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It's remarkable that developer Sweet Bandits Studios has managed to make a mechanic that barely exists in other social deception games-combat-into the most thrilling phase of Deceive Inc.

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The guns and abilities have so much personality and flair too. I've been relying heavily on binoculars that let me remotely hack stuff without walking up to it (suspiciously), but I'm considering swapping it out for a device that lets me transform into any prop for high level hide-n-seek shenanigans. On top of all that, you also pick two secondary gadgets to bring along. Cavaliere's investigation, for instance, can be tweaked into a trap she sets on terminals to mark enemies who use them.

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Every agent has a signature weapon, active ability, and passive ability each with three unlockable variations that I've just barely started exploring. I'm really impressed with the range of possible playstyles I've stumbled into after only five hours.

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