Invisible Inc. Early Access Preview


Invisible Inc. Early Access Preview


Dev/Pub: Klei Entertainment


Two weeks I’ve had this game. Two weeks.

And it’s only now, as I write the review, that I get the joke that ‘Invisible Inc.’ sounds like ‘invisible ink’. What the hell is wrong with me? I’m going to put it down to too much seasonal Diazepam to keep me snuggled up, versus the unrelenting bangs and whistles of fireworks season. Still, two weeks; I won’t feel bad if you feel like you need to consult a second opinion.

invisibleinc-2014-07-14-21-14-06-23-635x336Invisible Inc. is a stealth game – a game of sneaking and sudden, violent electrocutions. It is a game of finely balanced risk and reward gameplay, that delights in giving you just enough rope to hang yourself and then watch you topple over, legs kicking futilely with the adrenaline of overconfidence. How does it do this? With the clever mechanic of a reverse time limit.

You take your small group of infiltrators to various locations in an attempt to procure a whole load of cash, weapons and anything else not nailed down. On arrival, the environment’s security system learns that there is a threat, but it needs a while to track it. A race against time begins where you can see the security system ramping up around you, but – as the Operator – it’s your job to get as much loot as possible and get your team out. Thing is, you find the level exit really quickly – but do you leg it with a satsuma or hang around to get the sweetest plum?

Naturally, you’ll want to hang around. Well that’s just fine but all the time that security system is getting more and more agitated. First extra cameras turn on, then more guards come and then elite guards show up who really know how to show your team a bad time. So, now how much do you value your skills? How close do you want to push it? Are there any potential rewards that are worth the loss of a member of your team? That’s up to you to decide.

In any case, all your quick reactions and battle-hardened twitch shooting skills count for nothing since Invisible Inc. is turn based in a similar style to Shadowrun Returns or – to a lesser extent – XCOM: Enemy Unknown. I say lesser because the focus in Invisible Inc. is on stealth, not body count. The game actively penalises you for going on a kill crazy rampage both in terms of shortening the amount of time before the super guards show up and also by taking some of your spoils in the form of ‘clean-up costs’ which is really a fine for cold-blooded murder. Nothing too hefty, it’s only $50 or so, similar to a minor traffic violation.

invisibleinc-2014-07-14-21-10-29-60-627x353Cold-blooded murder is fine for the guards at the places you visit however. Their guns will chew through your agents like a hungover man with a sausage and egg McMuffin. Lose your team on the job and it’s game over for you, chum. Yes, if you’re not a fan of high-stakes and permadeath you’re going to have to learn to love it to truly embrace Invisible Inc. There’s no save scumming, even on ‘Easy’ mode, so every choice counts. It was actually refreshing to play a turn-based game that doesn’t rely on RNG that uses this format. You have to be thoughtful and careful, but with some forward planning you can avoid getting screwed over. Indeed, with the exits to the level always easy to find, it’s only your own greed that gets your agents killed in most cases. I loved that, it felt like a deliciously evil game mechanic that caused me to look at my upgraded, augmented guys, lying in a pool of their own blood and be forced to say, “Good game, Computer. Well played.”

invisibleinc-2014-07-14-21-15-15-05-635x336So, turn-based, permadeath, upgrades and enhancements, procedurally generated… so many buzz words. The good news is however that all of these things come together to make a game that is very fun to play. A game that allows for cerebral challenge as well as a smidgeon of ‘sod it, let’s just try and leg it past them.’ There is some narrative to hang the gameplay on but it’s not really integral to the game itself. As this is still in Early Access there may well be some developments in this area, such as multiple short campaigns to play through but what is here is more than enough to justify the modest price point.

Invisible Inc. is a well turned out, professional looking product that keeps up the good record of the studio whose other games include the intriguing Don’t Starve. Go and see if you can get your hands on some of that grubby corporate money, it’s probably not even theirs to begin with.


Karlos Morale

Invisible Inc. is available on Early Access for £11.99 on Steam.



Don’t Starve: Console Edition Review


Developer/Publisher: Klei Entertainment
Version reviewed: PlayStation 4
Release date: January 7, 2014

Don’t starve. This is a simple rule, no? I mean, maintaining your vitality by cramming your pie hole with nutrient-rich foods is a staple part of everyday life, and if you’re reading this review chances are you’ve gotten pretty good at it. Apply this rule to a Roguelike videogame, however, and suddenly things aren’t so simple. Such is the case with Don’t Starve, the latest IP from Vancouver-based development studio Klei Entertainment. Released on Microsoft Windows, OS X and Linux last year via Valve’s Steam platform, it landed on the PlayStation 4 in January to captivate the console market, but does this indie adventure have what it takes to lure gamers away from triple A behemoths like Battlefield 4, Assassin’s Creed IV: Black Flag and Tomb Raider: Definitive Edition?

The game begins by dumping your character, an intrepid gentleman scientist named Wilson, in a strange world. A dapper beanpole of a man materialises to inform you of your gaunt condition, advises you to chow down before nightfall arrives, and then leaves you to fend for yourself. The exposition is vague, though more about the title’s backstory can be learned from its promotional trailer. On a dark and stormy night, Wilson (who looks an awful lot like an Edgar Allan Poe caricature) is tricked into building a mysterious contraption by a windup radio, promising him “secret knowledge” in return, but when he activates said contraption spirits whisk him to an alternate realm. It transpires that this is the sinister work of dapper beanpole man, a.k.a. half-demon Maxwell, who no doubt plans to use Wilson’s machine for evil and stuff.


The first thing to know about Don’t Starve is that your survival relies entirely on exploration and self-discovery. There is no tutorial; there are no instructions, or “go here, do this” waypoint markers. You are alone in this seemingly hostile environment, and how best to look after Wilson’s health, hunger and sanity levels is up to you. Taking cue from the game’s title, I decided to make nourishment my priority on playthrough one, collecting all manner of seeds, berries and vegetables as I skipped through the forest. A veritable feast in my possession, I was extremely pleased with myself, yet as the foreboding darkness loomed it dawned on me that my single-mindedness caused me to overlook the importance of light. Blackness engulfed the screen and ‘something’ removed Wilson’s appendages with its teeth as I held my head in my hands. Lesson 1: darkness equals imminent death.

Playthrough two saw me change my strategy. This time, I gathered everything I stumbled upon – vegetables, twigs, grass, flint, rocks, an unhappy butterfly… When I came to review my bulging inventory minutes later, I realised I had the raw materials to construct a makeshift axe. Then the epiphanies came in thick and fast; with an axe, I could chop trees into logs. With logs, I could build a campfire, which I could fuel with grass and twigs. It wasn’t long until I was well into my first week, living off the fatta the lan’, but when Wilson’s sanity took a dive on day five he began to hallucinate, and the shadowy products of his delirium beat him to a pulp. Lesson 2: insanity equals unusual death.

The rather long-winded point being made here is that the inevitability of your demise lessens the more time you spend in this obscure, and often ruthless, landscape. Once players acquaint themselves with Don’t Starve’s crafting system, master their micromanagement skills and establish a list of wilderness do’s and don’ts (tip: don’t aggravate a swarm of killer bees. Ever), keeping Wilson alive becomes second nature. This enables you to focus your attention on discovering the title’s hidden wonders, from secret spelunking caves and rare items to a hidden Adventure Mode that slowly unearths the motivation behind Maxwell’s villainy. In fact, there’s an incalculable amount of satisfaction and achievement to be had here if you’re willing to put in the hard work.


A piece of advice though: do not get complacent. In keeping with the Roguelike sub-genre associated with RPGs and MMORPGs, dying in Don’t Starve is permanent. If you fall victim to the harsh conditions of winter, run out of supplies or get mauled by a pack of ravenous hounds, it’s back to the drawing board. To add insult to injury, the layout of each world is procedurally generated, meaning that when you do start a new game you won’t be able to follow your previous strategy step by step because the placement of landmarks, items and resources will have changed. This isn’t necessarily a criticism, as it compels players to take Wilson’s safety seriously, but that doesn’t negate the frustration they’ll feel when a Tallbird perforates their skull for wandering into its territory by mistake, robbing them of their progress.

Believe it or not, when you eventually meet your maker, some good does come of it. Aside from gaining valuable knowledge that will undoubtedly prove useful in a later playthrough, you’ll also be awarded experience points that unlock new characters. There are eight to earn in total, including Willow, an unpredictable pyromaniac with an unbreakable lighter, Wolfgang, a hard-hitting strongman and nyctophobic, and Woodie, a Canadian lumberjack with an imperishable axe and “a terrible secret” (according to the game’s Wiki). Each of the gang’s specific abilities is balanced by a weakness that can affect your tactics drastically, and this works well to introduce further variety, presenting some very interesting in-game scenarios.

Of course, all of the above would count for nothing if the game’s transition from PC and Mac to console was substandard. Thankfully, the PS4 port of Don’t Starve performs much like the original, running at a fluid 60 frames per second in true 1080p. The hand-drawn, Tim Burton-esque art style is delivered with vibrancy and crispness, and none of the quirkiness Klei Entertainment’s indie gem was praised for first time around has been lost in translation. Its mouse/keyboard control scheme is surprisingly well suited to the DaulShock 4 too. The D-pad performs multiple context-sensitive actions, L2 and R2 handles crafting and inventory management options (navigated using the thumbsticks), and the face buttons are reserved for simple tasks such as picking up items and swatting foes with whatever you’re wielding at the time. In this respect, the learning curve is gentle – a definite plus considering the unforgiving, trial and error-based nature of gameplay.


So does Don’t Starve hold its own against the latest big budget productions from EA DICE, Ubisoft and Crystal Dynamics? Unquestionably. Yes, it is a slow burner, offering little in terms of help or guidance, but the deeper you delve into this fascinating gothic world and its clever mechanics the harder it is to put down. Time will tell whether it has the clout to outshine Markus Persson’s Minecraft or Re-Logic’s Terraria, but speaking from experience its creativity and peculiarity succeeds at keeping the player’s attention for hours at a time. Given that PS Plus members can download it free of charge from the PlayStation Store as part of Sony’s Instant Game Collection, you’ve absolutely no reason not to get lost in this eerie IP.