![]() Build a good enough trap gauntlet and enemy agents will die before they get even one photo of your control room. Bouncing around a network of pinball bumpers and magnets like a helpless 8-ball destined for the corner pocket (the corner pocket contains a flamethrower). You can build them in such a way that one trap will send its victim soaring into the next trap, and so on. Or you can build a giant comedy boxing glove on a spring that will punch them down a corridor into a hive of killer bees. You can train guards and hitmen to attack those agents, or valets and spin doctors to distract them while they're still navigating the casino. ![]() It's a hard problem to solve, letting your player know there's something new to see. The crimson notification pimple is something I'm not thrilled about, but it's everywhere on this game's menus. If your heat level is high enough, they'll send agents (and possibly super agents) into your lair to sabotage it and generally make a nuisance of themselves. The international forces of Good are watching you. On this map you dispatch minions to collect money in other countries, or reduce a stat called "heat". You go about this by piecing together a HQ, researching gadgets, and toggling back and forth between your base and a world map. Scientific mastermind Zalika wants to create a device to reveal the thoughts of everyone on the planet, because it will make people "think better thoughts". The money-obsessed Maximilian wants to make a device that turns everything it shoots to gold, for example. You're out to advance down a tech tree of gadgets and eventually complete a Doomsday Device, which changes depending on which character you've chosen. You'll create bedrooms for your workers, labs for your scientists, security rooms for your guards, and a sinister conference room in which to do your evil cackling (actually you pitch ideas to visiting investors here). Don't worry, it's hidden behind the "staff only" doors of a casino on a tropical island. ![]() ![]() You're building a lair from which you'll take over the world. I like one of these faces a lot more than the other. The other shows a gurning numbers game, a stubborn goblin of timers and clicky icons, withholding resources and chuckling. One reveals a handsomely animated base-building game of trap-setting and floor-planning, with a fun theme, appropriately silly voice-acting and plenty of panicked fire-fighting. In true supervillain style, this game has two dramatically different faces. This is Evil Genius 2 at its most hectic, a game of base-building and minion management, with a bit of tower defense thrown in. A base-building game of booby traps and world domination, Evil Genius 2 is best enjoyed in sandbox mode, where the game's janky economy won't stop you from building your shark tank ![]()
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