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Real Time Strategy (Games) PC Games (Games)

Review: Evil Genius 197

The drive to be an evil genius is an easily understandable one. Riches, power, eventual fame, and plenty of minions to order around are just some of the perks of the vocation. Vivendi's Evil Genius (flash required) gives you the opportunity to exercise your lust for worldly power in a seriously stylish way. A rich musical score, tons of polish, and enough dastardly deeds to keep even Dr. Claw happy are the game's high points. An overabundance of micromanagement and a lack of proper GUI interaction marrs what have could been a classic in the strategy genre. Read on for a more in-depth examination of the first real-time strategy game whose tag line could have been "Mwahahahahahahahaha!"
  • Title: Evil Genius
  • Developer: Elixir Studios
  • Publisher: Vivendi Universal
  • Reviewer: Zonk
  • Score: 6/10
The concept of Evil Genius is simple: You're an arch-villain just starting out in your quest for world power after a stint in the slammer. When you start the game you have some spending cash, a couple of mooks, and a henchman. You can choose to control one of three archetypal archvillains. Your options include a Fu Manchu Asian spymaster, a Cruella DeVille-esque dame of disaster, and a Dr. Evil inspired shorty. Each of them has slightly different effects on their minions, but in playing with each of them the difference didn't seem to be drastic. The game follows your journey from obscurity to world-girding superiority. The way to accomplish the goal of ruling the world is to follow the stereotype of villains the world over: Build a Secret Lair. From your den of evil you can send out minions to rob the world blind and perpetuate acts of infamy. As you gain notoriety the world governments become hip to your plans and begin to send agents to stop you. Much of the game's action is an interplay between the base building experience and a risk-like board where you move your minions across the world. The endgame comes when you complete all the goals the game has set for you over a series of chapters, and you gain Real Ultimate Power(tm).

When loading up Evil Genius for the first time, you'll note that Elixir Studios has learned from past mistakes. The game features a very well crafted tutorial that gets you moving pretty quickly. At important moments the action pauses and full motion video clips of in-game actions are played to illustrate a point. Every basic act in the game, from minion creation to trap setup, is covered by the tutorial movies. While this helps a great deal to understand the basic concepts of the game, the tutorial and glossary quickly outlive their usefulness. The building blocks of the game are explained in detail (almost to the point of annoyance), but where more advanced help would be useful you're left on your own.

* The initial experience of Evil Genius will be familiar to anyone who has played Peter Molyneaux's Dungeon Keeper. You utilize a tool to select an area of earth to be excavated. Construction worker minions do the demolitions and then put up finishing touches on a new room. Rooms and corridors make up your hidden base, and each room has a specific purpose. The first room you gain the ability to build is the barracks, which allows you to house and clothe your workers. The more barracks space you have, the more lockers you'll be able to have, and the more minions you can support. A training room with different furniture pieces allows you to transform your construction workers into more specialized forms. A combat dummy trains your construction worker to be a Guard, a lab set up will net you a technician, and a schooldesk will let your humble men be schooled in the ways of social manipulation as a valet. Other room types include a secure vault to house your loot, a security room where minions can monitor your base and interrogate captured snoops, and an opulent office complete with lavish conference table that allows you to host really evil meetings with other supervillains.

Minions are obtained through a simple requisition interface. You just adjust the number of minions you'd like to have, and at a certain cost over a length of time new minions show up on your deserted island. You have a cap on the number of minions you can control that depends on the number of lockers you have in barracks, similar to farms or supply depots from other RTS games. One nice touch that deviates from the norm is that in order to train a construction worker (the base minion) as another minion type, you must already have control over a minion of that type. The existing minion coaches the next unit in the ways of his trade. Minion types build on one another, so you can have a single minion that advances from a simple worker drone, to a suave valet, to a rich swinging playboy over the course of your game. To obtain additional minion types you must embark on raids into the wider world, kidnapping away a representative of the trade to instruct your workers.

These excursions begin relatively early in the game with simple kidnapping operations, but over time the focus of the game begins to move more and more onto the world stage. Minions are sent out from your island to the nations of the world, and the different minion types have varying effects on their host countries, depending on what you ask of them. Each nation has a simple mode set button. "Steal" will have your minions pulling down cash for you, while "Plot" will have your minions figuring out ways to cause mischief. Strongarm minions like guards and mercs net you more cash, while brainy minions like technicians and scientists are better schemers.

* The interplay between minions on the world board and the activity in your base is maintained by a specific type of room: the Control Room. In this room there are control panels which must be staffed by minions at your base. Each area of the world requires a certain number of control panels to be staffed in order to get good intel on the area. Staffing these panels as reliably as possible is a constant battle, because workers are very dumb. There is a punch clock system that allows you to dictate how heavily the room must be staffed, but more often than not I ended up with a control room half filled with dazed, sleep starved minions.

One of the types of intel that the control panels collect is how much "heat" you have in any given part of the world. Any activity in a region will raise the heat level, indicating how visible you are to the forces of justice. The higher the heat, the more likely the forces of justice will come looking for you. This is expressed both on the island through snoopy spies and on the world map with tokens indicating agents actively looking for your minions in their home regions. Eventually the small groups of flunkie agents will be replaced by swat teams, military forces, and finally super-spies who require a base full of minions to take down.

This is the point where the game begins to break down. The strategy elements of the island map are easy to follow, and have easy to understand components like troop training, base building, and trap creation. The hard part comes when you have to keep an eye on your base and at the same time watch a flat, almost 2d world map where your minions are causing trouble. The real goals of the game are accomplished on this map in the form of Acts of Infamy. Plotting minions in a region suss out new acts to be performed, which appear on the world map as little flags. Each Act has minion requirements (4 Workers and a Valet, for example), and a timer. You complete the Act by hitting the Go button, sitting back and hoping. There's no interaction or player skill involved, other than a balance of how much heat you already have in the region vs. how many minions you have on site. The Acts usually take quite a while to perform, though this can be alleviated by bringing along more Technicians. Upon completion, you hear a radio or television broadcast giving backstory to what you've just accomplished.

* When they're not participating in Acts of Infamy minions on the world map are constantly at risk from agents. Your role becomes that of a nervous clockwatcher as you zip back and forth every minute or so between the island and the world map. If you don't adopt this habit expect to lose a lot of minions. Notification of the presence of agents is extremely subtle, amounting to the map icon lighting up. Even this indicator is predicated on the Control Room being staffed properly. If you are communications impaired you can return to the world map after a few minutes of base building to find your forces abroad have been decimated. It's incredibly frustrating and very confusing when you first encounter the phenomenon, because the tutorial doesn't give you a good handle on what exactly you're doing wrong.

The half finished thought that is the tutorial system is a constant problem, and an earmark of what is wrong with this game. There just wasn't enough clarity put into the presentation of the game. The gameplay is there (in the form of base building and world map management) and the polish is there (in the form of a rich score and nice graphics), but all of the interfaces could use some clarity. Things will happen in the game, like minions deserting your evil empire, and you're not given nearly enough direction regarding how to resolve the issue. It took me a good fifteen minutes of digging to find out how to raise a minion's loyalty. Even then, the way to go about it (demonstrating your evilness to the minions via torture and loot) is cumbersome and difficult to go about on regular basis.

In the end the intriguing potential of this game is put to waste by the cumbersome interface and unclear goals. The gorgeous graphics of the island map and base building portions of the game are squandered, because most of the action in the game happens on a boring 2D world map. Much of this 2D time is spent waiting while your minions invisibly complete tasks, making your role supervisory in nature and kinda boring.

If the Dungeon Keeper style of game is gaming perfection for you and you don't mind sitting around a lot while the game plays for you, this will be your perfect game. Otherwise, I can't recommend this game for anyone other than a hardcore strategy gamer or a troubled youth with a Dr. Evil complex.

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Review: Evil Genius

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  • Nice idea... (Score:5, Interesting)

    by Anonymous Coward on Friday November 05, 2004 @07:24PM (#10738921)
    But poor execution.

    There is only so much I can take of seeing the same torture sequences. It's a great idea, but somewhere along the lines they lost the fun appeal - it just isn't there.

    I think too much micro management and work is required by the gamer to get anything out of this game. It's staying on the shelf while I head on back to Tribes Vengance.

    http://www.lansmash.com/ [lansmash.com]
  • by Nuskrad ( 740518 ) on Friday November 05, 2004 @07:27PM (#10738946)
    Is that it's too bloody hard. I end up with no minions because I'm so evil I kill them all myself :( But anyway, Evil Genius is a great game, and although the genre isn't exactly original, the concept and to some extent the gameplay is. It's also incredibly fun, especially if you like tounge-in-cheek humor, and cartoonish style effects. 87%, well worth a purchase IMHO!
  • My Opinion (Score:3, Interesting)

    by jacksonj04 ( 800021 ) <nick@nickjackson.me> on Friday November 05, 2004 @07:28PM (#10738962) Homepage
    When first playing the game, I found it extremely intuitive and easy to play, with challenges later on. There is, however, what seems like a lot of grind to get your minions, loot and complete certain objectives.

    There is also a lot of random, rather bizzare glitches which should have been caught in beta but for some reason weren't (No, they weren't caused by XPSP2). I'm hoping a patch (soon) fixes these and tweaks some balance.
  • by gad_zuki! ( 70830 ) on Friday November 05, 2004 @07:46PM (#10739109)
    Exactly. Where are the hedonistic rewards? Like "Kidnap an american actress and try to make her fall in love with you" and other evil cliches. Sadly, I'm sure these games would have a more 'adult' sense of humor if it wasnt for the game ratings and Walmart censors. A game like this should really be anti-political correctness, it would add a lot, and frankly it needs it. I played the demo and thanked myself for doing so instead of just buying it because it looked funny.
  • Re:Score (Score:3, Interesting)

    by arkanes ( 521690 ) <arkanes@NoSPam.gmail.com> on Friday November 05, 2004 @08:18PM (#10739334) Homepage
    6/10 only looks bad to you because you're used to gamer mags that would give "Triple Insane Paintball Command Quake Engine XXX Extreme" a 7.5. 6/10 is an "eh, it's okay for a while" score, which sounds like exactly what it deserves (and matches my rating after the demo).
  • Re:Red Alert? (Score:5, Interesting)

    by Ra5pu7in ( 603513 ) <<moc.liamg> <ta> <ni7up5ar>> on Friday November 05, 2004 @08:35PM (#10739412) Journal
    Aside from listening to the noise of the alarm going on constantly and the body bags piling up, I didn't see a drawback either. It might have affected training negatively or slowed down construction work. At least the agents were never smart enough to grab the briefcases of ill-gotten loot and leave the island (speaking of which, what kind of moronic agent parachutes onto an island with no way off? I had guys wandering around all over the island one time - for what?)

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