I will use the words I read of another review out there: Invisible Inc. has the courage to STAY in the realm of stealth.
So if you like to play the game your way and would like to go in guns blazing like its Shadowrun... you better be a grand master at the game and even then it will be a rough ride.
Invisible Inc. is something I felt like a stealth version of X-Com. Turn based stealth in randomly generated levels rouguelike.
You play as the "Operator" under the command of the chief of Invisible after they got ambushed by the corporations, a thing that will baffle your two main characters Monst3r, a broker with an income "bigger than a small countries GDP" and Olivia Gladstone, the aformentioned chief.
As the operator you guide your agents and a computer AI, Incognita, through the corporations in hit and runs to get info and gear, preparing for the final mission.
The game starts with a tutorial on all the main mechanics with Decker, your modern day Noir agent.
here you will learn the most important thing about Invisible: getting seen is the first step towards failing the entire mission in many occasions
Main mechanics are:
-Walking and taking "peeks", your most important tool in my opinion, with your AP. This includes using camera and guard blind spots
-Knocking out enemies who will NOT stay knocked out for the entire mission
-Using your AI to hack and manipulate the electronics in the enviroment
-Opening and closing doors a surprisingly useful tool to block vision and lure guards
I could go on and on how many cool little things and items there are in the game but I find its better to experiment and find out. This IS a rouguelike, so its designed to be played again after failing.
The most interesting part of this game is the capability of choosing your missions. You have 72 hours to prepare for the final mission. Invading certain sites will give you certain benefits (money, gear or even the possibility of unlocking a site of your choice).
You have to roll with what you get and that is fun e.g. I got a very high level item and had a choice of selling it for some cash or using it even though I never had before. It worked out well.
The thing you will also notice it you are on the clock. Every turn the alarm will go up and the level will slowly become harder.
Here the stealth comes in very nicely. Getting spotted advances the tracker prematurely as well as killing guards among other things so being expertly sneaky you will make it actually easier for you.
And yes, the game reminds you. You have NO CHANCE in a stand-up fight against the corps. EVERY guard is a deadshot and will down your agents in ONE shot if they see them and you move or take another action except ducking for cover or taking them down.
Here I would like to gush how this game reminds me of Shadowrun. There are 4 megacorps: FTM, K&O, Sankaku and Plastech. They all have different guards, Sankaku will have bots in their sites others will have special units of other kinds. I still have not been able to figure out all the specifics, but you will soon figure out which corp you hate the least to invade.
Like many roguelikes if you die or complete the final mission, your experience will unlock things for other playthroughs like agents and programs for Incognita
And having learned from Don't Starve: The modes you play are fully customizable to insane levels of painfulness so there is no real end to your challange, but as well as making the game a LOT easier should you have trouble with it.
The game has its flaws im sure but the only real one I could figure out was that sometimes it can be hard to see where you are going and clicking on squares for your agents to move which can be countered by camera rotation mostly but it nags me a bit.
Enough rambling if you love stealth you will enjoy this game because instead of planning an attack you will plan a movement and action strategy to evade.
Thanks so much for reading!
Tip: I recommend your agents have something I like to call "saving grace items". Cloaking rigs, flash grenades a tranq gun or in an emergency a lethal gun to make sure the agent can deal with being spotted by one guard as ducking for cover is sometimes not possible. Decker has one of those items making it a good reason for him to be a starting character.