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Invisible Inc.

Metro

Arcane
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Wait a sec, I have to unlock agents again and again for each playthrough or what? Cause that's kind of a silly idea.

You can unlock them with xp. My complaint was about having to play an easier game mode (waste of time) to unlock 2 of the agents and softwares
I am 99% sure that if you finish on expert you still unlock them.

I got them by completing the campaign on experienced (with one rewind instead of the default 3), as can be seen in the LP.
This. It's not really that bad. The rest you get through earning xp playing the game in any mode. It's a pretty common feature of these roguelikes/lites today where you're rewarded for trial and error/playing more.
 
Self-Ejected

Ulminati

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In other news, I had nika + predictive brawling and two different stunners (regular + one that requires pwr). Zap an enemy 3 times and suddenly you have a bajillion AP. Good times. :D
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
RPS review: http://www.rockpapershotgun.com/2015/05/12/invisible-inc-review/

This is the game. You pick a starting team, you start making tough calls from the very first mission, your team evolves into a new configuration with its own strange synergies and terrible failings, you lead them to heroic success or equally-heroic failure over about six hours, you unlock a new starting configuration and you go again. One part roguelike, one part persistent strategy game, it’s an innovative combination and it works gloriously.

Anything else? Oh, yes. It looks and sounds absolutely charming. The hacking interface in particular deserves a mention. Spacebar toggles the world into wireframes, swaps the soundtrack out for a half-dozen synthesizers and pulls the camera back *ever so slightly*, with any devices you can hack displayed in cherry red. What could have been a cluttered interface instead becomes you playing two games in parallel, delighting each time you swap between them.

Everything’s this sweet. The voice acting, writing, music and art design is all held to the same high standard. You end up looking forward to everything. From starting a mission with no idea of what surrounds you, to discovering the reward at the end, to escaping via the exit teleporter, to hearing the chatter between your team on the world map. It’s all satisfying, surprising, colourful and utterly devoid of friction, letting you lose yourself in the puzzle, yes, but also the evocative imagery the game thrills in. Your agents plotting daring heists, working like a well-oiled machine to rob a vault, and leaving with as much high-tech equipment as they can stagger under.

Or the other side of the coin – your plans coming crashing down around you and your agents abandoning one another, each sprinting around the level, heedless of cameras and sound bugs and just looking for a way out, before one comes face to faceplate with a six foot tall, weaponised security drone.

What then? Time stops. You exist in that heartbeat. You reflect on the greed and stupidity that brought you to this moment as you desperately pan the camera around the map. There has to be a way out. This can’t be the end.

Maybe it is, and you have to click the button that sees Nika gunned down. Or maybe it’s not. Maybe on the other side of the map, Internationale can siphon enough power from the terminal she’s hiding behind to give you control of that robot, for just one turn. One turn for you to turn this whole situation around. But that’s for you to find out.

You should buy Invisible, Inc. because, like I said, I think it’s the best turn-based strategy game to come out in years. But you should love it because it’s a creative endeavour that offers such rich moments. Just don’t let this sneaking masterpiece slip you by.
 

Metro

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It's amazing what they deliver for $20. I probably said it before but Klei is very good at taking simple mechanics and adding a huge amount of polish for a reasonable price.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://www.eurogamer.net/articles/2015-05-13-invisible-inc-review

Beyond all this is a world of glittering intricacy. You start each game with just two agents, but you can gather more if you free them from prisons, so by the end of it you can be controlling a squad of four. Each agent comes with their own perks, and, on top of that, you can kit them out just as much as you can pimp your Incognita - throwing in weapons and gadgets and neural implants. There is genuine depth here when it comes to different approaches. I started off relying on Internationale, an elbowy side-eye-thrower who has the ability to reveal hackable objects in nearby rooms that she hasn't actually been to. I leant on her for an age, but now I have a sweet thing going with Dr Xu, who can place shock traps on doors. He changes the way you play - he changes the way you open doors - just as the corporations you go up against do, Sankaku with those drones, for example, Plastech with their cybernetic augmentations.

By the final mission, you have to be able to master all of this. Crucially, though, what you really need to master is the fact that direct conflict will always be more trouble than it's worth in Invisible, Inc. The moment you stun your first guard rather than slipping past their vision cone feels like a failure. Not only does killing someone automatically boost the security level and tighten the screws, merely stunning someone means that, well, they are merely stunned.Your weapons will take an age to recharge and meanwhile, you'll need to drag your stunee around and pin them beneath you if you don't want them back on active duty. With the final mission, you can expect a truly brutal series of objectives, too, one of which involves holding territory while enemies race to your location. No single agent or piece of kit will solve a problem like that: you need to consider the wider picture.

And once the final mission's done there's a scamper up the difficulty levels, alongside endless, custom and time attack modes, the latter of which works a bit like speed chess, but with people getting whacked over the head. In truth, while pleasant, this is a covering of the bases that Invisible, Inc doesn't really need. Much like the lives of one of its secret agents, this is a game defined by short, sharp thrills. It's so filled with purpose that is has no need to outstay its welcome.
 

spectre

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Oct 26, 2008
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How about sharing your preferred builds?
I tend to go with Banks, Dr. Xu and Shalom. Not a big fan of Nika, but I get her from detention centers very often so I learned to like her. Very handy with the one-shot-per-mission plasma rifle, if slightly expensive power wise, especially with the alarm supressing aug.
Dr Xu seems almost overpowered in what he does, saving you a big chunk of power on safecracking, he also single-handedly solves Sankaku missions.
Not to mention, he gets both a handheld zapper and a guaranteed door trap that ignores armor.
His archived version feels very lackluster compared to that.

Banks is all-round excellent, allowing to steal from the very first mission and breaking each level open for exploration when your out of luck finding the passcard (can happen with Sankaku).
On top of that, the paralyzer allows to leave a ko'd guard unattended and go exploring.
The archived version doesn't have all the above mentioned goodness, but starts with a credit chip which leaves me swimming in money very soon (all agents are usually maxed out before final mission),
making each nanofab a blast. There is a downside, however, as her KO pistol is limited in use - I tend to shoot it dry and sell it on the very first mission.

Shalem I tend to use on the no-rewind runs. I especially like the archived version which gives you three lethal shots with 1 armor piercing per charge pack, which lets me go trigger happy
whenever shit hits the fan.

As far as programs are concerned, I go for lockpick + seed, this combo goes a long way towards saving power, making me independent of any consoles.
The idea suite for this approach is upgrading lockpick to 2.0 as well as adding in a supplementary breaker like parasite, dagger/hammer. Emergency drip and Hunter are also very useful.

So, for regular plays, I think the above mentioned suite works great with Dr. Xu and archived Banks.
Since I don't have to rely on terminals for power anymore, they are open for raiding with the cash chip. What is interesting, it converts hacking skill directly into a source of income, allowing to gain a stunning 300-500$ per console.
One weakness of this setup is that the initial stage of the game can be tricky. Banks' pistol is pretty weak and expensive to use, but I often just sell it straight away and give her Xu's zapper.
It takes some time to get things rolling, but once you survive the first three missions and hit a nanofab, it's usually smooth sailing.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I like fusion+rapier (just make sure to pick up a lockpick or parasite or something fairly early) for programs.

For agents, Xu, Banks and Internationale are my favorites. Xu is frankly a bit op(his manual hack doesn't cost ap like it says), banks is just great in both versions, and internationale is just good all round.

Don't care at all for shalem or nika, I tend not kill guards(at all), and prefer to not ko them as well.
 
Self-Ejected

Ulminati

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You buy a reload charge stuffie.
The severe ammo limits are a bigger hindrance to using them than the extra alarm levels and cleanup cost.
 

Eyeball

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Sep 3, 2010
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In between missions or at those terminals?

Bleh. I hate having the in-game store only be accessible during missions. Monst3r isn't much help to me at all with the crap he's offering.
 

Eyeball

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I wonder why your high-tech thieves can't touch down their super-spyplane for 5 minutes outside a convenience store and buy, you know, a pocket knife or a pipe wrench or something else that could kill a guard instead of stunning them and doesn't require recharging after use.
 
Self-Ejected

Ulminati

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Set custom difficulty and knockdown duration of guards to 99 rounds. LARP that your stunners are knives.
 

Metro

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I don't find Shalem particularly useful since his starting items (on either version) are geared towards killing which is ultimately more trouble than good. Internationale feels like a crutch but I can't stop using her because that scan ability is almost too good. Prism's starting aug is also really good. The Adam Jensen dude relies on finding a lot of augs to be worthwhile.
 

spectre

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Alternative Shalem was great during EA since he had a reusable medkit (the description still alludes to that).
Also, I disagree, the lethal option is always great to get your ass out of a major fuckup and killing robots is one way of handling Sankaku.
With three shots on a single reload, it's nearly worth it (though I still view it as a last resort).
 

Galdred

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Steve gets a Kidney but I don't even get a tag.
The lethal option costs some money, but not being bugged by a guard anymore is totally worth 2 alarm points on many occasions.
 

ColCol

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Jul 12, 2012
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Rage

Was about to beat the final mission....but the final room I needed to reach did not have enough cover around it to allow my agents to reach it safely. This was no problem for my agents because they had cloaks.Yet, you obnoxiously have to escort monster and the leader woman, this doomed me.Also, those shield agents in the final mission seem overpowered.
 

Metro

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Rage

Was about to beat the final mission....but the final room I needed to reach did not have enough cover around it to allow my agents to reach it safely. This was no problem for my agents because they had cloaks.Yet, you obnoxiously have to escort monster and the leader woman, this doomed me.Also, those shield agents in the final mission seem overpowered.
There's a level 3 cloak (if you find it) that actually creates a fairly large zone of invisibility for all of your allies around you.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Rage

Was about to beat the final mission....but the final room I needed to reach did not have enough cover around it to allow my agents to reach it safely. This was no problem for my agents because they had cloaks.Yet, you obnoxiously have to escort monster and the leader woman, this doomed me.Also, those shield agents in the final mission seem overpowered.
There's a level 3 cloak (if you find it) that actually creates a fairly large zone of invisibility for all of your allies around you.
I recommend trying to bring a few grenades. They make the typical clusterfuck that happens quitet manageable.
 

Metro

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In the 30 or so hours I've played I've seen one smoke grenade for sale. Currently on Day 2 of expert difficulty campaign with Prism and the mech guy. So far I found three additional augs for him: +1 armor melee pierce, item cooldown 'shortener,' and +6 ap when you take someone down. He's pretty OP. Also have a +1 neural prod so I can take down a guard with +2 armor. I'm avoiding the prison missions because I've found they're usually the hardest. Last level 2 prison mission I did had an akuma droid, and obake droid, and multiple armored guards. Went with seed and lockpick but the last mission I came close to having power issues. If I fail I will blame oasis789

Oh, yeah, and in one of the missions where they put two patrolling guards and a droid in the first room I had to enter I just said fuck it and killed the guards with the droid.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
In the 30 or so hours I've played I've seen one smoke grenade for sale. Currently on Day 2 of expert difficulty campaign with Prism and the mech guy. So far I found three additional augs for him: +1 armor melee pierce, item cooldown 'shortener,' and +6 ap when you take someone down. He's pretty OP. Also have a +1 neural prod so I can take down a guard with +2 armor. I'm avoiding the prison missions because I've found they're usually the hardest. Last level 2 prison mission I did had an akuma droid, and obake droid, and multiple armored guards. Went with seed and lockpick but the last mission I came close to having power issues. If I fail I will blame oasis789

Oh, yeah, and in one of the missions where they put two patrolling guards and a droid in the first room I had to enter I just said fuck it and killed the guards with the droid.
Iirc they're one of the items you can find on guards and in safes too.
 

Metro

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It's more of an exclamation of lament then an interrogatory.
 

Metro

Arcane
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Fuggin shit! Had a great run. Prism and Sharp with tons of gadgets and upgrades, final mission, first room = two of those firewall armor elite guards come in from two different doors on opposite sides of a huge room. Tried the one rewind I had but still no good. Total clusterfuck. RNG raaaaaaaaaaaaaaaaaaage.
 

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