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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