this war torn world. He calls himself Friendly Fire, because he claims he has a bad habit of destroying his allies by accident. I refuse to believe a man can be so unlucky.

Convoy has been described as Mad Max meets FTL, and, in a sense, it’s quite right. It’s a procedural action strategy title where you’re trying to obtain four replacement spaceship parts on a largely inhospitable world. The world is split between three factions (The TORVAK corporation, Raiders, and the Privateers) and all three factions, for various reasons, are likely to try and destroy your convoy along the road. Don’t give them the satisfaction.

The game controls fairly simply, almost entirely with clicks of the mouse, and it looks similar in terms of visual style to FTL (So, it looks spritey, and pretty good overall). The music is interesting, but… It definitely has some minor problems at release. For example, a thing that appears to be happening quite often is items sticking to the shop screen, along with a touch of slowdown every now and again…

I was sure I had a pic of the shop, dammit!

Not pictured: All the DEATH waiting.

But enough about visual bugs, which I’m sure will be fixed, let’s talk about the game itself. Difficulty wise, the main elements are to do with your need for fuel, and the trials and tribulations of combat. Combat is a case of moving your escort vehicles around, targeting enemies as you go, and sometimes (only sometimes), forcing your opponents to ram into one of the obstacles of your running battles, such as pylons, sudden outcroppings, random wreckages, and, in some rare cases, canyons and buildings. Of course, there’s more to it than that, as your MCV, while immobile, has special abilities. The absolute beginning one, for example, is an EMP cannon. Fires once every reload, stuns opponents, destroys shields, and is bloody useful for the aforementioned enemy crashings and burnings.

Your first fights are rarely overly tough, but they do grind your health and armour down, and you’ll need to be pretty savvy. Within the first ten minutes of my second game, I had already spent most of my money on my first gun, and was down to around half the fuel I’d started with. Seeing as fuel can only be replenished by events that reward you with fuel, or by buying it from camps using the game’s scrap currency, it’s always a bit of a worry. No, fights don’t always reward you with fuel. One of the more horrifying events of the game actually comes from fuel loss, where you have a bleak choice. Wait for someone to help… Or render some of your crew down for biofuels. I went for that choice, and I still feel like a monster for doing so.

Buggy not go boom. MCV is sad.

Ooooh, so *close*! I could have saved me a lot of time there!

Still, fuel isn’t an insurmountable problem, and soon enough, you’re riding high, with a full convoy. You beat the somewhat difficult final boss, and… You’ve maybe unlocked a vehicle or two. Orrrr… You’re nearly out of fuel and scrap, your escorts are all destroyed, and all that’s really left is hoping you’re going to luck into enough scrap for a vehicle/fuel, and silently wishing the next combat event, at least, is quick (A criticism is that, sadly, it’s not quick very often. I’m staring at my MCV, slowly getting torn to shreds by a single TORVAK raider I can do nothing about… Not. Good.) . In fact, a single game on normal takes somewhere between half an hour (If you’re unlucky) and three hours (For a safe win).

If you’re playing on Normal difficulty or above, it’s usually the latter, the game is somewhat punishing. This isn’t to say that the game is low on replay value, however. There are quite a few events, and there’s a small selection of different sidequests, some of which are somewhat amusing to find. Case in point, the Insult Fighting event, a fond reference to Monkey Island, or, similarly, the Modern Major General reference (both of which I got at the beginning of my third run, giving me a nice comfortable start of an extra vehicle and some cash)

The party's oooooveeeer

Sure, I had resources, but before I could hit a camp, I lost the escort. It took me ten minutes to die.

There’ve been quite a few runs since then, but my overall opinion is this: If you liked FTL, you’ll be okay with this. It feels a little less balanced, more chance ridden than FTL was, and some of the events are inconsistent in tone (You can shoot pretty much anybody in an event, but it honestly feels like kicking puppies in many of them), whereas the combat is still interesting, and, with a little more polish, it could be good. As is, though, seeing your convoy painfully get disassembled is a frustrating experience. While I would say it’s worth the money, time and enjoyment wise… Play Easy difficulty first, don’t tackle Normal and Hard until you’ve unlocked some better vehicles. And let’s hope they make death a little less lingering.

Convoy, by Convoy Games, released on the 21st of April. The Mercury keeps crashing on Omek Prime, and many men have died due to this temporal horror.

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