{"id":174097,"date":"2025-09-23T00:34:27","date_gmt":"2025-09-23T00:34:27","guid":{"rendered":"https:\/\/arcader.org\/evil-genius-2-review-a-foiled-plan\/"},"modified":"2025-09-23T00:34:27","modified_gmt":"2025-09-23T00:34:27","slug":"evil-genius-2-review-a-foiled-plan","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/evil-genius-2-review-a-foiled-plan\/","title":{"rendered":"Evil Genius 2 Review \u2013 A Foiled Plan"},"content":{"rendered":"\n<p> <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/03\/evil-genius-2-review-a-foiled-plan.jpg\" width=\"800\" height=\"450\" alt=\"\" typeof=\"Image\" class=\"image-style-body-default\" \/> <\/p>\n<div class=\"game-details\">\n<div class=\"game-details-publisher\"> <b>Publisher:<\/b> Rebellion Developments <\/div>\n<div class=\"game-details-developer\"> <b>Developer:<\/b> Rebellion Developments <\/div>\n<div class=\"game-details-release\"> <b>Release:<\/b> <time datetime=\"00Z\" class=\"datetime\">March 30, 2021<\/time> <\/div>\n<div class=\"game-details-reviewedon\"> <b>Reviewed on:<\/b> PC <\/div>\n<\/p><\/div>\n<\/p>\n<p>Evil Genius 2 sounds zany and clever in concept: You control a maniacal overlord who tries to take over the world by building a sprawling base full of disposable minions and devious traps. Plus, it\u2019s all wrapped in stylish audio and visual riffs on \u201860s spy movies. This was also the same pitch as its predecessor (which released in 2004), but the sequel leverages new features and technology to bring the concept to a modern audience. However, the inelegant systems and unsatisfying progression throw a wrench in the grand plan.<\/p>\n<p>I reviewed the original Evil Genius for <i>Game Informer<\/i>, but you don\u2019t need any familiarity with the first game to understand this one. In fact, Evil Genius 2 hits so many similar notes that you\u2019ll probably enjoy it more if you go into it fresh. But regardless of your prior experience, Evil Genius 2 shines brightest during the opening tutorial. It gradually introduces an array of different options for your base, like an inner sanctum with your impressive throne, and the ability to train guards to defend your corridors. This steady unlocking of devices to build and subordinates to train left me excited about my lair\u2019s trajectory and how my operation would eventually expand. Unfortunately, once all the basic room types are available, everything plateaus; you spend most of your time performing slight variations on the same repetitive tasks. \u00a0<\/p>\n<\/p>\n<p><a target=\"_blank\" href=\"https:\/\/www.gameinformer.com\/review\/evil-genius-2-world-domination\/evil-genius-2-review-a-foiled-plan\" rel=\"noopener\">Click here to watch embedded media<\/a><\/p>\n<p>The main campaign is a series of missions that take you through the process of conquering the world (each of the four available geniuses has a unique doomsday device, which I like). But instead of hatching schemes within schemes, the limited mechanics of Evil Genius 2 make each mission feel like the one before it. You can only arrange \u201ccapture someone, research something, train someone, build something\u201d so many different ways before they start to bleed together.<\/p>\n<p>Certain objectives are also tied to finishing tasks on the world map \u2013\u00a0an abstraction that tries to make you to feel like you have global control, but only provides frustrating busywork through initiate-and-wait missions that gate your progress toward other tasks. Your interactions on the map consist of clicking on pins and launching missions to earn money; it\u2019s a tedious combination of shallow and necessary, requiring just enough babysitting to be distracting, but not enough depth to be interesting.<\/p>\n<p>When you aren\u2019t pursuing formal objectives, you are usually just trying to get more of something. You need more power for your holding cells. You need more traps to fend off infiltrating agents. You need more broadcast strength to upgrade your criminal networks. This kind of ramp-up may be expected from a strategy game, but the problem is how few of these improvements result in interesting changes to your routine. They just feel like numbers going up with no meaningful effect. And the upgrades that do make a difference (like minions automatically attacking trespassers, or being able to cut through hard stone) aren\u2019t available until many hours past the point you recognize the need for them. They are still nice when you get them, but the pacing of the progression feels weirdly throttled.<\/p>\n<p><i>Click image thumbnails to view larger version<\/i><\/p>\n<p><a target=\"_blank\" href=\"https\/sites\/default\/files\/styles\/body_default\/public\/2021\/03\/26\/47da5eb9\/eg2_hands-on_previews_11.jpg \/sites\/default\/files\/styles\/body_default\/public\/2021\/03\/26\/e0fa8a55\/eg2_hands-on_previews_9.jpg \/sites\/default\/files\/styles\/body_default\/public\/2021\/03\/26\/526b16ab\/eg2_hands-on_previews_1.jpg \/sites\/default\/files\/styles\/body_default\/public\/2021\/03\/26\/102ee41c\/eg2_hands-on_previews_12.jpg \/sites\/default\/files\/styles\/body_default\/public\/2021\/03\/26\/58469da5\/eg2_hands-on_previews_2.jpg \/sites\/default\/files\/styles\/body_default\/public\/2021\/03\/26\/98815a72\/eg2_hands-on_previews_3.jpg \/sites\/default\/files\/styles\/body_default\/public\/2021\/03\/26\/ddbd1376\/eg2_hands-on_previews_7.jpg\" rel=\"noopener\"><img decoding=\"async\" align=\"left\" height=\"100\" border=\"3\" src=\"https\/sites\/default\/files\/styles\/entity_browser_thumbnail\/public\/2021\/03\/26\/47da5eb9\/eg2_hands-on_previews_11.jpg \/sites\/default\/files\/styles\/entity_browser_thumbnail\/public\/2021\/03\/26\/e0fa8a55\/eg2_hands-on_previews_9.jpg \/sites\/default\/files\/styles\/entity_browser_thumbnail\/public\/2021\/03\/26\/526b16ab\/eg2_hands-on_previews_1.jpg \/sites\/default\/files\/styles\/entity_browser_thumbnail\/public\/2021\/03\/26\/102ee41c\/eg2_hands-on_previews_12.jpg \/sites\/default\/files\/styles\/entity_browser_thumbnail\/public\/2021\/03\/26\/58469da5\/eg2_hands-on_previews_2.jpg \/sites\/default\/files\/styles\/entity_browser_thumbnail\/public\/2021\/03\/26\/98815a72\/eg2_hands-on_previews_3.jpg \/sites\/default\/files\/styles\/entity_browser_thumbnail\/public\/2021\/03\/26\/ddbd1376\/eg2_hands-on_previews_7.jpg\" \/><\/a> <\/p>\n<p>\u00a0<\/p>\n<p>\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/p>\n<p>For all of my complaints about the experience, Evil Genius 2 still taps into a simple vein of diabolical entertainment. It features a funny, cartoonish representation of evil. I cackled as agents triggered traps, cheered on my robotic assistant as she interrogated intruders, and steepled my fingers as I activated my doomsday device. The thrill of optimizing your layout and allocating your workforce is enjoyable; it\u2019s often just buried under\u00a0inconvenience. For that reason, I\u2019d especially recommend starting up a game in sandbox mode after you finish the main tutorial. This mode gives you unlimited resources and unlocks various options that you\u2019d normally have to play for hours to obtain. Though sandbox mode also lacks the clear structure to propel you forward, it at least lets you enjoy the fun of base-building without several of the annoyances that hold the campaign back.<\/p>\n<p>While playing Evil Genius 2, I couldn\u2019t stop thinking about the movie <i>Austin Powers<\/i>. That probably seems natural at first; in terms of their characters and general aesthetic, both of them lampoon the early era James Bond films. But that wasn\u2019t what I was dwelling on. At one point in <i>Austin Powers<\/i>, Dr. Evil (who was cryogenically frozen for many years) suggests a paltry ransom of \u201cone million dollars.\u201d His henchman needs to explain to him how times have changed, and such a demand doesn\u2019t really meet villainous standards anymore. Just like Dr. Evil, the Evil Genius name has been on ice a long time, and despite being full of nefarious intent, this sequel\u2019s methods feel outdated on the current world stage<\/p>\n<p> <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/03\/evil-genius-2-review-a-foiled-plan-1.jpg\" width=\"300\" height=\"338\" alt=\"\" typeof=\"Image\" class=\"image-style-product-box-art\" \/> <\/p>\n<h2>Score: 7<\/h2>\n<p><b>Summary: <\/b>Inelegant systems and unsatisfying progression throw a wrench in the grand plans of this criminal mastermind. <\/p>\n<p><b>Concept: <\/b>Construct a lair, command your henchmen, and take over the world as a criminal mastermind <\/p>\n<p><b>Graphics: <\/b>Expressive animations look great when you zoom in close, but you\u2019re usually looking everything from a distance <\/p>\n<p><b>Sound: <\/b>The music expertly captures the \u201860s spy-movie aesthetic. It would be the best part of the whole game if there were a wider variety of tracks <\/p>\n<p><b>Playability: <\/b>Navigating the menus feels natural with time, but poor minion A.I. and a few unclear requirements makes the simulation feel unresponsive to your commands <\/p>\n<p><b>Entertainment: <\/b>Managing your base and bossing people around can be fun, but that simple joy is often obscured by layers of repetition <\/p>\n<p><b>Replay: <\/b>Moderate <\/p>\n<p><a href=\"https:\/\/www.gameinformer.com\/node\/107226?purchasefromrss\">Click to Purchase<\/a><\/p>\n<p> <a href=\"https:\/\/www.gameinformer.com\/review\/evil-genius-2-world-domination\/evil-genius-2-review-a-foiled-plan\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Publisher: Rebellion Developments Developer: Rebellion Developments Release: March 30, 2021 Reviewed on: PC Evil Genius 2 sounds zany and clever in concept: You control a maniacal overlord who tries to take over the world by building a sprawling base full of disposable minions and devious traps. Plus, it\u2019s all wrapped in stylish audio and visual riffs on \u201860s spy movies. This was also the same pitch as its predecessor (which released in 2004), but the sequel leverages new features and technology to bring the concept to a modern audience. However, the inelegant systems and unsatisfying progression throw a wrench in the grand plan. I reviewed the original Evil Genius for Game Informer, but you don\u2019t need any familiarity with the first game to understand this&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/evil-genius-2-review-a-foiled-plan\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":174098,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5],"tags":[],"class_list":["post-174097","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-informer"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Evil Genius 2 Review \u2013 A Foiled Plan | Arcader News<\/title>\n<meta name=\"description\" content=\"Publisher: Rebellion Developments Developer: Rebellion Developments Release: March 30, 2021 Reviewed on: 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