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Review: Evil Genius

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.

22 of 197 comments (clear)

  1. That was fast by Anonymous Coward · · Score: 5, Funny

    Never would of thought a book about Bush could come out so soon after his reelection.

    1. Re:That was fast by PoochieReds · · Score: 4, Funny

      Never thought someone so anti-Bush would call him a genius...

  2. Well the elections are over by Anonymous Coward · · Score: 4, Funny

    We all know who the evil genius who will rule the US for the next 4 years is.

    Actually, I guess he's not exactly a genius.

  3. How evil are you? by Timesprout · · Score: 4, Funny

    Well I must be getting more evil. I used to just enslave captured populations in Rome Total War, now I almost always exterminate them cos I like the sound effects.

    --
    Do not try to read the dupe, thats impossible. Instead, only try to realize the truth
    What truth?
    There is no dupe
    1. Re:How evil are you? by brocktune · · Score: 5, Funny

      I voted for Bush.

      Just as evil, but all I needed was a Diebold machine and a couple hours to kill.

    2. Re:How evil are you? by TiggertheMad · · Score: 4, Funny

      I altered the vote for Bush, to make sure that he only won by a slim margin.

      Even more evil, because it keeps the democrats with a slim, yet desperate hope for DAYS before ruthlessly crushing it...

      --

      HA! I just wasted some of your bandwidth with a frivolous sig!
  4. Nice idea... by Anonymous Coward · · Score: 5, Interesting

    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/

    1. Re:Nice idea... by Ra5pu7in · · Score: 4, Funny

      I did try the demo a while back and this article lets me know that my first impression wasn't too far off. As the AC parent mentions, being an evil genius should be fun - not a bunch of waiting and micro-managing. I'd guess that the demo was really not much more than the tutorial with limitations. It never accessed the 2D world part of the game - only the island - but it got quickly boring having to watch for and deal with every invading agent. Neither henchman would pro-actively defend the base. I had to tag every agent. Early on I was tagging them all for killing, but the body bags pile up way too fast - and there just isn't enough space available.

      Perhaps it is a sign of how evil I really am that I had more fun tagging my minions for death or not buying bunks so they couldn't sleep (I had quite a few dying of "heart attacks" while training to be guards). Now that was kinda fun.

      --
      I was taking one day at a time, but then several days got together and ambushed me. (from a Rhymes with Orange comic)
    2. Re:Nice idea... by Tackhead · · Score: 4, Funny
      > > There is only so much I can take of seeing the same torture sequences."
      >
      > So its the game's fault that you only figured out how to use one device for torture?

      Yeah, talk about having the wrong attitude for this game.

      The fun part of torture isn't the victim's reaction (let's be honest here, that gets pretty old after the first few hundred times), it's the feeling of... well, you know... that happy giddy evil feeling that comes over you while you're making up your diabolical little mind about which implements of destruction you want to use today.

      "Hmm, bamboo splints? Naw, done that. The red-hot tongs? Feh, too middle-ages. The human-sized garlic press? Maybe, but one of my cuter minions and I had garlic bread for lunch with a lovely glass of Merlot, and why spoil the lovely aftertaste with sprayed blood and organ bits? Roll dice to see which limb to burn off with the house-sized magnifying glass? Bah, I got bored of that with ants when I was six... The box that drops rubber hammer on them, once every 10 seconds, for six hours until they get used to it, which is when you switch to a real hammer? Oh, bother... Decisions, decisions, decisions... so much evil to do, so little time..."

  5. Great Game. Some annoyances. by Chmarr · · Score: 5, Informative

    Not played it myself, but my roomie thinks its a great game. One downside, and its a very annoying one, is that you need to micromanage, and there's no way of setting up 'macros' to respond to condition changes in the game. Ie, you're in for a LOT Of button clicking.

    I had the same issue with Transport Tycoon all those years ago. Fantastic Game, great cheezy jazz music... the one really annoying downside is that you need to MANUALLY return your vehicles to depot and replace them when they get old and tired. Lots of clicking, especially if you play well beyond the intended length in the game :)

    1. Re:Great Game. Some annoyances. by Vaevictis666 · · Score: 4, Informative

      Transport Tycoon Deluxe has some "extra" patches and stuff available, and as far as I'm aware OpenTTD improves upon them, that help automate a lot of stuff.

  6. Top hundred things to do.... by tpgp · · Score: 5, Funny
    --
    My pics.
    1. Re:Top hundred things to do.... by Maserati · · Score: 4, Funny
      Oh no, somebody please show him the list.

      One of my advisors will be an average five-year-old child. Any flaws in my plan that he is able to spot will be corrected before implementation.
      --
      Veteran, Bermuda Triangle Expeditionary Force, 1992-1951
  7. Black and White revisited by js3 · · Score: 4, Insightful

    Just like black and white once you get on the second island it just becomes a game of repetitive tasks.

    --
    did you forget to take your meds?
  8. What? No Harem O' Hos?!? by Donoho · · Score: 4, Funny

    What kind of Evil Genius can survive without a Harem O' Hos?!? Where's he suposed to get his inspiration for World Domination? Automatic -5 to whatever rating it's given. Even GTA knew the importance of hos...

  9. Micromanagement. by Spudley · · Score: 4, Funny

    An overabundance of micromanagement and a lack of proper GUI interaction marrs what have could been a classic...

    What's wrong with a bit of excess micromanagement? I thought that was a hallmark of a true evil genius?

    Does the phrase "I'll deal with him personally!" ring any bells? (spoken in a suitably sinister voice, of course)

    --
    (Spudley Strikes Again!)
  10. Score by Zevets · · Score: 5, Insightful

    I think you gave it too low of a score. The game is really fun, but I think that once you go on the mod sites, you realize how much potential the game has. Frustrating bugs, too much tagging, and the death of minions is too easy. The game has the evil feeling down, and that is worth of a higher score, something like 8.0/10

    The game really shines in its presentation. The little radio segments after the AOIs are priceless, and some of the ideas are just plain funny. The art style is great, and the music is kick ass! Too bad the theme music doesn't play during the game.

    I think this game has a lot of potential, but it really needs some concepts added, like bases run on dummy corporations(the hotel building does not cut it), interactive AOIs, ability to buy off politicians, and other dastardly things. I would also like a true story line that really has some depth. I think having your son come onto the base and plead with you to stop would be priceless. The characters are a little flat, but a little bit of story could really push this game into the stellar category.

    --

    Mod Wisely.

  11. Was anyone surprised... by Indy+Media+Watch · · Score: 5, Funny

    ...That Evil couldn't run on Macintosh?

    --

    Indy Media Watch-Proctologist of the Internet

  12. Re:The thing about Evil Genius... by Tackhead · · Score: 4, Funny
    > I end up with no minions because I'm so evil I kill them all myself :(

    That's because you weren't playing Evil Genius, you were playing Sims 2!

  13. Re:What? No Harem O' Hos?!? by gad_zuki! · · Score: 4, Interesting

    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.

  14. Red Alert? by zipwow · · Score: 4, Informative

    In the demo, I found myself leaving the base on "Red Alert" so that the minions would be armed, and kill agents on sight. I never quite figured out what the drawback of that would be, surely there is one?

    -Zipwow

    --
    I don't know which is more depressing, that 2/3 didn't care enough to vote, or that 1/2 of those that did are crazy.
    1. Re:Red Alert? by Ra5pu7in · · Score: 4, Interesting

      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?)

      --
      I was taking one day at a time, but then several days got together and ambushed me. (from a Rhymes with Orange comic)