Rock, Paper, Shotgun

Retro: Evil Genius

Posted by Alec Meer on December 9th, 2008 at 5:52 pm.

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Whenever I mourn the passing of the Dungeon Keeper games and their much-neglected sub-genre – which I seem to do far too often, like some sort of blogging Miss Havisham – someone always chastises me for overlooking Evil Genius. I’m not overlooking it, I’m just not mentioning it.

It’s certainly the closest to a true follow-up DK’s ever had, coming from Bullfrog splinter cell Elixir and employing exactly the same Bad Guy Base-Building concept. Trouble is, in its clear desperation to not simply be Dungeon Keeper with Austin Powers artwork, it piled on layer after layer of complexity intended to mask its stolen heart. When I originally played it back in 2004, I couldn’t stand it. Genuinely loathed the thing, which very much put me at odds with most other reviewers.

Time, they say, heals all wounds. Which is a patently ridiculous thing to say, otherwise my granddad wouldn’t have been so annoyed about the toe he lost in the war. But it does at least mean I can now approach Evil Genius with a clear head, no longer clouded by sad dreams of DK3.

Here’s what it is, quickly. You’re the titular Evil Genius, a megalomaniac in the vein of 007 baddies at their most excessive. The game is the tale of how one of those ludicrous underground bases get built. You hire workers, you build barracks and eateries and prisons and giant frickin’ lasers, you earn cash from global crime, and you fend off incursions from snooping secret agents. It’s Theme Park with torture and fighting.

Looking at it now, one thing’s immediately apparent – it’s an amazingly good-looking game, dialling back detail in favour of cartoon stylisation in such a way that the passage of time has all but untouched it. While it owes much to Austin Powers (in direct references as well as the overall tone) and possibly No-One Lives Forever, it predates Team Fortress 2 in terms of exaggerated Norman Rockwell aesthetics. Evil Genius isn’t as tight (as later, less immediately distinct character types arrive the Man From U.N.C.L.E. vibe gets diluted into something vaguer) but now all that irritatingly ubiquitous Austinmania has subsided, its own character shines much more. You could almost drop its loading screens into TF2:

The animations are incredible, too. Obviously these are uber-scripted, cyclic routines, but when you can squeeze this kind of charm and subtlety out of a four-year old strategy game, Fallout 3’s spasming doll-men really do seem unforgivable. Valets (in the hotels designed to divert attention away from your evil lair) clean the bar and juggle cocktails while they wait for tourists; guards lean smugly against the wall as they watch captured agents undergo torture; invading burglars mime delighted surprise when they spot a valuable object… You see none of it unless you zoom in close, and that’s what makes it so delightful – there’s almost no reason for so many neat, charming little touches to be in the game, but they are anyway.

That said, there is one good reason for that much incidental detail. It’s something to do while you wait for the game. Evil Genius is ponderously slow. With no direct control over your minions, there’s nothing you can do if they’re too busy elsewhere or too stupid to finish building a room you’ve ordered, or to put out a fire that’s gradually claiming all the bunkbeds in the barracks. All you can do is wait. The game’ll get there when it’s good and ready. It’s not that the decision to make minions entirely autonomous is a bad one – you are, after all, the Evil Genius, not the Head Foreman – but it’s that what you get to do yourself is too insubstantial or too finickity to compensate.

Half the time, you’re waiting for cash to slowly dribble in from the global map so you can build /anything/, and the only way to speed that up is to send more of your minions over to another continent – which in turns involves waiting ages for a chopper to ferry ‘em there. Perhaps that’s the central problem – this is too much like the reality of running a criminal empire, and not enough like the fantasy of one. Not that I know what the reality of running a criminal empire is like, of course – at least not until we move on to RPS Stage II.. I just presume it involves a lot of paperwork and long-haul flights.

To bring in Dungeon Keeper – and I’m impressed with myself that it’s taken this long to do the “DK did x feature better” whine – it really hits the centre ground between too much and not enough power. Most of the time, you feel like you’ve got the upper hand, both in terms of economy and of enemies. Here though, you’re generally either penniless and frustrated because you have to painstakingly build not just rooms but every item within that room, or bored: artificial tension from the former, and a failure of flow from the latter. That the combat jumps from the easily-containable distraction of a couple of investigators to the constant irritation of streams of minion-decimating soldiers doesn’t help. It’s not particularly enjoyable in itself – all it serves to do is to slow the game down further.

It’s never a catastrophe. It’s often very thoughtful and bold in pushing a template that Bullfrog themselves left static with Dungeon Keeper 2, it really does look lovely and the sprawling size your base eventually reaches is a prouder sight than DK ever managed. So the right look, the right foundations but far too much fiddliness and not enough maniacal revelling in being a power-crazed bald midget with millions in his pocket.

With more spark and less drawn-out micro-management, Evil Genius could have been a break-out hit, this decaying genre’s salvation from a mess of Cardboard Box Tycoons and Theme Abattoirs. It didn’t seem to set the charts on fire, despite being a far more consciously commercial game than Elixir’s only other offering, the troubled and compromised Republic: The Revolution. That spelt the sad end of Elixir, the studio that had previously seemed best set to continue the Bullfrog legacy. They cited publisher unwillingness to take risks in the current climate, implying they’d rather fall on their sword than bow to commercial pressure. That’s astonishingly noble if it’s the case. I truly believe they’d have a managed a solid-gold classic sooner or later, but since the closure studio head Demis Hassabis has dropped out of games entirely, instead working in cognitive neuroscience and bagging awards for his research into memory. Admittedly, that’s probably more help to the world than Evil Genius 2 would have been.

Oh – here’s a demo of Evil Genius if you’re curious. Worth admiring its remarkably ageless look if nothing else. Finally, imagine if the game had lived up to this incredible box art:



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64 Comments »

  1. Scandalon says:

    Thanks RPS, for “making” me download and play the demo last night whilst waiting for anti-malware scans to finish on a side-job computer…until I got bored and couldn’t be arsed anymore.

    1 – intro/loading screen(s) look like they were lifted straight from NOLF 1…wtf?

    2 – Tedious intro/training level….”scroll left and right, good…zoom in and out” the usual necessary(?) stuff, but no explanation of the necessary things like…heat? Why do I care how much heat a…oh, look, I have a kitchen?!? Um…why is there a steady stream of random soldiers, etc. coming in through the front door of my “secret” lair….Wait, something blew up and everything’s on fire…how do I put it out?

    The animations/sounds, were, as you said, ace.

  2. Scandalon says:

    /me mourns the missing “edit” function

    Also, the general interface was crap.

  3. LionsPhil says:

    Odd; I remember the demo being quite well-done. Certainly compared to the Mercinaries 2 demo on the last PCG coverdisk, which was infuratingly lacking in explanation (and what explanation it did offer came all at once and required mapping symbols to keys that only appear in the out-of-game controls options).

    And lets not even mention the Just Cause demo.

  4. Rob Merritt says:

    Wasn’t Rebelion making Evil Genius 2? In 2007 they bought the IP and claimed they were going to do something with it.

  5. Mournful says:

    I thought I was the only one. I just moaned about there not being more games like Dungeon Keeper and Evil Genius, i.e. games where you are purposefully allowed to be evil. Killing lots of do-gooders is so much more fun, if simply for a change of pace from “save the galaxy/kingdom/girl/country/workd” that’s churned out daily.

    I mean, I seriously would have loved enslaving the galaxy as Darth Vader, force-strangling slow workers(I only got a small taste of that in that misbegotten RTS offspring) and running the Death Star, while blowing up debris as it passes by and swinging in a leather hammock on the weekend.

    Or an above-earth DK with castles for a change, or something like Sins Of a Solar Empire with a more sophisticated evil faction like the Advent, religiously enslaving and brainwashing peepz.
    Seriously people, there’s a lot to be said playing the next Mel Gibson-Ron Hubbard-HitlerVaderGoldfinger-Esque Superdevil.
    And to be quite frank – I wouldn’t mind living out whatever sinister fantasies lurk within after a agonizing workday in a more sophisticated fashion than games like Postal offer.

    Either a good evil in strategy/tactical or properly gored up FPS or sim or Adventure or political something…there is just SO MUCH not being done due to fear of repercussions from both the industry and press and political correctness factions…it’s just sad.

    There is evil within us, each of us.
    I’d rather vent virtually than blow in real life, to be honest. Catharsis :)

  6. Ginger Yellow says:

    The combat in Startopia wasn’t that bad. It wasn’t good, sure, but it was better than, say, the combat in city building games like the Caesar or Settlers series. What was annoying were those damn bombs.

  7. Kommissar Nicko says:

    I hated the bombs. But it was fun to upload one that was about to explode into your teleporter, and then drop it on one of those damn skarlac things or whatever they were.

  8. Mr.President says:

    The best faux-60s videogame soundtrack is without a doubt No One Lives Forever.

    I’m not sure about that, Ragnar… I’m having trouble even remembering NOLF music, but the moment someone in this thread mentioned the EG theme, it popped up in my mind like I just played the game yesterday.

  9. GenericKen says:

    @Alec Meer
    “Whenever I mourn the passing of the Dungeon Keeper games and their much-neglected sub-genre – ”
    @Vitalis
    “DK-esque flash game? Yeah I’d give it a shot for one, I think a fair few would- we played portal flash didn’t we! =p”

    What are you guys talking about? Desktop Tower Defense and all of the Defense of the Ancients clones are essentially distilled Dungeon Keeper games.

    If you’re looking for something similar theme-wise, Mastermind: World Conquerer isn’t far from a flash version of Evil Genius.

    Mastermind: World Conquerer

  10. LEEDER KRENON says:

    this game was fun for 3 hours.

  11. Ian says:

    I liked Evil Genius but there were some Bad Things that it seemed almost impossible to properly plan for and some of it was far too fiddly.

    I still love it, but not in a way that made me want to play it forever. I was a sad panda when my hopes of Evil Genius 2 were blown out of the water.

  12. Arca says:

    Modded conworkers/guards/etc. so that they always have weapons are a godsend for base security.

    Soldiers showing up? Just flip to red alert status and watch as your minions EXTERMINATUS everything on the island that doesn’t belong to you.

    One thing I hated was the useless sentry guns that wouldn’t fire on anyone untagged, even when being shot. You’d think they’d automatically go into self-defense mode. Maybe use stunners at 100-50% health, and switch to actual bullets when badly damaged?

    The ability of investigators/etc. to use magical floor vents was also vexing, since you basically had no chance of protecting items in utterly inaccessible rooms.

  13. Arca says:

    On a sidenote, I’ve been playing Dungeon Keeper 2 again lately. Believe it or not, with the latest patch and a couple of compatability modes, it runs like a charm in Vista.

  14. Ibrin says:

    If you’re looking to pick this title up, know that the Widescreen Gaming Forum has a hack that allows it to run in properly (increasing the horizontal FOV) in widescreen and Surround Gaming setups. You can see details in our Detailed Report – http://www.widescreengamingforum.com/forum/viewtopic.php?t=13716

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