Being that the game is randomly generated, it's pretty much a deal breaker for me
This thread is a strange read after the XCOM 2 threads, where the response from lots of people was "omg procedurally generated levels thank u firaxis." The two games are very different, of course, but as Invisible Inc is a shorter campaign (6-8 hrs) meant to be replayed with different agents and items, the procedurally generated levels make perfect sense, and they're well-made. I suppose they could've gone for more hand-crafted levels with randomized enemy layouts, but I don't think that would've been as compelling for a stealth game that's high on risk/reward. The levels are a bit samey, though, which is unfortunate. I wish there were more than two tilesets - and even then, one is only used on the final mission.
Also, for those worried about it being too difficult or random, the game has rewinds, of which you get 5 per mission on easy, 3 on medium, and 1 on expert. Guards also don't cross between rooms on easy, so the difficulty is very reasonable and scalable.
Randomly generated levels really make me wary of this game. Comparison to ftl kinda enforce it too. I really enjoy ftl for like an hour or two and never got back to it again.
Does the game has story campaign that you beat or it's just endless random generated mission you play with no end?
Yeah, didn't mean completely random, of course... it's just that I find even the best level generators (FTL and Rogue Legacy, both highly praised) rather inconsistent, and I hate it when the challenge level comes from the luck of the draw. The "genre" simply isn't for me... here's hoping their next game is more to my liking...I'm not sure how this would benefit from set-in-stone level design. The entire game is built around the player not knowing what's next (and whether or not they should risk finding out).
You probably didn't mean to imply anything by it but procedural level design doesn't necessarily mean "random". Level generators aren't created equally. Some, like Invisible Inc, are tuned incredibly well.
It has a story, consisting of a 2 min cutscene at the beginning and the end. But the missions themselfs are still 100% random generated. It really is like ftl in that regard.
The random levels makes it impossible to play perfectly though. For example, lets say you have a guard that's about to enter your starting room, so you move in to the next one. But that room has multiple doors and you have no way of knowing if another guard is going to come out of one of them.
Played it for a bit. I dunno. I've restarted about 3 times now, and I'm not sure if I can say I enjoy the procedural generation in the game. It honestly feels more like a roguelike game than a proper strategy game, even though all the system mechanics are there. There's really no telling how easy or hard a mission could be because you can get totally fucked by the generation, so when you're given a choice of a few missions to pick, it doesn't feel like an informed choice so much as a crapshoot. The generation also makes the stages all feel very samey and generic, rather than having any sort of unique set piece or memorable level design.
Kinda disappointed that it's not what I expected it to be. :/
I'm not talking about ghosting either. My point is that during the first few turns you don't have enough AP to make informed choices and quite often you'll be forced to make a guess based on very limited information. This is particularly obvious on expert plus where most of your rewinds will be used on turn one and two.By "perfectly", I don't necessarily mean "ghost", just that you can complete the objective and collect all safes without losing a party member. Sometimes knockouts are necessary, and situations like that do require melee overwatch on the door.
I'm not talking about ghosting either. My point is that during the first few turns you don't have enough AP to make informed choices and quite often you'll be forced to make a guess based on very limited information. This is particularly obvious on expert plus where most of your rewinds will be used on turn one and two.