



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.
