After building my base with strict corridors and rooms with doors and defined entryways, I happened upon the idea that I could actually just attach a small dining area onto my science lab, and pop in a brain power-enhancing sushi bar for my eggheads to nip on over to when they need a break instead of schlepping their way across my whole lair. Through it all, Evil Genius 2 tries to balance the ability to pick up and play with depth for those that want it. Through the tutorial mission, this had me recruiting (kidnapping) each type of minion in turn and then learning how to train them up. These tend to boil down to money making operations that send your minions on a one-way trip to earn you thousands of dollars worth of gold, operations to lower the suspicion of spy agencies about you, and a smattering of story-based missions. Some of that attention will probably be warranted thanks to the bases you can set up around the world and schemes you can cook up on the world stage. Kill them and the bodies go to the incinerator, but capture them and you can torture them in slapstick fashion to gain information, or even brainwash them to join your ranks.Īs time goes by, you’ll start to attract more serious attention from the regional spy agencies around the world, sending stronger operatives your way to try and stall whatever plans you’re cooking up. Once they breach your base, it’s then down to your minions and guards to fight, who can be equipped with non-lethal and lethal weapons, or for a devious maze of traps to automatically take them out. You have multiple layers to your defence, starting with the deception possible in your cover operation, the valets in a casino attempting to misdirect their attention with blackjack and booze until they give up and go away. Security’s a pretty big deal in Evil Genius 2, because of those pesky do-gooders who will regularly turn up and try to infiltrate your base. They’re backed up by a gallery of recruitable henchmen as well. Zalika has a science focus, Emma, the former spymaster, is an expert at deception, and Red Ivan comes toting a rocket launcher to enforce his (explosive) security focus. Then again, maybe you want them to be milling around? Each of the four geniuses in Evil Genius 2 has specific perks, where the Blofeld-esque Maximillian is an all rounder who can spur on nearby workers to try harder or trigger those in training to immediately gain their new role, and the other three are geared towards a specific side of the game’s tech tree. Then it’s time to sit back and relax and watch your underlings get to work – until you build them an inner sanctum, they’ll just menacingly stand around in the middle of corridors. It’s a minor faff as you get used to the game, but thankfully work doesn’t start until you’re happy with the room and its layout and you click to get your workers on the job with their rubble reducing mining cannon things. The one minor annoyance I found while playing Evil Genius 2 is, unlike Two Point Hospital, you’re not given a suggested minimum dimensions for a room, meaning that you can mark out a space, switch over to the Items tab and start trying to fill it with the various necessary objects, only to discover that the room is too small and having you switch back to the mining tool. It’s nice and simple: you carve our a space for a particular type of room, and then fill it with the various items you have access to and need.
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