At one point, Ion was building Invisible War with the Unreal Warfare engine (now know simply as the "Unreal engine").
Now, they’ve more or less rewritten the entire engine, although the same editing tools are in use.
One of the main changes is the Havok-driven physics simulation. If you’ve seen the demo of a skeleton falling down stairs,
then you’ve seen IW’s rag-doll physics.
The bounding-boxes on NPCs and objects have been greatly enhanced as well. This means that
you won’t be seeing enemies getting stuck on doors or furniture you push in their way.
Instead, they can climb over that desk you put in front of the door, or push harder so
the door swings open faster.
Every object in the world can be interacted with now. Desk drawers slide open,
vending machines can tip over, phones fall off the hook, and small things can be picked up
and thrown around. And they interact with the world just as you would expect them to.
That’s what it’s all about: not having to relearn how the world works so you can concentrate
on playing the game the way you want to.