Did anyone here play Evil Genius?

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Seriously, this game seems to have had no real impact on the world and I can't really understand why. It had the looks, it had the machines but ultimately it lacked something. It got a bit repitive and could be frustrating but ultimately don't most games.

Help me ILG, you're my only hope...

Kv_nol (Kv_nol), Friday, 7 October 2005 11:26 (twenty years ago)

It was a pretty good game drawing from some great predecessors (Dungeon Keeper, Majesty etc). I can't fault its presentation, and the things it got right (e.g., the aesthetics, strategic considerations of base design) it got very right.

What annoyed me about it was the screwy pacing; long stretches of twiddling thumbs and checking a few minor variables punctuated by a few short bursts of interest and/or frustration. Also, the world map aspect of gameplay was bland and had a clunky interface.

Jeremy (Jeremy), Friday, 7 October 2005 13:48 (twenty years ago)

The pacing was fairly horrendous. It really got to me the way the workers had to run to the strongroom and then to the various supply depots. I kind of figured that if the research etc was there that you should be able to create some kind of machine that create the required item. I suppose that was necessary though because there'd have been absolutely no dynamic otherwise! What I found very irritating was the agents and the total inability to really guide your men.

I'm not doing a good job of defending this game, am I?

Kv_nol (Kv_nol), Friday, 7 October 2005 14:02 (twenty years ago)

I've given up on this game because it is SO unintuitive! Because of the slow pacing I'd sit there ages waiting for something to happen - eg an interrogation - only to realise I right then left clicked instead of right/right or wtf ever (stupid control system) and I hadnt even ordered one at all.

Its a pity because conceptually it semeed like a great idea, and I *LOVE* Dungeon Keeper. I felt like I was missing something/doing something really wrong.

Trayce (trayce), Saturday, 8 October 2005 06:21 (twenty years ago)

Same here, it was too hard to tell where the fuck anyone was going or whether they'd obeyed your order.

Ronan (Ronan), Saturday, 8 October 2005 13:22 (twenty years ago)

Yeah exactly! You cant make the minions DO anything directly. I'm sure in Dungeon Keeper even the minion elf thingys could be picked up and shoved around.

In fact dammit I'm gonna play DK again.

Trayce (trayce), Sunday, 9 October 2005 02:48 (twenty years ago)

It really just didn't hold my attention anymore. There was some fun when I found cheats for it but even then... Sigh, I think this game just couldn't hack it. Don't even get me started on the shockingly bad booby traps! Where the hell was the point in having machines that would automatically kill your minions but not notice an enemy agent until they were tagged!? It looked amazing though, seriously impressive graphics I thought.

Oooo but not to forget: summary executions of minions to boost morale. Class.

Kv_nol (Kv_nol), Monday, 10 October 2005 09:03 (twenty years ago)

everyone is right abt pacing. I gave up at abt the third level. I really wanted to like it. I think they made republic: the revolution too? It had pretty similar failings, a really good idea and i really wanted to like it but really slow and executing orders every once in an hour and then just sitting around waiting for stuff to happen.

jeffrey (johnson), Monday, 10 October 2005 15:03 (twenty years ago)

Yeah Elixir Studios, same people who did Republic (their lead developer Demis Hassabis is a former protege of Peter Molyneux). They went bust earlier this year. Apparently Rebellion have picked up the rights to an EG sequel, they don't have much of a pedigree in rts games as far as I'm aware so who knows what'll come of it.

Jeremy (Jeremy), Monday, 10 October 2005 17:34 (twenty years ago)

Ooh I read a review of Republic, and it sounded like the most arcane, convoluted, "only 2nd year poli sci uni students would find this fun" pile of wang. Like one of those over-complex old board games like Poleconomy or Squatter.

Trayce (trayce), Tuesday, 11 October 2005 02:53 (twenty years ago)

I am not a poli sci uni student but i guess i wld be v. interested in things they would be. It wasn't overly complex, just rubbish.. Apparently one of the biggest selling points was a v. good 3d-engine. It is basically a boardgame and i don't know why a 3-d engine is necessary in any way shape or form, it is pretty much what ruined the game actually since after settin' all yr commands in a boardgame style menu-driven atmosphere you had to sit around fr a half hour watchin all the actions be carried out in 3-d. It was v. dull.

jeffrey (johnson), Tuesday, 11 October 2005 16:41 (twenty years ago)

Did anyone actually bother finishing this? I only did cos I cheated. Yeah I'm a bad person but when you get to that fucking second island and have to start the laborious process all over again I just snapped!

Kv_nol (Kv_nol), Wednesday, 12 October 2005 13:46 (twenty years ago)

I finished it. It actually picked up a little towards the end, when you start getting missions to neutralize the super agents and build a doomsday device. I found the key was to avoid overcomplication - so no traps and no topside buildings. I just made a maze of passages and looping false entrances at the front of the base and let the social minions take care of intruders. When super agents showed up I paralyzed them with Lord Kane's smooth operator ability and dropped Jubei on their heads.

Jeremy (Jeremy), Wednesday, 12 October 2005 21:49 (twenty years ago)

Nice one. The cheat I used allowed me to set off explosions next to them lowering their strength to under 10 so they'd piss off.

It only picked up IMHO because the the end was in sight. I'd check out more of their stuff in future but only if every review I read said things along the lines of: "has none of the gameplay, pacing or lack of control of Evil Genius."

Kv_nol (Kv_nol), Thursday, 13 October 2005 08:42 (twenty years ago)


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