Really more like EG Remake with a blend of old and new ideas that usually, but not always, works well. Summary: Evil Genius 2 places you in control of 1 of 4 (5 with DLC) super villians intent on world domination through a series of often comedic/satiric plots and schemes. As with the original Evil Genius, James Bond ideas/inspirations abound. You have indirect control over your minions essentially being able to choose big-picture tasks and they handle it from there. Build your base, set up your cover operation, design devious trap chains, and defend against the Forces of Justice. While it is considered a sequel (Red Ivan is now an Evil Genius and Eli Baraccuda is the son of the original, etc), it's really just repeating the same plot as the original, not that it's necessarily a bad thing. Establish your lair, develop your evil doomsday device, takeover the world. The reason I see it as a remake rather than a sequel though is that there really aren't any new minions or room types for the most part (the only really new ideas come in the DLC with engineers and subs which can be fun). In fact, there actually feels like there is less in this game (fewer research projects and objects of consequence, but there are lots of useless decorative objects). The Good: -Visuals are very nice and sounds are adequate to good (some great actors voice the geniuses) -Quality of life improvements: minions don't have to collect briefcases from depots or run them to depots to buy things anymore, UI and definable hotkeys are efficient, redesigning/changing rooms and base layout is pretty easy, higher minion cap, all minions can now use fire extinguishers, and larger bases without there being a move to a new island. -Each genius has a unique story this time. Although they head to the same finish line with the same tools, the means of getting there are all a little different as are the effects of the doomsday weapons. -Better detail in the rooms along with unique touches to the inner sanctums of each genius. -Minion training can be faster and replacements can sometimes be hired from the world map. -Money is gained passively through criminal networks instead of having to assign minions to steal and then check the map every 10 minutes to switch them to hiding from Agents. The Bad: -The biggest complaint for me by far is that you may only pursue 1 'Side Story' at a time. In the original, you could go after as many objectives as you had the resources for at any time, but no longer. This is especially problematic when the Main Objective involves completing multiple Side Stories that you could easily pursue simultaneously if they let you. It feels like this is unnecessarily padding to play time by making you wait instead of letting you go at your chosen pace. -I really liked the campy '60's vibe of the original, so the more realistic World Map including the realignment of the Forces of Justice to geographic proximity is a disappointment as the gameboard style of the original with your minions and henchmen as gamepieces on it was so fitting for the game. Additionally, once you send minions to the world, they are gone permanently; you cannot move them around or recall them anymore and henchmen never leave your base. -Research, like Side Stories, is hamstrung to a single project at a time which is very frustrating when you could easily research different projects simultaneously since they don't always take the same equipment. It is also much more linear than before as there is a pre-existing research tree with prerequisites for most projects that are story locked at times. I really miss buying every object and watching my science minions wander around noticing them and coming up with the research ideas that way. It gave value to every object and stolen loot in the base. It also made playthroughs a bit different since you rarely uncovered the same projects in the same order. -Having mentioned loot, there is still a lot of that (a good thing), the downsides are that they are Side Stories so once again, only 1 can be pursued at a time and each Side Story has multiple parts that get repetitive. Also, I don't find most of the loot bonuses to be all that useful. It was better when placing loot boosted loyalty and recovered stats (some still do), but I don't feel like the loot bonuses help much in most cases. -Only 1 depot now so dispatching minions to the world is much slower than when you had 2 before. -Forces of Justice are less interesting. In the original, each organization had agents that looked different and performed different tasks, but in EG2 the only distinguishing feature between SMASH, ANVIL, etc, is the color of the agents' clothes (except the DLC JAWS which has Scuba divers). Otherwise, all soldiers, investigators and so on look alike rather than the regional differences they used to have. I prefer the original Super Agents (though I do NOT miss John Steele's base chaos ability in the slightest) for the most part, too, but the new ones aren't bad. Blue Saint and the Steele project are particularly great. -Cover operation is now the base entrance, this will be favorable to some players who will like the idea of forcing agents through there instead of having a separate area, but I liked having the hotel separate from the base in the original to keep tourists further away from soldiers that frighten them just by showing up. On the upside, tourists understand where your base is for the most part and will not randomly wander in like they did before. -(Edit: one negative criticism added though it only applies to the DLC): The temperature system introduced in the Oceans DLC can be maddening. Adding heaters and coolers to keep your equipment from breaking down significantly faster than normal as well as keeping your minions happy is not a fun mechanic. It's not so horrible that you cannot deal with it (just add an AC unit or two for each group of power generators, train some extra technicians/engineers to deal with faster equipment decay, and check the base thermal readings once in a while), but it is more of an annoyance than most players will likely want. The Bottomline: If you like Evil Genius, you probably like EG2, but don't come into it expecting to find a whole lot of innovation to the mechanics and main ideas. The geniuses are not different enough to demand multiple playthroughs in my opinion, but if you really like the game style, which I do, it's worth following everyone's story at least once. Also, be aware that the game gates you behind what can be a lot of waiting while doing 1 research project at a time and 1 side story at a time while training enough minions to fulfill the scheme demands. All that said, I've had a great time with it, EG2 is still funny and engaging, and the DLC (some free, some paid) does add quite a bit that is worth doing at least once. Now with cat in lap, I think I'm ready to play EG2 some more. Good Gaming! (edited to add one criticism marked above)
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