Minions need to be sent out on missions in order to spread your influence all over the globe and take care of a variety of matters, but it never feels like more than another layer of clicking through menus and waiting for things to be done. On the other hand, the “world stage” side of things in Evil Genius 2 is underwhelming and confusing. It’s all good fun that breaks up the monotony of keeping numbers and workflows in check. Furthermore, the main villains and their henchmen can be directly controlled, and even pack unique abilities. Guards and traps can stop and/or kill the intruders, but there’s also the possibility of using non-lethal methods, such as distractions and captures. That’s where the RTS elements come into play - most of the base and minion-related activities are carried out automatically according to your designs, but taking out the (human) trash requires more direct attention. At some point, once all the basics have been explained, the possibilities (number of objectives, henchmen to recruit, etcetera) open up in a big way, and the “phases” between important events become longer.Ī big part of the game is defending your mega-awesome evil lair, as organizations all over the world soon take notice of your actions and send investigators, soldiers, and saboteurs (among others) to disrupt your plans and try to make your aspiring empire crumble. That being said, and as I mentioned before, it doesn’t funnel you through strict scenarios, so I personally wasn’t too annoyed by its cautious approach. In fact, Evil Genius 2 takes so much time teaching the essentials that it might feel like an overlong tutorial for the first three to four hours. The game does a great job of letting future criminal masterminds know what minions can do, how the bases work, and what threats they’ll have to face. The goals are there, but you can take your time with things and try different routes with research and the overall strategy. In a way, the campaigns already provide all the freedom you might need, since the story is told through sets of objectives and small cutscenes that don’t limit the players’ creativity and progression. A rather pointless sandbox mode is also offered - most players will only use it to test and optimize the layouts of their bases. But maybe that’s for the best, as Rebellion needed to reintroduce the IP to a whole new generation of players who may not even be fans of management sims.Įvil Genius 2 is relatively straightforward in its structure it presents you with four campaigns (one for each unique evil genius) and three remote island locations. The former complaint has been mostly fixed with patches, but it’s true that one of the game’s issues is that the formula wasn’t shaken nearly enough after 15 years. The game didn’t make a huge splash, as some critics and players claimed it lacked enough polish and desire to go a bit further and explore new ideas. Announced in 2019, and released earlier this year, Evil Genius 2: World Domination brought back everything the fanatics loved about the IP with fresh new cartoony visuals. It’s also one of those old titles that have aged well enough, but fans wondered for 15 years if a sequel would ever see the light of day. Many veteran PC gamers have fond memories of the first Evil Genius, a unique management sim that quickly became a cult classic thanks to its accessible gameplay and charming looks. Rebellion’s Evil Genius 2 is finally making the jump to consoles after months of evildoing on PC.
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