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Intravenous 3: Borderline Is Free, Violent and Ready to Ruin Everyone’s Evening

Writer: Niels Gys
Niels Gys
2 hours ago
5 min read

Intravenous 3: Borderline launched on October 2 as a completely free, two-mission standalone prologue to Intravenous 3.


More importantly, it actually lets you play the thing.

Not a ten-minute tutorial. Not a cinematic followed by "wishlist now." Two proper missions built around the stealth and combat systems Intravenous 3 is going to use, with Gideon, a mercenary on a revenge job, at the centre of it.


You infiltrate hostile locations and decide how much of a problem you want to become.

You can stay quiet. Darkness matters. Sound matters. Patrols matter. You can distract people, use gadgets and manipulate what enemies know about your presence.


Or you can bring a rifle and turn the building into something the landlord will absolutely be discussing with his insurance company on Monday morning.


And that is probably the most interesting thing about Borderline: both approaches appear to be actual ways of playing rather than "stealth" meaning you haven't been caught yet.



If Gideon has reminded you that games are generally more interesting when you are the reason everyone else is having a terrible evening, head into our Playable Villains coverage next.



This isn't a stealth game where getting spotted means the stealth has ended

A lot of games technically let you sneak.

What they really mean is that crouching is available until Steve sees your elbow sticking out from behind a filing cabinet, at which point everyone within four postcodes immediately knows your exact location, blood type and mother's maiden name.


Borderline is trying to do something more systemic than that.

Enemies react to sound, alertness and stress. Darkness affects visibility. Patrols can be manipulated. The wider Intravenous 3 systems also include more climbing and vaulting options, plus the ability to use weapons and gadgets while prone.


Even the first patches already give a decent idea of what kind of game this wants to become.

Smoke can move through vents.

Thrown grenades can be shot and detonated.

NPCs can react differently when they discover unconscious allies.


That last one is the sort of detail I like because it means what you do leaves information behind.

Imagine you're a guard walking your normal route and Dave is suddenly unconscious beside a door.

There are several possible conclusions here.

Dave has become very tired.

Dave has spontaneously decided that concrete is a pillow.

Or, possibly, somebody has entered the building and Dave's contribution to corporate security has ended earlier than scheduled.


The game recognising that difference matters. It means knocking someone out isn't simply deleting an NPC without making noise. You've changed the situation.

That is where stealth games become interesting.




Going loud isn't just stealth after everything has gone wrong

This is where Borderline has my attention.

You can approach these missions quietly, but combat isn't being treated as the punishment phase for people who failed to crouch correctly.


Gunfights are lethal. Positioning matters. Ammunition matters. Weapons can be customised. And because noise travels and enemies react to what is happening around them, pulling the trigger can create consequences beyond the immediate problem of the bloke standing in front of you.


Kill him quietly and maybe nothing happens.

Make enough noise and you've effectively emailed the building.

Subject: Gideon is here.

That's much more interesting than the usual arrangement where "multiple approaches" means one carefully designed stealth route and, somewhere in the developer's office, a shotgun sitting behind glass marked IN CASE PLAYER GETS BORED.


Here, violence appears to be part of the tactical decision rather than the cancellation of it.

You aren't deciding whether the game is stealth or combat.

You're deciding how much attention you can afford.

That changes what a gun actually means. The suppressed pistol isn't merely the quiet gun. It's a way of postponing twenty additional employees becoming involved in your evening.

Organised violence as paperwork reduction.

Wonderful.



Mercenary revenge is only one corner of the criminal swamp. Best Crime Games digs into the games that actually let you steal, build empires, break laws and generally become somebody's insurance claim.



Gideon also gives CRIMENET something more interesting than Generic Soldier Man #48

The criminal angle is real.

Gideon is a mercenary carrying out a violent revenge campaign. You're breaking into hostile locations, deciding how to deal with the people inside and generally behaving in a way that would make a LinkedIn recommendation difficult to obtain.


This isn't a heist game. You're not robbing banks, managing a crew or stuffing jewellery into sports bags before escaping in a suspiciously battered van.


But it does sit comfortably inside crime and outlaw territory because the criminal behaviour isn't scenery.

You're doing it.


And because you can choose how controlled or catastrophically loud the operation becomes, there is already more player agency here than in plenty of games that spend considerably more money telling you how dangerous and morally complicated their protagonist is.



People haven't ignored it either

Before release, more than 5,000 players took part in the public playtest.

That playtest apparently led to more than 100 bugs being fixed before Borderline launched, which is exactly what a playtest should do rather than functioning as a marketing event where everyone politely applauds the menu.


Since release, Borderline has reached a 450-player concurrent peak on Steam.

For a free prologue to a relatively niche tactical stealth game, that's a decent number of people voluntarily arriving to conduct freelance revenge work.


Early reception is extremely positive too.

Steam showed 24 reviews at 100% positive shortly after launch, while SteamDB had recorded 64 reviews with 63 positive and one negative.


Those numbers are still tiny and very fresh, so this is absolutely not the moment to declare Intravenous 3 the second coming of tactical stealth and begin constructing a marble statue of Gideon outside Valve HQ.

But it is a good start.


There's already been a 1.0.2 patch as well, with fixes and changes affecting AI behaviour, interactions and a potential grenade-related crash.


So the game is clearly still settling.

Which is fine.

It came out yesterday.




Borderline doesn't need to prove everything yet

Two missions cannot tell us whether Intravenous 3 will stay interesting across an entire campaign.


We don't know how much replayability different approaches will actually produce over time. We don't know whether the systems will keep generating interesting problems once players understand them. We certainly don't know yet whether Gideon's story can carry a full game.


But Borderline doesn't need to answer those questions.

Its job right now is much simpler.

Does Intravenous 3 look worth paying attention to?

Yes.


The important systems are already visible. Stealth seems to be built around information rather than magical enemy stupidity. Combat appears to be a genuine tactical choice. The criminal fantasy exists in what you're doing rather than just in Gideon's biography.


And the entire thing is free.


So if Intravenous 3 has been sitting somewhere in the enormous swamp of games you've vaguely heard about but never investigated, Borderline is a fairly painless way of finding out whether it belongs higher up the list.


Think of it as a two-mission background check.

So far, the suspect is interesting.



Borderline gives you infiltration but leaves the robbery bag at home. If you want stealth followed by the deeply traditional act of taking somebody else's expensive belongings, continue with Best Heist Games.



FAQ

Is Intravenous 3: Borderline free?

Yes. Borderline is completely free on Steam and works as a standalone prologue to Intravenous 3.


How long is Intravenous 3: Borderline?

It contains two full missions built around the stealth and combat systems being developed for Intravenous 3.


Can you play Intravenous 3: Borderline stealthily?

Yes. Darkness, sound, patrol behaviour, distractions and gadgets all support stealth. Going loud is also a proper option rather than simply what happens after Steve spots your shoelace.


Do I need to play the previous Intravenous games first?

No. Borderline is designed as a standalone introduction to Intravenous 3 and its protagonist, Gideon.


Is Intravenous 3: Borderline worth playing?

If tactical stealth, lethal combat and criminal mercenary work sound appealing, absolutely. It costs nothing and gives you two missions to decide whether Intravenous 3 deserves space on your radar.

   

   

 
 
 

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About the Editor
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I'm Niels Gys, founder and editor of CRIMENET GAZETTE. I write about crime, heist, villain, and horror games because somebody has to separate genuine criminal masterpieces from games that couldn't organize a successful mugging.

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Outside the website, I'm the frontman of JETBLACK SMILE, a Belgian rock 'n' roll band that sounds like bad decisions played through loud guitars. Turns out writing about chaos, criminals, and morally questionable life choices isn't all that different from writing songs.

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I started CRIMENET because too much gaming coverage feels afraid to have an opinion. Reviews become press releases, every game is "solid," and somehow everyone leaves happy except the reader.

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Not here.

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CRIMENET covers crime, heist, villain and horror games, with GTA Online as one of our main ongoing beats. Not the heroic kind. The kind where you rob banks, build empires, betray your crew, or become the monster everyone else is trying to survive.​

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I don't do review scores. The internet already has enough people arguing whether a game deserves a 72 instead of a 71, like they're negotiating a hostage release over a single percentage point. I'd rather tell you what the game actually feels like to play and whether it's worth your time.

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Every article is built on research, evidence, and an unhealthy intolerance for mediocre game design.

 

Strong opinions are welcome. Invented facts are not.

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Think less "trusted reviewer."

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More "your inside man in the digital underworld."

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I'm not here to save the world.

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I'm here to tell you which crimes are worth committing. 🤘

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