Evil Genius 2: World Domination – Test, Taktik & Strategie


Identical bad twin

The PC version was tested by our valued colleague Marcel Kleffmann at the beginning of the year. And when I compare what I saw back then of the extensive base construction, the training of the almost slavish subordinates and the tasks of the world map with the versions for Sony and Microsoft consoles, we have absolutely identical twins here. Including all the shortcomings that were addressed at the time and that still don’t seem to have been resolved here. For details, I therefore refer at this point to the test of the PC version from the spring and will only give a rough overview below and discuss the peculiarities of the console sockets. But one after the other. For everyone who did not have the pleasure of playing the ambitious predecessor (which, incidentally, was developed under the direction of Peter Molyneux protégé Damis Hassabis) or for whom Evil Genius 2 remained under the radar: There is a variant behind the pursuit of world domination of the game concept that Dungeon Keeper, War for the Overworld or Dungeons have pursued and made popular: basic building and being evil at the same time.

In the role of an arch villain, four of whom are available here with slightly different properties as well as effects on the minions and the game world, you choose one of three locations to expand your high-tech gangster cave behind the facade of a casino To accept “world domination” and finally to start the elaborate doomsday machine.

Technically, the console versions give no cause for complaint.  No matter how big the base is and how many figures bustle around in it, the frame rate remains pleasantly stable.

Technically, the console versions give no cause for complaint. No matter how big the base is and how many figures bustle around in it, the frame rate remains pleasantly stable.

Over a dozen rooms are available (plus the alibi facade and corridors), which can either be built or set up relatively freely with umpteen objects and equipment. This includes training rooms for the henchmen to turn them into specialists, as well as cells for prisoners, hospital wards, research laboratories, a canteen and a lot more that you need to stay undamaged in the background and let your devoted helpers do the dirty work.

Hui inside, not so outside

In addition to the basic set-up and expansion, which continues to be the highlight of Evil Genius 2 with its bustling “Minions” dressed in yellow overalls and the many funny animations, there is another level: the world map, on which you can guide your minions on missions can send – among other things to ensure monetary replenishment if the gold vein in the cellar does not fill the account fast enough. Here you can find a decent number of mission types, but the rather functional presentation does not invite you to linger. Which is fatal, since the effects of the missions or the steady rise in suspicion up to the temporary lockdown of an area (for non-pandemic reasons, of course) are definitely related to the base and actions there or

The missions on the world map cannot spark the same high level of motivation as building and expanding the base

The missions on the world map cannot spark the same high level of motivation as building and expanding the base

Responses to unwanted guests are linked. You can not only make money in the outside world, but also find “specialists” whose skills you can adapt for your henchmen and thus unlock new functions, etc. Little things that have already bothered the PC, such as the automatic termination of tasks (for which you at least have to “sacrifice” your helpers) in the event of a national lockdown or the “click-and-forget” that continues to be rather superficial and without decisions or other events “Missions are still the order of the day.

Reference-www.4players.de