You do this by jetting around the world and raiding rival corps, stealing new weaponry from Alaska, say, or busting a fellow agent out of a holding cell in China. Invisible, Inc's structure is seemingly pretty simple: you have 72 hours to rebuild your ravaged corporation and gear up for a final all-or-nothing mission that will probably kill you. With limited resources, warrenous maps, deadly enemies and short sight lines, Invisible, Inc prompts you to make one quick decision after another - and then dark emergent joy erupts as you try to live with the consequences of what you've just done. A ditherer by nature, it is fun to roleplay as someone so clear-eyed and free from doubt - someone who's able to ditch a team-mate when things get bad or decide, on a steely whim, if such a thing is possible, to risk absolutely everything on a hunch. I love Invisible, Inc because its systems come together with one aim: to make me decisive. To do that, you have to strike beneath the careful template and get at the behaviours that the game's rules and restrictions encourage. This doesn't explain why I love Invisible, Inc so much, though. The art is angular, long-limbed cartoon noir, the title's a truly stellar pun, and the whole thing's put together by Klei Entertainment, a virtuoso group of ludic shapeshifters whose last few games - Mark of the Ninja, Don't Starve - have closely orbited a core of brutal, unforgiving, economical brilliance without letting the paths intersect. This is a stealthy turn-based tactics game in which you lead a squad of double-dangerous secret agents through procedurally-generated maps whose wayward sprawls are broken down into neat little tiles. On paper, Invisible, Inc reads like a long list of things that I already love. Klei turns its hand to turn-based stealth - and the results are beautiful.
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