1/8/2024 0 Comments Invisible inc![]() And that led them into taking another look at Klei’s previous game, the excellent stealth platformer, Mark of the Ninja. So, led by designer Jason Dreger and studio head Jamie Cheng, they took it back to the drawing board to develop one aspect, its stealth. It was OK, but the design team realised it wasn’t anything new. It had different guns, ammo and damage types, and characters had health points. was first conceived as a turn-based take on Syndicate, and that meant it had lots of combat. While they’re cornerstones of the finished game, they weren’t part of its first prototypes. Both sound simple, but they give you a huge amount of knowledge, which when paired with hacking cameras and beating down guards, can crack open levels that initially look impregnable. Observing allows you to predict guards’ patrol patterns, drawing a path for their future movements on the ground. ![]() Peek lets an agent peer through a door, if next to one, or to crane around a wall to see what it obscures. And you’d never think such simple concepts could have so much power:Įvery agent can use peek and observe. ![]() They make every turn a exercise in deliberate planning, and they allow you to pull the most fantastically elaborate and elegant heists. This turn-based tactics game about hacking and sneaking through procedurally generated levels thrives on them, because they make you feel like a mastermind, even though your agents are outnumbered and outgunned. Invisible, Inc.’s defining features aren’t its most obvious, and yet they’re all about making things obvious. This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games.
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