Evil Genius

By Shamus Posted Monday Oct 19, 2009

Filed under: Game Reviews 44 comments

In order to meet the relentless public demand for reviews of five year old games:

One of the key strategic decisions in the game is where to put your vault.  You want to keep that sucker safe, but you also want your men to be able to access it easily.
One of the key strategic decisions in the game is where to put your vault. You want to keep that sucker safe, but you also want your men to be able to access it easily.
For the purposes of this analogy, you will be required to imagine yourself as someone who greatly enjoys steak but rarely has the chance to eat it:

I am making you a steak. Excellent, high-quality, grade-A, prime-cut, whole beef, etcetra kind of steak. Cooked just the way you like. Now I am going to cut that sucker up and use it to make twenty gallons of soup, all for you. I call this soup Evil Genius.

Evil Genius is a brilliant game. You play as a mastermind set on world domination. The goal is to recruit a criminal empire, seize crucial world resources, construct a high tech doom fortress at the heart of a volcano, and then unleash a doomsday weapon to take over the world. The whole thing is done in the style of a classic 60’s Bond movie, with you playing the part of the scheming villain.

The game is a smattering of genres that combines strategic base-building, unit management, economic management, and map control. It does this seamlessly, and with a dose of genuine humor and deliberate, enthusiastic camp. It’s witty. It’s innovative. It’s charming. I played the game through once and enjoyed the gameplay, but I doubt I’ll ever play it again.

Units begin on the left as simple workers, and you have to train them up through job paths to turn them into more powerful or specialized units.  It takes a long time for a new grunt to work up through the chain to become one of the top-tier units.  Annoyingly, units lose their earlier utility when they are promoted to a new rank.  If a mission calls for eight valets and you don’t have enough, you can’t use diplomats instead, even though a diplomat should know everything a valet would know. (Since he used to be one.) This means you have a lot less freedom to dictate the makup of your forces than it might seem.  It also means that occasionally you’ll spend long periods of time waiting for men to train up to re-balance your personnel makeup.
Units begin on the left as simple workers, and you have to train them up through job paths to turn them into more powerful or specialized units. It takes a long time for a new grunt to work up through the chain to become one of the top-tier units. Annoyingly, units lose their earlier utility when they are promoted to a new rank. If a mission calls for eight valets and you don’t have enough, you can’t use diplomats instead, even though a diplomat should know everything a valet would know. (Since he used to be one.) This means you have a lot less freedom to dictate the makup of your forces than it might seem. It also means that occasionally you’ll spend long periods of time waiting for men to train up to re-balance your personnel makeup.

The problem is that the game feels like it has too much needless filler. Once you make a strategic decision, there is far too much busywork and waiting between making the decision and seeing the result.

The game will go something like this:

The world map is color-coded by law enforcement faction.  Each faction has its own heat level, and you want to avoid getting the heat too high with any single faction or they’ll drop elite commandos on your island who will wreck your base and kill your dudes. You also don’t want to piss off all factions at the same time.  The trick is to balance your heat load, striking at a faction and then withdrawing from their territory until they cool off.
The world map is color-coded by law enforcement faction. Each faction has its own heat level, and you want to avoid getting the heat too high with any single faction or they’ll drop elite commandos on your island who will wreck your base and kill your dudes. You also don’t want to piss off all factions at the same time. The trick is to balance your heat load, striking at a faction and then withdrawing from their territory until they cool off.

  1. Ok, I think I want to steal artifact X from nation Y. Let’s see… The job calls for six diplomat units, and I only have four. So, I need to train up two more units. And because you never ever want to send ALL of your diplomats out at once (if your last diplomat dies you won’t be able to make more until you kidnap another one, a lengthy process in and of itself) I should actually train four. That’s going to take at least five minutes.
  2. Okay, I have the units I need… no wait, one of the diplomats got killed, I need another. So a couple of more minutes.
  3. Okay, now I send them to the world map. It will take the units a few seconds to get the idea, and then a few more for them to drop whatever they’re doing, and then a few more for them to hike all the way from their current location to the helipad.
  4. Now the units are “in transit” for a couple of minutes.
  5. Ah! Finally the chopper delivered the units to the world map. Now I can… Aw hell. The good guys have just happened to place a superspy unit on the same area of the world map. That superspy will wipe out every one of my units in the country if I try to act, so I tell my team to go into hiding and wait a couple of minutes for the spy to go away.
  6. I go fuss with my base for a minute or two, make sure the training programs are rolling, the perimeter is clear, the cash is secure, and then I kick off the next stage of research. When I come back I see my units left hiding automatically. (This is my #1 hated feature of the game, there is no way to get your guys to STAY in hiding, so you have to keep going back and re-hiding them manually while you move your other pieces into place. Most of the lost time was because of this feature.) Once they came out of hiding, one of them was picked off by the police. Sigh. Now I’m one diplomat short and I can’t attempt the mission.
  7. I order the team to go back into hiding and go train another diplomat.
  8. I order the team to go back into hiding again and tell the diplomat to head for the chopper.
  9. I order the team to go back into hiding again again and wait for the diplomat to show up on the world map.
  10. Finally the units are all in place and I hit the “Go!” button on the mission. Now I have to wait five minutes to see the result.
  11. Darn. That superspy unit popped up on the map halfway through the mission and wiped out my team. I’ve been trying to make this mission happen for half an hour and now I’m back to square one.
  12. Whoops. Actually I’m worse off than when I started. The failed mission generated an insane level of heat and now the good guys are sending strike teams to attack my island. I have to spend several minutes fighting the strike teams. Then I’ll need to wait several more for the heat to die down. Then I’ll need to replace all of my diplomats. Then I can start over.

Thus you can spend 45 minutes or so just trying to pull off a single five-minute mission. This is fun the first few times and feels appropriately like an international game of cat-and-mouse. But going through that same process dozens of times just killed it for me. I was sick to death of the whole “hurry up and wait” pace of the game before I even hit the halfway point. I’d make a decision, and then I’d spend half an hour doing very routine, repetitive things to make the decision a reality. My play-through of the game took twelve hours (give or take) and I feel like it offered about four hours of real entertainment.

There’s nothing wrong with a slow pace if I can jump to another window and play or do something else, but your empire requires constant attention to keep from falling apart. You have to watch the front door and tag enemies for elimination, you have to keep re-hiding your guys on the world map.

You get to gather together the various criminal elements and put them under your thumb. It feels good to be bad.
You get to gather together the various criminal elements and put them under your thumb. It feels good to be bad.
The game fell apart for me at the halfway point. I’d built my base and was getting a little restless. I was starting to feel like it was time to start wrapping things up. Instead, it was time to start over on a whole new map. I had to tear down and build a whole new base from scratch on a new island. It then takes at least an hour to get your new place up and running again so you can resume your quest to dominate the world. Instead of entering the home stretch, I’d been moved back to the starting line. By the last hour of the game it was starting to feel like an endurance test.

This is all a shame, because the game didn’t need this much padding or filler. There are three evil Genius archetypes to choose from, and three different doomsday devices you could build. There are also all sorts of strategies and approaches you could take in designing your base. This game has a ton of replay value, and if the game had been shorter I’d have been happy to play through multiple times.

I’ve spent a lot of time talking about this flaw in the game, which may seem unfair because it’s basically the only thing wrong with what might otherwise become a treasured classic for me. This is a great game and worth playing. (You should be able to find it in the bargain bin for cheap. It’s only ten bucks on Steam, if you’re into that sort of thing. A demo is also available.) Like twenty gallons of steak soup, it would be so much better if they hadn’t felt the need to add so much filler.

 


 

Experienced Points: The Broken Economy Is Your Fault

By Shamus Posted Sunday Oct 18, 2009

Filed under: Column 37 comments

Neglected to link this on Friday.

You know how RPG economies are always broken? Well, I blame you.

 


 

Escape to the Movies: Where the Wild Things Are

By Shamus Posted Saturday Oct 17, 2009

Filed under: Movies 23 comments

I know I read Where the Wild Things Are at some point in my childhood. Or at least, I know it was read to me. By now I can no longer recall the details or subject matter. It’s all gone. The only things left are those strange, imaginative, whimsical, and slightly disturbing images from the book, which I doubt I’ll ever forget. When I read it was being made into a movie I cocked my head to one side and squinted slightly at my monitor. What? I didn’t think that book was a story so much as an idea, like “Oh, The Places You’ll Go!” or “Goodnight Moon”. How is that supposed to work as a movie?

It doesn’t really matter I guess. Someone did it, and it seems to have worked. I’m probably not going to see it in theaters, but I did find Movie Bob’s review to be thought-provoking:

 


 

Stolen Pixels #134: The Devil in the Details

By Shamus Posted Friday Oct 16, 2009

Filed under: Column 18 comments

People chided me for my rant on the abysmal story in Champions Online. Shamus! This is an MMO! It’s not supposed to be about the story! After all, how bad can it be, really?

This bad.

 


 

Super Stories Finale

By Shamus Posted Friday Oct 16, 2009

Filed under: Notices 25 comments

EDIT: So another reader donated 3 more keys. So the top six spots get access to the game. All keys have been sent out. Thanks for participating!

So, the software I used to run the poll allows you to close a poll. I did so, and discovered that when a poll is closed it acts like nobody has voted. (Facepalm.) So, here is a screencap of the results just after closing the poll:

co_poll_results.jpg

The top three will be getting their trial keys later today.

Alas, Dark Gods and Ice Cream was my favorite (I loved the tone) and missed the top three by two votes.

Thanks to everyone who participated.

EDIT: Oh-kay… it seems to be showing the results properly now, but for several minutes it was acting like there were no votes. Got it figured out now.

[poll id=”8″ type=”result”]

 


 

Super Stories Showdown

By Shamus Posted Thursday Oct 15, 2009

Filed under: Notices 47 comments

Okay, so… over a hundred comments on yesterday’s post giving away three 14 day trials. The Marketing department of Cryptic must be laughing their asses off at us. What must it feel like to come in to work and find your paying customers have been laboring at doing your job for you?

co_marketing.jpg
But screw those guys. This was fun. The only not-fun was in whittling down the list, because choosing some means not choosing all the others. Taking comments into account along with my own preferences and some input from friends, I was able to pick a final eight. But I don’t have the heart to make the final cut myself, so we’ll have to settle this with an internet poll. Oh goody. Those are always a good barometer of the worthiness of art.

So, let’s get this over with. Just remember that everyone you don’t vote for worked very hard on their entry and will probably feel the sting of rejection when you scorn their efforts. So, thanks for voting, you cold hearted dream-killer.

The nominees, in the order they were posted:

Continue reading ⟩⟩ “Super Stories Showdown”

 


 

Super Stories

By Shamus Posted Wednesday Oct 14, 2009

Filed under: Notices 107 comments

Note: We managed to create a Twenty Sided supergroup in Champions Online. If you’re in the game and you’d like to join, send a /tell to @shamus_young.

A reader has passed along three 14-day trials for Champions Online. Now I’ll have a total of 32 character slots to play with! Awesome.

No, that wouldn’t be right. Perhaps giving them away is the best move. But how to decide who gets them? How about this: Write a character bio for a superhero. The three people with the most interesting / exciting / compelling / entertaining stories will get the trial accounts and be able to freeload around around the world of Champions for 14 glorious days.

Even if you’re not taking part, feel free to “nominate” ones you like and give approval to entries that really work for you. I promise to maybe take these suggestions into account, or not.

The rules:
Continue reading ⟩⟩ “Super Stories”