![]() ![]() 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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