![]() I can't see room for an Invisible sequel in that workload, sadly. ![]() First, I'm not led to believe that it did particularly well commercially, and second, Klei have never really done sequels since their early Eets/Shank days. Quoting: scaineAgree about the ending and it does lend itself to a natural sequel, but two reasons I can't see that happening. :) Though probably my fondest memory of the game was the time I got myself into a really sticky situation, and had to use all three of my turn rewinds in a row before I finally figured out a combination of actions on the last one that got all my agents out safely-it was nerve-wracking and tense, but also an incredible feeling and it might not have happened without that pressure. Quoting: scaineI played a mission last night where I lasted a staggering 38 rounds - that's 8 rounds at the highest alarm level, which introduces a second and third enforcer (you get one at alarm level 5 too) AND pinpoints the location of all your agents! It's possible to survive these, but you do need a bit of luck if your game has gone off the rails that badly! I like to leave before hitting alarm level 5 usually!I'm suitably impressed! I think the worst I've ever gotten to was level 5, and that was already more way more than I wanted to deal with.
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