

The vision of enemies, even enemies you don’t know about, shows up as if it were bright red light. You can only see areas your agents and hacked cameras can see, but: you can see if those areas are being watched. Invisible Inc’s is subtle but extremely powerful.

I decided to go all the way in Gunpoint and let you see everything at all times. Far Cry 4 lets you tag people to see them through walls. Human Revolution lets you switch to third person to see round corners. Deus Ex makes your enemies short sighted. I think every stealth game I like gives you an unrealistic intel advantage. I was distraught at a) wasting my only shot on a guard who could have been tazed, and b) raising the alarm level by tripping his heatbeat sensor. I’d set them in overwatch to hopefully take out a drone, but a human guard walked in front of them. It says something that the last horrifying, gasp-out-loud moment I had in Invisible Inc was when one of my agents shot and killed someone. These tensions and trade-offs are what you’re worrying about on a moment-to-moment basis. Your tazer only knocks guards out temporarily, and needs time to recharge, leaving you vulnerable. Being seen by a camera will raise the alarm level and bring guards running, but not fail or damage you. The edge of a guard’s vision will cause you to be ‘noticed’, causing the guard to come closer on his next turn. Being directly seen is a rare, crisis-level event, but lots can happen between ‘perfect stealth’ and ‘caught at gunpoint’. This makes it feel much cleaner and more satisfying than turn-based gunfights, but no less tense or eventful. But instead of optimising accuracy percentages, you’re trying to avoid being seen at all – and usually succeeding. As in XCOM, there are lots of interesting considerations to precisely where you should move each team member each turn.
