Contingency Plan is an expansion that extends and adds new rewards and levels of danger to the base game of Invisible Inc. Explore more strategies with four new Agents, two new starting programs, new weapons, items, and augments.
Is no longer in active development and there are no plans for future updates. Beat the game on Expert difficulty. 08:08:38: 1.76: Time Attack: Beat the game in Time Attack mode. 19:30:12: 2.20: Training Wheels: Beat the game on Beginner difficulty. 19:30:13: 0.97: Powerful Toast: Beat the Contingency Plan extended Campaign on Experienced difficulty: 20:02:48: 1.
Invisible, Inc. | |
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Developer(s) | Klei Entertainment |
Publisher(s) | Klei Entertainment |
Engine | Moai |
Platform(s) | Microsoft Windows, OS X, Linux, PlayStation 4, iOS, Nintendo Switch |
Release |
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Genre(s) | Turn-based tactics, stealth |
Mode(s) | Single-player |
Invisible, Inc. is a turn-based tacticsstealth video game incorporating elements of roguelike gameplay, developed by Canadian independent studio Klei Entertainment. The player acts as the remote operator for an espionage agency that has come under attack from multinational corporations, and directs agents in covert missions, acquiring resources and support in order to enable relocation of the agency's computer system to a safe haven within a limited amount of time.
The game was available for early access for Microsoft Windows and OS X from January 2014, a Linux build was later released. The full version was released for Windows, OS X, and Linux on May 12, 2015. A PlayStation 4 version was released on April 19, 2016, while a version for iOS devices was released on October 6, 2016. A Nintendo Switch version was released on June 15, 2020.
Gameplay[edit]
The game is a turn-based tactics based-game inspired by X-COM,[1] with emphasis on stealth and espionage.[2] In each playthrough, the player takes on the role of an agent handler for covert operations and has three days to prepare for their final mission. This is done by performing various missions across the globe to retrieve information, valuables, equipment and personnel, keeping cognizant of the amount of time taken for travel and missions within that three day period.[1] The player selects two agents to perform these missions to start, and may be able to free other agents during missions; should one agent die during a mission, they remain dead for the remainder of the runthrough unless revived using a medkit consumable or dragged to the exit by another agent, while if all agents die, the game is over.[1] The mission details and location layouts are procedurally generated for each run through, featuring a variety of objectives, obstacles, and difficulty.[3]
Missions are played out in a turn-based manner. Each agent under the player's control has a limited number of action points each turn that allow them to move, open/close doors, take out guards silently, or perform other covert tasks. Additionally, the player may need to collect power to be able to use 'Incognita', the hacking interface that allows them to disable alarms and security cameras or remove locks on safes. Once the player has completed their turn, any enemy forces move, and in most locations an alarm level is raised; with higher alarm levels, new security forces and threats will arrive, making the mission more difficult.[4] Certain stations can let the player purchase upgrades or equipment for the agents to help in the mission, using collected in-game money. The objective of the mission depends on the facility type being infiltrated, usually requiring the player to retrieve a specific item from a secure location and escape, stealing as much money and equipment as possible along the way.
The game has a larger meta-game aspect, in that as they play and complete certain goals, they can unlock different agents with different skill sets or new default equipment to begin missions with in future playthroughs.
Plot[edit]
The game is set in year 2074, after megacorporations have overthrown the world's national governments and taken control. Invisible Inc. is a private intelligence agency providing services to corporations, performing infiltrations using field agents and a sophisticated AI system known as Incognita.
At the start of the game, Invisible Inc. is compromised by corporate soldiers, which leads to the headquarters as well as most agents and assets being lost, with only the agency's leader, two agents, the player, Monst3r, and Incognita escaping. Incognita can only be hosted in extremely powerful computer systems and cannot survive outside of them for more than 72 hours, so it becomes the agency's task to use that time to prepare for their final mission, where they will try to infiltrate the enemy's headquarters to access the computer system and insert Incognita. But, when she becomes uploaded it turns out she has been planning to exterminate the megacorporations, and ends with her using satellites (equipped with orbital lasers) to destroy their headquarters, killing thousands of people in the process. Incognita defies her removal from the new host computer and allows the agency's leader to leave unharmed.
Development[edit]
Invisible, Inc. was announced on July 2, 2013, in an interview with Rock, Paper, Shotgun's Nathan Grayson.[5][6] A preview of the alpha version of the game was shown at the September PAX Prime 2013expo. After playing the preview, Grayson commented that the game was very early in development, but that he 'really enjoyed' his session with the game.[7]
The game was originally titled Incognita but was renamed to Invisible, Inc. after developer Klei Entertainment found the new title was better received during focus testing.[3][8][9] The name remains as part of the game as 'Incognita' mode used to interact with the various electronic systems.
An alpha version of the game entered Early Access in January 2014.[10] The game was added to the Steam Early Access program on August 20, 2014,[4] and fully released on May 12, 2015.[11] The game was released on the PlayStation 4, including the Contingency Plan content, on April 19, 2016.[11][12][13] An iOS version of the base game was released on October 6, 2016, with plans to bring the downloadable content later.[14] The Switch version was released on June 15, 2020.[15]
Downloadable content (DLC) for the game, titled Invisible, Inc. Contingency Plan was released on November 12, 2015. The DLC adds agents, mission difficulty levels, missions, enemy types, weapons and items to the main game, in addition to an extended campaign.[16]
Invisible Inc Contingency Plan
Reception[edit]
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Invisible, Inc. was named as a finalist for the Excellence in Design and the Seumas McNally Grand Prize for the 2015 Independent Games Festival.[23]
Invisible, Inc. received positive reviews upon release. Aggregating review website Metacritic gave the PC version of the game 82/100 based on 45 reviews.[17]
Invisible Inc. Contingency Plan Definition
References[edit]
- ^ abcPereira, Chris (January 16, 2014). 'Don't Starve Dev's Espionage Game Incognita Becomes Invisible, Inc'. IGN. Retrieved January 30, 2014.
- ^Savage, Phil (January 17, 2014). 'Invisible, Inc trailer reveals that Klei's turn-based tactical espionage game is no longer Incognita'. PC Gamer. Retrieved January 30, 2014.
- ^ abMaiberg, Emanuel (January 18, 2014). 'Klei's turn-based tactical espionage game becomes Invisible, Inc'. GameSpot. Retrieved January 30, 2014.
- ^ abDonlan, Christian (August 20, 2014). 'Invisible, Inc does espionage justice'. Eurogamer. Retrieved August 20, 2014.
- ^Devore, Jordan (July 2, 2013). 'Klei's Incognita offers 'turn-based tactical espionage''. Destructoid. Retrieved January 31, 2014.
- ^Grayson, Nathan (July 2, 2013). 'Don't Starve Dev On Its 'Espionage XCOM' Incognita'. Rock, Paper, Shotgun. Retrieved January 31, 2014.
- ^Grayson, Nathan (September 11, 2013). 'Klei Xcommunicates Word Of Incognita's Paid Alpha'. Rock, Paper, Shotgun. Retrieved January 31, 2014.
- ^Good, Owen (January 19, 2014). 'XCOM-like Espionage Game Renamed to Invisible, Inc'. Kotaku. Retrieved January 30, 2014.
- ^Vore, Bryan (January 16, 2014). 'Klei's Incognita Changes To Invisible, Inc'. Game Informer. Retrieved January 30, 2014.
- ^Hillier, Brenna (January 16, 2014). 'Invisible, Inc alpha trailer shows off latest build of game formerly called Incognita'. VG247. Retrieved August 20, 2014.
- ^ abRad, Chloi (April 15, 2015). 'Invisible Inc. Announced For PlayStation 4 With New Trailer; PC Release Date Announced'. IGN. Ziff Davis. Retrieved April 15, 2015.
- ^Matulef, Jeffrey (March 8, 2016). 'Invisible, Inc. is coming to PS4 next month'. Eurogamer. Retrieved March 8, 2016.
- ^Lavore, Jordan (April 19, 2016). 'Klei's superb stealth-strategy game Invisible, Inc. comes to PS4'. Destructoid. Retrieved April 19, 2016.
- ^Matulef, Jeffrey (October 6, 2016). 'Invisible, Inc. is now available on iPad'. Eurogamer. Retrieved October 6, 2016.
- ^Devore, Jordan (June 15, 2020). 'Invisible, Inc. popped up on the Nintendo Switch eShop today'. Destructoid. Retrieved June 15, 2020.
- ^Matulef, Jeffery (November 6, 2015). 'Invisible, Inc. Contingency Plan DLC dated for next week'. Eurogamer. Retrieved November 6, 2015.
- ^ ab'Invisible, Inc. for PC Reviews'. Metacritic. CBS Interactive. Retrieved May 17, 2015.
- ^'Invisible, Inc. Console Edition for PlayStation 4 Reviews'. Metacritic. CBS Interactive. Retrieved April 8, 2020.
- ^Reeves, Ben (May 13, 2015). 'Invisible, Inc. Review'. Game Informer. Retrieved May 17, 2015.
- ^Clark, Justin (May 14, 2015). 'Invisible, Inc. Review'. GameSpot. Retrieved May 17, 2015.
- ^Stapleton, Dan (May 12, 2015). 'Invisible, Inc. Review'. IGN. Retrieved May 17, 2015.
- ^Capozzoli, Nick (May 13, 2015). 'Invisible, Inc. Review'. PC Gamer. Retrieved May 17, 2015.
- ^'2015 Independent Games Festival announces Main Competition finalists'. Gamasutra. January 7, 2015. Retrieved January 7, 2015.
External links[edit]
Invisible Inc Contingency Plan Guide
A few months ago, Klei Entertainment released Invisible Inc., the result of combining mind-boggling XCOM-like turn-based mechanics, and the jittery feeling of sneaking past guards of Mark of the Ninja. I played it, I reviewed it, and I loved it — albeit its disengaging characters and lack of sense of progression. It juggles with the discrepancy between the need to invest in your characters throughout the campaign, and the futility of such investment, as they can die at any moment and force you restart the campaign from zero. No moves can be undone within a turn, and repeating a turn comes at a high cost. This is why the game is better relished in low difficulties, where one wrong move in the later levels doesn’t entail the loss of many hours of progress. It isn’t only a game where the mechanics were the focus, but also its story, which meant that its roguelike design may not be the friendliest approach — as a side note, maybe a look at Zombi’s attitude towards permadeath would be appropriate here, which merges the orthodox approach to narrative with concepts seen in roguelikes.
Invisible Inc Contingency Plan Ending
But the past is the past, and now Klei intends to pump some life into their game, and they’re doing so by turning everything up to eleven. Contingency Plan brings about more agents, more enemies, more gadgets, weapons, alarm levels, longer campaign, side missions… It is difficult to not see this as a desperate strife to enhance the game’s lifespan, and one that doesn’t succeed in all aspects. This move comes from the same developers that just announced their second expansion for Don’t Starve; one that, much like the first one did, is expected to give new twists and turns to the game’s universe and mechanics. Not only that, but they went through the hassle of forging a multiplayer version of that game, dubbed Don’t Starve Together.
We can recognise that their reputation precedes them, and unfortunately, Contingency Plan doesn’t meet the expectations. Unquestionably, a game based around gathering and crafting like Don’t Starve can be more versatile when it comes to creating new content, but this doesn’t hold up as an excuse for such a categorically shallow DLC. Let me be clear about this: the new content lets me have my druthers in the same way I can add both Oreo and Kit Kat to my XL fro-yo for 50p more. It is not a caramel-flavoured yogurt, or a new set of Japanese sweets to add; it’s the ‘same-o, same-o’ we had before, over-cluttered with choices that become more and more pointless the more you take them in.
One aspect I discussed in my review is the strange mix between permadeath and a narrative-driven game — the story is shite, yes, but there is some story —, and ironically, it is the one that suffers the most from Contingency Plan. It doubles up the length of the campaign up to 8 or 9 hours, increasing the difficulty of the missions accordingly. This transforms a rather demanding campaign to an extenuatingly laborious and utopian one. Lesco leaf blower manual. If the hardest difficulties were only achievable by those very dedicated players, now it’s become downright impossible for the common folk, as there are twice as many occasions to mess it up. What’s more, if you’re as bad as me, you’ll opt for the lowest difficulty, in which your agents are extremely overpowered and resourceful two thirds into the story. The last 3 hours of game are a repetitive chain of levels that widen the gap more and more between you and the enemy, and thus reducing the challenge.
It seems to me that the main problem for this discrepancy in difficulties is the possibility of redoing a level, only available in the lowest. If an agent dies during a level, the game’s difficulty ramps up, whereas if you can redo the level, the agent will more likely make it out alive and with juicier upgrades. Adding more and more content just accentuates these differences. All in all, Contingency Plan doesn’t fix any issues or break the game; rather, it seems to be more catered to those proficient at it, and that can take that leap of difficulty and crave a bigger and longer challenge. More content is always appreciated, but to me, it became a bit superfluous and ‘too much’. However, I can acknowledge that it can either improve or worsen the game, depending on which end of the ‘Type of Player’ scale you stand. Personally, I just don’t have the patience.
Contingency Plan Testing Examples
Invisible, Inc.(Reviewed on Windows)
The game is average, with an even mix of positives and negatives.
Contingency Plan doesn’t fix any issues or break the game; rather, it seems to be more catered to those proficient at it, and that can take that leap of difficulty and crave a bigger and longer challenge. More content is always appreciated, but here it becomes superfluous, as it adds no interesting twist to the gameplay.