With a wealth of options available at all times, you'd imagine that you're free to ignore the objectives that don't interest you and zero in on the ones that do. 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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