After 17 years and a mediocre mobile revival, it's finally here, the sequel to cult favorite Evil Genius!
As before, Evil Genius 2 casts you in the role of the, essentially, a Bond villain; expand your criminal empire and groove out to 60's and 70's musical themes on the way to WORLD DOMINATION... or whatever your goal might be. In Evil Genius 2, much like the first one, you have your pick of a number of different baddies to serve as your avatar - now up to 4 from 3, and the game promises a "unique campaign" for each one.
Okay, so, that's all well and good, but what do you do?
At its core, Evil Genius 2 is a basebuilder. On your private island, behind the façade of an exclusive casino, you construct hallways, barracks, control centers, vaults (gotta get that gold), science labs, and eventually a DOOMSDAY DEVICE with which to hold the world hostage. Along the way, you train up your minions to better prosecute your evil schemes on the world stage, and better resist the meddling forces of justice come to stop you. And don't forget to recruit Henchmen! Rival crime lords who attempt to interfere with your plans, these dangerous individuals find that their odds of survival are much better with you than against you.
Or, that's what you do in the main campaign, anyway. There's also a sandbox mode, which is going to be excellent for building ludicrously complex trap setups.
Did I not mention the traps? Because they're going to be grand. Laser walls and pinball bumpers and shark pits, oh my.
As before, Evil Genius 2 casts you in the role of the, essentially, a Bond villain; expand your criminal empire and groove out to 60's and 70's musical themes on the way to WORLD DOMINATION... or whatever your goal might be. In Evil Genius 2, much like the first one, you have your pick of a number of different baddies to serve as your avatar - now up to 4 from 3, and the game promises a "unique campaign" for each one.
Okay, so, that's all well and good, but what do you do?
At its core, Evil Genius 2 is a basebuilder. On your private island, behind the façade of an exclusive casino, you construct hallways, barracks, control centers, vaults (gotta get that gold), science labs, and eventually a DOOMSDAY DEVICE with which to hold the world hostage. Along the way, you train up your minions to better prosecute your evil schemes on the world stage, and better resist the meddling forces of justice come to stop you. And don't forget to recruit Henchmen! Rival crime lords who attempt to interfere with your plans, these dangerous individuals find that their odds of survival are much better with you than against you.
Or, that's what you do in the main campaign, anyway. There's also a sandbox mode, which is going to be excellent for building ludicrously complex trap setups.
Did I not mention the traps? Because they're going to be grand. Laser walls and pinball bumpers and shark pits, oh my.