

Instead, scanning KO'd guards will provide a one-shot bonus of some kind, while scanning dead guards will add a permanent improvement. Draco's gimmick is that you can't buy him skill upgrades. This probably isn't true if you're a truly skilful and tactical player, but so far it's been the case for me as I fumble along, surviving each encounter by the slimmest of margins.

I like to combine Olivia with Draco, who I'm starting to see as Invisible, Inc's hard mode. Olivia's a melee specialist, then, but she's also a resource plant.

All I needed to do was ensure that she reclubbed him on a regular basis, and - hooray! - my PWR problems were a thing of the past. I was low on PWR - I always seem to be low on PWR - but Olivia had already clubbed and pinned a patrolling guard. I scanned that fact rather quickly when initially selecting her for my team, and I only came to truly understand it halfway through a tricky mission in which there were suddenly a lot of enemy robots nearby and in need of hacking. Olivia's special skill is that she converts KO points into the PWR currency you spend when hacking around in the mainframe. Now that I think of it, Olivia actually resembles a steely university professor from about twenty years ago - she once told me that her anger was only matched by her contempt - and, rather fittingly, she's also double-dangerous and appealingly short on patience. Like everyone else in Invisible, Inc's universe, Olivia comes with a deliriously pleasing character portrait, realised in a shimmering low-poly style that accentuates elegantly gaunt facial features and pixel-perfect deployment of the side-eye. This still works in Contingency Plan, of course, but now Internationale has some competition. Inevitably, this ensured that I took to using her as a kind of Wi-Fi slug, smooshing her around the edges of every room we moved through, since she allowed me a limited view of the wider landscape. This, in turn, meant that in the original game, I swiftly became addicted to leading Internationale into battle, since, in addition to a gloriously-antennaed set of headphones, she came with a special power that allowed her to reveal computery objects through walls and hack them from a distance. But you have to find the exit before you can peg it, which means that each mission is fundamentally about exploration. Invisible, Inc is a game about sneaking into procedurally-generated corporate HQs in a vividly nasty near-future, pulling off some industrial espionage and then pegging it to the exit. I now see that I was getting into a bit of a rut. They've completely changed the whole game for me. They've completely changed the way I approach things. What's really brilliant about Contingency Plan, however, is the four new playable characters it offers. Contingency Plan contains new enemies and new abilities, and its big ticket item is probably a unique mission that extends the campaign - and swiftly cut a rather promising team to ribbons on my first playthrough. Klei Entertainment - an outfit that is swiftly becoming my developer of the decade - clearly knows what it's doing here. Contingency Plan is the new DLC pack for Invisible, Inc, a turn-based stealth affair that is swiftly becoming my game of the year.
