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traps, gun racks,
power generators, interrogation chairs, and bunk beds (for all those
minions you’re hiring). Each
room has specific items that can be built in them (i.e. only bunk beds
can be built in barracks). The
same process of minions running around applies to placing equipment and
furnishings. This can be a
very slow process if you don’t hire more minions.
Besides
building your base, minions can also be shipped around the globe to
“create capital” for your criminal enterprise.
The world map, where you allocate your minions to each territory,
is a simple click away from the base building screen.
Just having a presence in a territory is enough to put money in
you coffers, but you can also expand your tech tree by completing
various challenges (like stealing information) at a cost of time and
minions.
EG
doesn’t seem to be broken up into distinct missions.
Goals are listed on a separate screen and new ones are added as
you complete them. This
makes it feel open-ended, like The Sims, but you still have specific
objectives to tackle, unlike The Sims. The goals range from the simple “Hire X number of
minions” to more complicated ones.

There
is a definite balance between how many minions you keep at your base and
how many are at large acquiring funds.
Not enough minions at your base can mean an easy time for enemy
spies to gain entry to your base and cause problems.
However, if you have the right kind of booby traps (activated
with carefully placed pressure plates) and door placement, you can
funnel enemy agents to a quick demise.
Once an enemy agent is dead, there’s no chance of being able to
have a minion upgrade himself after capturing and interrogating the
agent.
The
strategy elements are clear but one area that might need to be rethought
is the way minions run around while building and equipping rooms.
It just feels too slow! Most
everything else seems to be on the right track as long as EG ships with
a solid manual (even though there is a “help” function).
On
the presentation side, EG does some little things that I really like,
such as the pointer that’s the now-classic pinky finger.
The interrogation animations are amusing – the Michael Jackson
mimic is very funny – and everything is bright and clean.
There are some comparisons to be made with No One Lives Forever
in style and The Sims in content to some extent since each minion has
four status bars that can be tracked.
The interface is organized in a way that makes sense and is easy
to learn.
Evil
Genius is scheduled to ship late September.
Until then, “Muahahahhaha!”
-
Omni
(August
19, 2004)
It’s
become a norm nowadays to play as the protagonist in a game. It’s not
very often that we see a title, which allows you to play as the
antagonist. Evil Genius (EG) takes you to the dark side in a strategy
style game set during the 60’s, as you attempt you to assemble a
Doomsday device with the ultimate goal of world domination.
EG,
for the most part takes place on a secret island where you control the
day-to-day activities of building your Doomsday weapon and features the
following:
Five
dastardly gameplay elements to experience and master: secret base
building, wildly clever trap setting, blindly loyal minion training,
super-duper weapon research, and fiendish mission planning.
Manage
your minions as you train them in treacherous trades, like super weapons
development, ninja fighting techniques, hidden lair building.
Enhance
your base capabilities by adding specialized rooms including
counterfeiting centers, weapons factories, and Kung Fu academies.
Defend
your base against attacks by obnoxious action heroes and over-dressed
government agents.
Set
complex and ingenious traps to capture and dispatch your enemies.
Undertake
outrageous missions to increase your power and notoriety, including
stealing the Eiffel Tower, ransoming temperamental pop stars, and
procuring priceless treasures and art.

Given
the game’s 1960 timeframe and comical approach, can we assume that it
could mimic Austin Powers? We’ll have to wait and see. Look for Evil
Genius to hit stores this summer.
-
Siddharth Masand
(February
19, 2004) |