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* TimeRewindMechanic: You are given a number of "Rewinds" per mission (how many, depends on your difficulty settings). When you activate a rewind, your game state is reset to the start of the previous turn, and there is no limit on how many rewinds you can spend one after another. While not justified in-story, this feature is intended to help players out of mission gone FUBAR.
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* EnemyChatter: Guards have prescripted things to say when they spot an intruder, notice movement out of the corner of their eye, discover the body of another guard, and so on. For variety, there are a few different sets, with different voices and a slightly different lines, including one gung-ho guard who sounds a bit like John Wayne.

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* EnemyChatter: Guards have prescripted things to say when they spot an intruder, notice movement out of the corner of their eye, discover the body of another guard, and so on. For variety, there are a few different sets, with different voices and a slightly different lines, including one gung-ho guard who sounds a bit like John Wayne. Some ''dialogues'' between guards can also be seen, albeit reserved for loading screens and promo material.
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* ColdBloodedTorture: Implied but not shown. The term "corporate deprogamming" at a "detention facility" is used instead. However, Central's backstory includes being captured and held at one such chamber, [[spoiler:resulting in injuries that prevented her from further field work as an agent]], you can encounter and rescue "thoroughly interrogated" prisoners at such facilities with a movement penalty, and to top it off, if you look closely near the holding cells, you can find enclosed glass chambers with what looks like [[RoboticTortureDevice various pointy instruments]] hanging down in them. Add in a technologically advanced setting where you can heal someone from otherwise deadly injuries with an injection of cells and regenerative nanobots (and thus keep someone alive despite inflicting horrible damage on them), or literally hack into someone's brain for a password, and it becomes clear why Central considers these things a FateWorseThanDeath.

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* ColdBloodedTorture: Implied but not shown. The term "corporate deprogamming" at a "detention facility" is used instead. However, Central's backstory includes being captured and held at one such chamber, [[spoiler:resulting in injuries that prevented impaired her from further future field work as an agent]], you can encounter and rescue "thoroughly interrogated" prisoners at such facilities with a movement penalty, and to top it off, if you look closely near the holding cells, you can find enclosed glass chambers with what looks like [[RoboticTortureDevice various pointy instruments]] hanging down in them. Add in a technologically advanced setting where you can heal someone from otherwise deadly injuries with an injection of cells and regenerative nanobots (and thus keep someone alive despite inflicting horrible damage on them), or literally hack into someone's brain for a password, and it becomes clear why Central considers these things a FateWorseThanDeath.
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** In early access, safes could contain a multiple choice event, offering loot if a skill check was passed but springing a trap if failed. Crusher traps would stun agents, and gas traps would fill the room with smoke and summon a guard.

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** In early access, safes could contain a multiple choice event, offering loot if a skill check was passed but springing a trap if failed. Crusher traps would stun agents, and gas traps would fill the room with smoke and summon a guard. This can be made available again with a mod called Interactive Events.
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The official website may be viewed [[http://www.invisibleincgame.com/ here]]. A (rather outdated) wiki can be found [[http://invisibleinc.wikia.com/wiki/Invisible,_Inc._Wiki here]]. At the moment, the most active fan community for the game is located on a Discord server, [[https://discordapp.com/invite/aQrXEse here]].

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The official website may be viewed [[http://www.invisibleincgame.com/ here]]. A (rather outdated) wiki can be found [[http://invisibleinc.wikia.com/wiki/Invisible,_Inc._Wiki here]]. At the moment, the most active fan community for the game is located on a Discord server, [[https://discordapp.com/invite/aQrXEse here]].
here]], while [[http://invisibleincfanart.tumblr.com this blog]] collects all the fanart of the game posted in various places.
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* FanOfThePast: Decker is a fan of the 20th century, dresses like the hero of a FilmNoir, and one of his unlockable variants is armed with a 1940s revolver that he's had restored and converted to fire modern ammunition.
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** Some detention centers contain generic prisoners who can be rescued for a ransom payment; they are referred to by prison numbers instead of names. If a prisoner is the final player character standing in a level, their FacingTheBulletsOneLiner is "[[Series/ThePrisoner1967 I am not a number, I am a free man!]]".


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* YouAreNumberSix: Some detention centers contain generic prisoners who can be rescued for a ransom payment; they are referred to by prison serial numbers instead of names.
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* YouCanSeeThatRight: Banks, according to the flavor text, is prone to delusions and hallucinations as a result of a botched brain implant. One of her bits of in-game chatter is "Did you hear that? No? Well then, neither did I."
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* EnhancedInterrogationTechniques: Seems to be at least part of the corps' approach to interrogating prisoners, as demonstrated by a severely sleep-deprived courier you can rescue in some security dispatch missions. Central's data log adds good old-fashioned [[spoiler:ElectricTorture]] to the ensemble.
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Added clarifications. Fixed Dr. Xu backstory error as nowhere in the game is his cheating specifically with augmentations mentioned. Embezzling is also very different to what Banks was doing


* HiddenDepths: The special Archive versions of your agents reveal interesting backstory elements that inform the new loadouts.

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* HiddenDepths: The special Archive versions of your agents as well as their data logs (unlockable as a special side mission in the DLC) reveal interesting backstory elements that inform the new loadouts.



** Banks: [[spoiler:Was once a major embezzler and only started sharing her wealth after a siege of Dublin]]
** Dr. Xu: [[spoiler:Used his family's wealth to grant himself augmentations that let him cheat his way through his degree. He also worked with Sharp back in the day to co-develop the Thermal Generator.]]

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** Banks: [[spoiler:Was once a major embezzler and only started sharing [[spoiler:A hacker who got rich off robbing banks but spent all her wealth after a siege of Dublin]]
to help her home town Dublin when was besieged by the corps]]
** Dr. Xu: [[spoiler:Used his family's wealth and connections to grant himself augmentations that let him cheat avoid expulsion despite cheating (i.e. taking "academic shortcuts") during his way through his degree. time as a grad student. He also worked with Sharp back in the day to co-develop the Thermal Generator.Generator, his archive version's unique augment.]]



** Derek: [[spoiler:The reason [=Monst3r=] and Central are so close is because he's the one who rescued her from the horrors of the Deprogramming Chamber.]]

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** Derek: [[spoiler:The reason [=Monst3r=] and Central are so close is because he's the one who rescued helped her escape from the horrors of the Deprogramming Chamber.]]
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Massive spoiler because redeeming a Steam key still shows the game's old title, and calling that character an antagonist is debatable


* AntagonistTitle: [[spoiler:Used to be this back when it was called Incognita]].
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* CanNotTellALie: In a conversation in the DLC, [=Monst3r=] asks if it's possible Incognita is holding back information, and Central says that Incognita is designed to be unable to lie either directly or by omission.


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* TheDayTheMusicLied: [[spoiler:In the final cinematic, the soundtrack provides uplifting music as Incognita boots up inside her new, more powerful hardware... which gradually shifts to something more sinister as Gladstone realizes something has gone wrong.]]


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* MotherlyScientist: Central tends to treat Incognita like a person, in an exception to her generally unsentimental attitude, and something like a child (she personally built or rebuilt most of Incognita's systems). The latter attitude gets even stronger toward the end of the game when Incognita becomes delirious from lack of power and starts addressing her as "Mother". At the end of the game, when the team finds new, more secure hardware for Incognita and Central installs the AI into it, a caption describes it as "an act of motherly kindness".
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** In some missions, it's possible to acquire items of "valuable technology" that can be converted to cash at the end of the mission. In story terms, they're being sold once you get back on the jet, but in gameplay mechanics it happens while the end-of-mission scorecard is generated, so that the scorecard can show how much money you made. The distinction becomes visible in the double mission added as part of the DLC, where the agents are supposedly teleporting straight from the end of the first mission to the beginning of the second, but if they're carrying any valuable technology it still disappears from their inventory and becomes cash at the end of the first mission. (The same would presumably apply to other valuables and rescued hostages, but the conditions for those to appear don't occur in the double mission.)

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** Based on banter and Central's assessments, certain agents are considered more useful than others based on abilities, skillsets etc. However, the actual ranking of each agent's general usefulness (especially if you obtain them via rescue and they have no gear) can be very different, to the point of making an alleged ability seem like an InformedAttribute. Extreme examples include CrutchCharacter Dr. Xu with a universally useful free EMP ability with a myriad of tactical applications, and Shalem 11, an experienced ProfessionalKiller whose superior field experience doesn't really translate into any special abilities.



* GameplayAndStorySegregation: Based on banter and Central's assessments, certain agents are considered more useful than others based on abilities, skillsets etc. However, the actual ranking of each agent's general usefulness (especially if you obtain them via rescue and they have no gear) can be very different, to the point of making an alleged ability seem like an InformedAttribute. Extreme examples include CrutchCharacter Dr. Xu with a universally useful free EMP ability with a myriad of tactical applications, and Shalem 11, an experienced ProfessionalKiller whose superior field experience doesn't really translate into any special abilities.
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* GameplayAndStorySegregation: Based on banter and Central's assessments, certain agents are considered more useful than others based on abilities, skillsets etc. However, the actual ranking of each agent's general usefulness (especially if you obtain them via rescue and they have no gear) can be very different, to the point of making an alleged ability seem like an InformedAttribute. Extreme examples include CrutchCharacter Dr. Xu with a universally useful free EMP ability with a myriad of tactical applications, and Shalem 11, an experienced ProfessionalKiller whose superior field experience doesn't really translate into any special abilities.
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The official website may be viewed [[http://www.invisibleincgame.com/ here]]. A wiki can be found [[http://invisibleinc.wikia.com/wiki/Invisible,_Inc._Wiki here]].

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The official website may be viewed [[http://www.invisibleincgame.com/ here]]. A (rather outdated) wiki can be found [[http://invisibleinc.wikia.com/wiki/Invisible,_Inc._Wiki here]].
here]]. At the moment, the most active fan community for the game is located on a Discord server, [[https://discordapp.com/invite/aQrXEse here]].
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* GreyAndGrayMorality: In a world where megacorporations have all the power and can even override basic human rights for profit, the Agency is one of the last remaining major forces still fighting against them. However, Central has no qualms using brutally efficient methods to achieve her goals. While there are gameplay challenges to dealing with enemies by cutting a bloody swatch through them, ''she'' is not going to complain about unnecessary guard or civilian deaths so long as the main objective has been completed, and the agent summaries indicate she's equally disapproving of Internationale's moral scruples and Sharp's complete lack thereof. Still, even she draws a line at [[spoiler: nuking all the corporate {=HQs=} from orbit, apparently]].

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* GreyAndGrayMorality: In a world where megacorporations have all the power and can even override basic human rights for profit, the Agency is one of the last remaining major forces still fighting against them. However, Central has no qualms using brutally efficient methods to achieve her goals. While there are gameplay challenges to dealing with enemies by cutting a bloody swatch through them, ''she'' is not going to complain about unnecessary guard or civilian deaths so long as the main objective has been completed, and the agent summaries indicate she's equally disapproving of Internationale's moral scruples and Sharp's complete lack thereof. Still, even she draws a line at [[spoiler: nuking all the corporate {=HQs=} [=HQs=] from orbit, apparently]].
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* GreyAndGrayMorality: In a world where megacorporations have all the power and can even override basic human rights for profit, the Agency is one of the last remaining major forces still fighting against them. However, Central has no qualms using brutally efficient methods to achieve her goals. While there are gameplay challenges to dealing with enemies by cutting a bloody swatch through them, ''she'' is not going to complain about unnecessary guard or civilian deaths so long as the goal has been achieved, and the agent summaries indicate she's equally disapproving of Internationale's moral scruples and Sharp's complete lack thereof. Still, even she draws a line at [[spoiler: nuking all the corporate HQs from orbit, apparently]].

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* GreyAndGrayMorality: In a world where megacorporations have all the power and can even override basic human rights for profit, the Agency is one of the last remaining major forces still fighting against them. However, Central has no qualms using brutally efficient methods to achieve her goals. While there are gameplay challenges to dealing with enemies by cutting a bloody swatch through them, ''she'' is not going to complain about unnecessary guard or civilian deaths so long as the goal main objective has been achieved, completed, and the agent summaries indicate she's equally disapproving of Internationale's moral scruples and Sharp's complete lack thereof. Still, even she draws a line at [[spoiler: nuking all the corporate HQs {=HQs=} from orbit, apparently]].
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* GreyAndGrayMorality: In a world where megacorporations have all the power and can even override basic human rights for profit, the Agency is one of the last remaining major forces still fighting against them. However, Central has no qualms using brutally efficient methods to achieve her goals. While there are gameplay challenges to dealing with enemies by cutting a bloody swatch through them, ''she'' is not going to complain about unnecessary guard or civilian deaths so long as the goal has been achieved, and the agent summaries indicate she's equally disapproving of Internationale's moral scruples and Sharp's complete lack thereof. Still, even she draws a line at [[spoiler: nuking all the corporate HQs from orbit, apparently]].
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** The guest agents in the final mission have scripted reactions to certain events that they will still say even if they've been knocked unconscious at the time.

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** The guest agents in the final mission have scripted reactions to certain events that they will still say even if they've been knocked unconscious at the time. The same goes for the guest agent in the new mid-game mission added in the DLC.
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* SignedUpForTheDental: In one of the mission beginning banter bits, Internationale asks Decker (who used to work for one of the corporations) what made him do it, and he claims it was for the dental plan.

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* ConspicuouslySelectivePerception: Guards only notice changes that happen in front of their eyes; they will investigate if they see a door closing or another guard being knocked out, but pay no attention if a door that was open last time they passed it is now closed, or another guard doesn't show up at the place where their patrol routes always cross.

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* ConspicuouslySelectivePerception: Guards only notice changes that happen in front of their eyes; they will investigate if they see a door closing or another guard being knocked out, but pay no attention if a door that was open last time they passed it is now closed, or another guard doesn't show up at the place where their patrol routes always cross. They will also pay no attention to a HolographicTerminal displaying a big holographic message that it's being hacked, as long as the person doing the hacking isn't in their line of sight.


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* HolographicTerminal:
** The security terminal that needs to be hacked as an objective in the final mission has an enormous elaborate holographic display floating over it when it's active.
** The DLC adds a new type of terminal where a building will contain several, each in a different room, and they all have to be activated simultaneously to achieve an effect. When active, they have a floating holographic display that shows how many are currently active.
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** Particular types of mission, including Vault missions and Security Dispatch missions, have an objective that's in a room by itself with a locked door, requiring agents to find the key to complete the mission. Vault access cards must be obtained before beginning the mission, either by doing a Vault Access Card mission or getting one as a random offer from [=Monst3r=]; for other kinds of doors, the key will be somewhere in the same mission as the door.

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** Particular types of mission, including Vault missions and Security Dispatch missions, have an objective that's in a room by itself with a locked door, requiring agents to find the key to complete the mission. Vault access cards must be obtained before beginning the mission, either by doing stealing them from a Vault Access Card mission Chief Financial Officer or getting one as a random offer from [=Monst3r=]; for other kinds of doors, the key will be somewhere in the same mission as the door.



* ThrowingTheDistraction: The DLC introduces the "Cry Baby" grenade, which can be thrown and will then make a distracting noise that the guards will go and investigate. The flavor text claims that it's the result of intensive research into what noise guards find most interesting.

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* ThrowingTheDistraction: The DLC introduces the "Cry Baby" grenade, which can be thrown and will then remotely activated to make a distracting noise that the guards will go and investigate. The flavor text claims that it's the result of intensive research into what noise guards find most interesting.
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* BrainUploading: In the extended storyline from the DLC, [=Monst3r=] mentions that one of his clients is working on brain uploading technology for a corporate CEO who doesn't want to die, and suggests that the technology could be adapted to help Incognita.


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* {{Foreshadowing}}:
** The in-game dialog in the final mission foreshadows the endgame: in particular [[spoiler:Incognita's semi-conscious rambling when she's on low power can be recognized in retrospect as containing the explanation of why she decided it was necessary to take over the world]].
** The extended storyline from the DLC adds additional foreshadowing in the between-mission conversations that occur between the new mid-game mission and the final mission: [=Monst3r=], after studying the tech recovered in the mid-game mission, reports that it belongs to the same group who raided Invisible at the beginning of the story, and that [[spoiler:they've got technology designed to host an AI of comparable sophistication to Incognita]].
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** Particular types of mission, including Vault missions and Security Dispatch missions, have an objective that's in a room by itself with a locked door, requiring agents to find the key to complete the mission. Vault access cards must be obtained before beginning the mission, either by doing a Vault Access Card mission or getting one as a random offer from [=Monst3r=]; otherwise, the key will be somewhere in the same mission as the door.
** Some percentage of the doors on any mission will be locked "level one security doors". A guard on the level will be carrying a key for them, and there are also augments and gadgets available to hack them. Unlike the mission-critical doors, any room with a locked security door will always have another door that isn't locked, as a deliberate design decision by the developers to avoid the possibility of a door that can only be unlocked by a ket that's on the other side. It can still be useful to unlock them, to open more direct routes between points of interest and to have more options for dodging guards.

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** Particular types of mission, including Vault missions and Security Dispatch missions, have an objective that's in a room by itself with a locked door, requiring agents to find the key to complete the mission. Vault access cards must be obtained before beginning the mission, either by doing a Vault Access Card mission or getting one as a random offer from [=Monst3r=]; otherwise, for other kinds of doors, the key will be somewhere in the same mission as the door.
** Some percentage of the doors on any mission will be locked "level one security doors". A guard on the level will be carrying a key for them, and there are also augments and gadgets available to hack them. Unlike the mission-critical doors, any room with a locked security door will always have another door that isn't locked, as a deliberate design decision by the developers to avoid the possibility of a door that can only be unlocked by a ket key that's on the other side. It can still be useful to unlock them, to open more direct routes between points of interest and to have more options for dodging guards.

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* AlmostLethalWeapons: Guns kill guards, but an agent will only be unconscious after being shot, even if they went down under a hail of machine-gun fire, and will be good as new after a single dose of medgel. Early pre-release versions of the game did have a mechanic where an unconscious agent would deteriorate each turn and die if another agent didn't get to them with medgel in time, but this was found to be too frustrating.



* ConspicuouslySelectivePerception: Guards only notice changes that happen in front of their eyes; they will investigate if they see a door closing or another guard being knocked out, but pay no attention if a door that was open last time they passed it is now closed, or another guard doesn't show up at the place where their patrol routes always cross.



** If you want to spend your hard-earned credits on anything other than agent buffs and the limited items Monster can sell, you'll have to find a shop inside a level. And then hack it.

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** If you want to spend your hard-earned credits on anything other than agent buffs and the limited items Monster [=Monst3r=] can sell, you'll have to find a shop inside a level. And then hack it.



* HeroMustSurvive: In the final mission, [[spoiler:Central and [=Monst3r=]]] join the party, and both must be alive and conscious to complete the final mission objective. In the extended storyline from the DLC, the big mid-game mission has a similar situation with [[spoiler:[=Monst3r=] but not Central]].



* InsecurityCamera: Hacking security cameras to prevent them giving away agent locations is a commonly used technique. Nobody ever seems to notice that the cameras have been hacked, and it has no effect on the alarm level. In Plastech facilities there is sometimes a guard who repairs hacked cameras and other devices as he patrols past them, but he seems to have no curiosity about how they came to need repairing.
* Instant180DegreeTurn: When a guard's patrol path doubles back on itself, the guard will instantly face the other way. This is very convenient for agents, who can stand right next to a guard who's about to turn without any fear he'll see them as he turns.
* InstantDeathBullet: Firing a gun at an opponent will always hit the target and always result in immediate death (or unconsciousness if it's a stunning weapon or the target is a player character). Early pre-release versions of the game had hit points and percentage possibilities of missing, but the developers concluded that it was better served by having weapons with a single predictable result, allowing players to plan ahead effectively.



* ItsProbablyNothing: Investigating Guards will say some variation of this if they get to a point of interest and don't see intruders. However, guards in hunting mode [[AvertedTrope will never go back to patrols]] and will endlessly search until they find agents.

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* ItsProbablyNothing: Investigating Guards will say some variation of this if they get to a point of interest and don't see intruders.intruders, before going back to their routine patrol. However, guards in hunting mode [[AvertedTrope will never go back to patrols]] and will endlessly search until they find agents.



** The black marketeer who supplies augment upgrades goes by "[=MONST3R=]".

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** The black marketeer who supplies augment upgrades fences info and tech you lift during missions, and occasionally offers to sell you tech he's fencing for someone else, goes by "[=MONST3R=]".



* LightBulbJoke: Mocking Internationale's communist tendencies, Sharp poses the question: How many workers does it take to disable a Sankaku security drone? His answer: Only one, but I would have to throw him really hard.

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* LightBulbJoke: Mocking Internationale's communist tendencies, ideals, Sharp poses the question: How many workers does it take to disable a Sankaku security drone? His answer: Only one, but I would have to throw him really hard.



* LockedDoor:
** Particular types of mission, including Vault missions and Security Dispatch missions, have an objective that's in a room by itself with a locked door, requiring agents to find the key to complete the mission. Vault access cards must be obtained before beginning the mission, either by doing a Vault Access Card mission or getting one as a random offer from [=Monst3r=]; otherwise, the key will be somewhere in the same mission as the door.
** Some percentage of the doors on any mission will be locked "level one security doors". A guard on the level will be carrying a key for them, and there are also augments and gadgets available to hack them. Unlike the mission-critical doors, any room with a locked security door will always have another door that isn't locked, as a deliberate design decision by the developers to avoid the possibility of a door that can only be unlocked by a ket that's on the other side. It can still be useful to unlock them, to open more direct routes between points of interest and to have more options for dodging guards.



* MacGuffin: In the Contingency Plan DLC, [[spoiler:Monster refers to the Quantum Raft as one of these. Central doesn't understand.]]

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* MacGuffin: In the Contingency Plan DLC, [[spoiler:Monster [[spoiler:[=Monst3r=] refers to the Quantum Raft as one of these. Central doesn't understand.]]


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* MasterOfUnlocking: Banks's special ability is to be able to instantly unlock level one security doors (and security dispatch office doors, which are the same thing in a specific context) without needing a key card.


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* ThrowingTheDistraction: The DLC introduces the "Cry Baby" grenade, which can be thrown and will then make a distracting noise that the guards will go and investigate. The flavor text claims that it's the result of intensive research into what noise guards find most interesting.
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* TronLines: Incognita's on-screen avatar has a body made entirely of Tron Lines.
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* ObligatoryEarpieceTouch: In the opening cinematic, Central starts out communicating with Decker through the communication rig in the mission control room, then switches to a personal communicator after the control room is raided and she has to run from the raiders and call for help at the same time. Each time she speaks through the personal communicator she touches her ear.
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* SelfImposedChallenge: The game provides a myriad of custom difficulty options, from stuff like changing the severity of alarm levels to altering how guard patrols are generated. While the game will offer more {{Macrogame}} rewards for taking on bigger challenges, the custom difficulty isn't required to beat the game (besides doing some of the preset difficulties).

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