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April 1, 2025 119 mins

After the launch of Don’t Starve, Canadian developer Klei Entertainment was on solid ground in every way. They’d put their hand to many genres and had been successful in pretty much all of them. We’re going back to 2015 (or 2013, if you want to include this game’s EARLY early access launch) when they revisited sneaking, but put a different spin on what they’d done before. We’re talking Invisible, Inc.



On this episode of Stealth Boom Boom, we chat a little bit about why this game changed its name, and what stealthy aspects they could explore here that they didn’t in Mark of the Ninja. We also look at trying to enjoy the journey in difficult games, rather than just seeking the reward; and we chat about how much we enjoy early access vs its importance to devs. 



Here are some of the things you’re gonna hear us chat about in our review: Soliton Radar: The Game; red, yellow, and blue EVERYWHERE; peeking around corners to uncover more of the map; Monaco: What’s Yours Is Mine; a camera you don’t have full control of; a procedurally-generated table that’s just in the way; a slow and exhilarating chase; forecasting the movement of guards; five rewinds; single malt; the wonderfully-balanced and easy-to-use Incognita; Gunpoint; collections of boxy rooms with samey heists that blur together; finding the exit and then deciding what to do next; 72 hours; the auto thump; a ever-rising security level; Metal Gear Acid; breaking your pal out of their cell; an entirely irrelevant plot; some colour in character bios; and generating a campaign where a ko'd enemy stays down for 100 turns.



After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Invisible, Inc. is a Pass, a Play, or an Espionage Explosion.



For those who would like to play along at home, we'll be discussing, reviewing and dissecting Haunting Ground. on the next episode of Stealth Boom Boom.



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