A satirical spy-fi lair builder where YOU are the criminal mastermind! Construct your base, train your minions, defend your operations from the Forces of Justice, and achieve global domination.
The balance of needing to manage your lair and check your world map is particularly well done. As your network grows it can get harder to avoid lockdowns, but upgrades bring it back in line. My only minor gripe is that you can’t properly micromanage minions. They have auto-assigned tasks and if you need things prioritizing - for instance, the removal of dead agents blocking the corridor - you need to get your Genius to step in, which can be dangerous. If you love building games, creating elaborate strings of traps, playing the bad guy, and generally living your best island life scamming tourists, Evil Genius 2 is for you.
UI anomalies and enemy pathing issues aside, Evil Genius 2 is a deep and addictive simulation strategy game that will satisfy your inner desire to, you know, take over the world.
Evil Genius 2 is a surprisingly addictive (evil) management sim. Despite there being a bit of repetitive busywork to do, there’s plenty of global domination wickedness for even the most power-hungry megalomaniac to sink their avaricious teeth into.
Evil Genius 2: World Domination proves that exciting strategy games aren’t always super complex and difficult to learn.
Thanks to great art direction and tone, Evil Genius 2 is a base builder that is captivating to play, even if it gets tiresome at times.
Evil Genius 2 is the natural continuation of the 2004 base-building, trap-laden classic. New evil geniuses, new minion types, and expanded bases round out this mostly satisfying sequel, but a grindy mid-game and no minion control dulls the game's shine a bit.
There are only a few changes over the original game, and almost all of them are for the worse. Not to mention that the increased amount of busywork made me feel more like an evil genius’ butler than the big man himself. [Issue#253, p.48]
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