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Evil Genius

in library

4.3/5

( 121 Reviews )

4.3

121 Reviews

English & 3 more
9.999.99
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Evil Genius
Description
Build a secret base, gain notoriety by completing daring missions, repel the forces of justice in real-time combat, and develop evil super-weapons to complete your nefarious master plan. As a malevolent mastermind bent on achieving global domination, through the construction of the ultimate doomsday...
User reviews

4.3/5

( 121 Reviews )

4.3

121 Reviews

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Product details
2004, Elixir Studios, ...
System requirements
Windows XP or Vista, 1.8 GHz, 512 MB RAM, 3D graphics card compatible with DirectX 7 (compatible wi...
Time to beat
26.5 hMain
30 h Main + Sides
44 h Completionist
31 h All Styles
Description
Build a secret base, gain notoriety by completing daring missions, repel the forces of justice in real-time combat, and develop evil super-weapons to complete your nefarious master plan. As a malevolent mastermind bent on achieving global domination, through the construction of the ultimate doomsday device, Evil Genius gives you all the dastardly with none of the muttley. A tongue-in-cheek take on the spy thrillers of the '60s, offering you the unique opportunity to play the villain as you control a secret island fortress complete with powerful henchmen, loyal minions, ice-cold beauty queens, and a host of hilarious gizmos.

Will you dare to try how evil you are? In this real-time mad scientist lair management strategic simulation, you can!
  • Become the ultimate villain and take over the world!
  • Fun-packed gameplay with humor and cliché lurking around every corner
  • Unique, memorable characters and stylish, cartoonish visuals

Game contents and software ©2004-09 Rebellion. "EVIL GENIUS", "ELIXIR STUDIOS" and "REBELLION" are registered trademarks or trademarks in the EU, USA and other countries.

Goodies
manual (31 pages) artworks HD wallpapers avatars in-game soundtrack World Domination Starter Kit
System requirements
Minimum system requirements:

Mac notice: The game is 32-bit only and will not work on macOS 10.15 and up.

Mac notice: The game is 32-bit only and will not work on macOS 10.15 and up.

Why buy on GOG.COM?
DRM FREE. No activation or online connection required to play.
Safety and satisfaction. Stellar support 24/7 and full refunds up to 30 days.
Time to beat
26.5 hMain
30 h Main + Sides
44 h Completionist
31 h All Styles
Game details
Works on:
Windows (7, 8, 10, 11)
Release date:
{{'2004-09-28T00:00:00+03:00' | date: 'longDate' : ' +0300 ' }}
Size:
1.3 GB

Game features

Languages
English
audio
text
Deutsch
audio
text
español
audio
text
français
audio
text
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User reviews
Overall most helpful review

Posted on: July 9, 2009

Blackdrazon

Verified owner

Games: Reviews: 6

Evil will always win because Good is very, very, very dumb

There aren’t many games in the Base Building subgenre. There’s Dungeon Keeper, of course, the king of the RTS/Tycoon genre-lovechild that prefers resource gathering and upgrades over tactical combat. While there are other Base Builder games, it would not be a stretch to say that Evil Genius is Dungeon Keeper’s loyal #2, but that glorious title comes with certain reservations. As you’ve probably already grasped, Evil Genius casts you as the Evil Genius about to rise to the head of the criminal world, painted up with the best of 60’s spy movie clichés and a healthy dose of cartoon humour. You start with a few thousand dollars, a personality-rich henchman and a few faceless minions, who will help you start blasting out your secret underground lair and will soon be robbing the world blind. The game is split into roughly two portions. The Base Builder portion is set on your tropical island, where you build up your underground lair by drawing out rooms in the earth, but be careful because, like Dungeon Keeper, you can’t replace solid rock once it’s been removed. Your room in the rock is limited, but you can build world-conquering equipment in shacks on the beach, but this is dangerously insecure. In reality, the purpose of the beach is to build up your cover as a hotel magnate by building up a thriving tourist trap. The second half of the game is the World Conquering screen, available after you build your control room with its Big Screen. The simulation on the island doesn’t pause while you’re on the Big Screen, so be cautious and keep an eye on both areas. From there you can access the world map, divided roughly into countries but more importantly into the area protected by your enemies: the various spy agencies of the world that will certainly try to stomp down on your hideout once you start meddling in their business. From this screen you can send minions, and if you can spare them, henchmen, to the countries of the world to steal money, plot and poke around to find potential leads on future “Acts of Infamy” you can use to gain important advantages, or hide temporarily if the governments are getting too wise to your operations in that region. Once you have found an Act of Infamy, you can send minions after it, kidnapping people with useful skills, stealing technologies, and the like. All these acts, except Hide, of course, generate “Heat”. The more Heat you have, the more likely that region’s spy organization will capture and kill your minions, and they will eventually send agents to see what you’re up to on the island proper. If they find enough suspicious things, they will return home and calls for backup, and you’ll soon have a full armed attack on your hands, so it’s important to keep your nice shiny deathtraps in good condition and your minions armed. Combat is more complicated than it needed to be thanks to the option to capture enemy spies and brainwash them, but you’ll easily get the hang of it, and it’s better than Dungeon Keeper’s more-or-less inability to select individual targets. Eventually, no matter what you do, you’ll soon attract the attention of the world’s greatest Super Spies, who cannot be killed at first and will plague you to the end of the game, at which point you’ll discover their secret weaknesses and pick them off one by one. Once you have kidnapped a few specialists and stolen some technologies, your base can get more complex, and your minions can train to learn new skills. Unlike other RTS games, each upgraded minion has their own set of abilities, and it’s not always worth the trouble of upgrading them when you’ll lose the helpful skills of, say, the Level 2 type. Only your default Construction Workers can do grunt work. From there they can be upgraded up three different upgrade paths, learning from other minions with those skills in classrooms (evil classrooms!) rather than from anonymous “upgrade rooms”. Combat minions will be better able to defend your base, while on the World Conquering screen they will help you strong-arm missions and steal money more efficiently. Tech minions help you run your over-the-top gizmos, and on the Big Screen help you plot new Acts of Infamy. Social Minions keep the Heat down during your off-island operations, while they confuse and bewilder enemy agents, sending them home with clean bills of health for your “Hotel Complex”. As you progress through the storyline missions (gaining reputation points to measure your success), you eventually move your whole operation to a new island, but unfortunately once that’s done you’ve sucked out the game’s content. There are only two maps (three if you count the tutorial), and the only advantage of playing again is being able to play as a new Mastermind or to hire different Henchmen when the opportunities arise. It’s unfortunate that there is no free play mode or alternate play maps, as it seems like it would have been an easy upgrade. The game loses a lot in that respect. The real failing point in Evil Genius, however, is the brains of your opponents. The game works very well while you’re doing what seems to be the expected thing. The ideal flow of play was obviously thoroughly tested, which is important in a game as complex as this, but as soon as you deviate from the path, the good guys fall apart like an ice statue on an evil mastermind’s tropical island. Hotels, as any walkthrough will tell you, are useless. It’s much more efficient to channel your funds into killing the agents, and occasionally having a social minion whip a few up, than to distract them, and tourists are easy enough to distract. The best defence against an enemy agent, unfortunately, is not a super-complex, linked deathtrap of doom near your security station, but rather a series of high-locked doors leading to nowhere: it costs almost nothing (except the lost space in the rock) and works 95% of the time. Still want to keep them busy? Have some deathtraps move them in a square for a while. If all else fails, put more heavy locks on your least suspicious activities. It’s like their AI is entirely determined by how complex a padlock you put on the door. From their perspective, this is fine, but you have to realise that the game designers put in a feature that if you block off an area, the agents will be able to tunnel in to see what you’re hiding. Clearly they are aware of where the good stuff is, but you’d never believe it from what you see them trying to do. And once you start, it’s almost impossible to stop. Most of the walkthroughs online suggest using the exploit where you can rob the world completely broke without gathering a single enemy agent – as long as you do it before you kidnap the maid to get your first trained minion. It is possible to play without these exploits, but it becomes hard to tell: what is an exploit, and what’s just good gaming? It might help to note that, like Fallout, Evil Genius is supported by an unofficial 1.1 patch that should work with the GOG version that fixes a few integral problems still left over in the game. It’s a must-install if you want to play as Maximillion. Also available is the official Bonus Features patch, which installs a few new items and a new henchman originally made available to people who pre-ordered the game. It’s likely that (like the similar patch for Stronghold) the second patch will be made available on GOG in time, but for now it can be find on Fileplanet and elsewhere. All in all, Evil Genius is an example of perfect style and good substance, but the holes are hard to ignore. If the game had only been better supported, it would be a contender to Dungeon Keeper’s black-spiked throne, but as it stands, without a sequel, there is no way Maximillion and his wacky henchmen could ever overthrow Horny and the Mistress. I would be remiss if I didn’t mention that Evil Genius inspired the A-rated Flash Game “Mastermind: World Conquerer” (sometimes “Mastermind: WC”) by The_Swain. The Base-Building aspects have been mostly lost, but the upgrades and world domination screen remain in all their glory. It’s certainly worth a try for fans of this game, and if you’ve never had a chance to play Evil Genius, it and EG’s demo might help you decide if you want this one better than I could ever describe.


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Posted on: July 9, 2009

LongTailGamer

Verified owner

Games: 151 Reviews: 5

Perfect for cat owners

Many are the hours I've whiled away, petting my cats and laughing maniacally as I played Evil Genius. Gameplay moves between an animated view of your secret island lair and a strategic world map. In the island view, you juggle keeping everything straight: your minions must be functional and productive, your assets must be protected from international agents, and your base layout must expand efficiently. On the strategic map, you move your minions around like chess pieces, pursuing your nefarious goals across the globe. The game has style to spare. A brilliant (if a bit repetitive) musical score brings up the 60's super espionage atmosphere. Your minions have lots of personality as they go about their tasks. And there are *plenty* of ways to take care of those do-gooder spies, should they happen to penetrate your sub-volcanic lair and try to make off with your molecularly miniaturised Eiffel Tower. Oh yes... PLENTY of options for the creative mind. MUWAHAHAHAHA! Evil Genius is a high point in the God Game genre. Do I expect you to pick up a copy right now? ... No, Mister Bond! I EXPECT YOU TO DIE!


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Posted on: July 13, 2009

Kthom159

Verified owner

Games: 40 Reviews: 5

Decent, if you can put up with it.

I can count the number of base-building games I know about on one hand (not counting sequels), and it's hard to review one without harkening back to the pinnacle of the genre as we've seen it thus far: the venerable Dungeon Keeper series. Evil Genius, when taken in comparison, is enjoyable enough, and has plenty of its own charm, but it really only makes one want to play DK again. To speak to the game's style, it's got oodles of it. It's based quite obviously around James Bond movie-villains, and the elaborate edifices that they build to house their evil, insane, that-can't-possibly-be-efficient bases. Everything from the main menu screens to the music to the style of rooms and traps calls to mind images from those movies. Not to mention the fact that one of your three choices for your Evil Genius is only a white cat away from being Blofeld. This style makes the game amusing for James Bond (or even Austin Powers) fans. There is humor here, though it's not as rife as some would seem to suggest. There are some cute animations and characterizations, and some of the radio broadcasts that result from your devious activities around the world are quite funny, but it's not a laugh-a-minute. You'll go long stretches without even chuckling. In fact, due to some of the frustrations of this game, you might not be in much of a laughing mood at all. In the DK games, part of what made the process so enjoyable was the ability to take it slowly. Sure, things would happen, and you'd be forced to react, or some levels would have a time-pressure, but for the most part, you were able to build at your leisure, and just enjoy the aspect of slowly crafting a small empire. Not so with EG. Unless you have the game set on easy, there are times when you'll be frantically trying to deal with a dozen problems all at once. On easy, you might only be dealing with a half-dozen. The list of frustrations I had were many. Aside from powerful henchmen, you can't move any of your basic minions yourself, instead relying on them to eventually get where they need to go on their own, or using the henches to lead them around by the nose. Gaining more money is an act of micromanagement on the world screen, and you could just as easily lose much of the forces you send out, gain a lot of attention from the forces of justice, and actually lose money as you try to recover your headcount. Sure, you can make your out-world forces hide from the searching law, but that requires that you keep clicking back to the world screen every few minutes to check whether each individual group should be hiding or stealing, not to mention the third option in plotting. Loyalty is a headache-and-a-half, being the one stat your minions can't replenish on their own. You are forced to either have them witness interrogations (remember you can't move them there yourself), or walk around with your Evil Genius, either lurking nearby to low-loyalty minions, or executing one to boost the loyalty of the others who just happen to be around in the one room or corridor you're in. If you're lax in this, you could find yourself with a steady stream of minions--including ones that've invested a serious amount of time in training to upgrade to more powerful minions--running straight out of your base and taking a hike. Imagine this happening every 30 seconds, and it becomes a funding nightmare. Gaining new minions to replace the old ones is either a very slow, free process, or it's a very costly, quick process. Which comes back to money problems. It's been said there are ways to cheat the game, and this is true. You can fool the A.I., or amass quite a bit of money and forces while the game is still in a "training" mode, not sending opposing agents your way. This seems cheap to me, though, having to play this way in order to make any headway or stand against the opposition. The fact that a fair portion of the empire process, the hotel management, can be mostly ignored in favor of just slaughtering tourists makes the whole thing seem slipshod. I could go on, but I think one gets the idea. This game has its share of problems. That being said, it is not without merit. It is charming and amusing, and a definite break from the mostly fantasy-based genre it resides in. Building elaborate traps and testing different base layouts is enjoyable, and there is a bit of fun to be had in collecting the numerous colorful henchmen and the special furniture items to deck-out your inner sanctum. The nefarious deeds you can enact around the world are worth doing if only for some of the funny radio broadcasts. And who doesn't like putting captured enemies into dangerous torture devices just for fun? This game doesn't match the DK games for base-building fun. It doesn't even come close. It is, however, worth a few chuckles, and provides a decent diversion for as long as you care to invest time in it. For the low price it's offered for here, it isn't a waste of money. Just be prepared for some frustrations mixed in with your fun. Personally, I really miss being able to slap minions.


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Posted on: October 2, 2009

Marchhare

Verified owner

Games: 419 Reviews: 2

Intensely Frustrating

There's so much to like about this game. And I wanted to like it. Intensely. Yet in the end I find myself quitting this strategy game out of annoyance, most often because of the incredibly worthless minion AI. I know they're trying to spoof Bond films here, and I know the minions are lame and stupid in Bond films. Yet I have to ask myself if having minions THIS stupid was really intended to be fun. 1. Traps that do little to no good against enemies, yet consistently slaughter my more valuable minions, no matter how many barracks, archives, and breakrooms I build trying to keep them from getting too forgetful to disable the trap? Check. They DO helpfully disable the trap successfully whenever an enemy is nearby. Thanks guys! 2. Henchman who excitedly fires rockets inside your base, doing significantly more damage to components and your minions (due to exploding things on fire) than to the actual attacking enemies? Check. 3. Heavily armed minons who ignore their heavy machine guns, rifles, etc to charge in to hand to hand combat with enemies? Check...why do I even bother going to yellow alert when 75% of the time they don't use the damn guns? 4. Long training wait to replace all the high level minions who ran in to their death...oh yes...check. 5. Minions who get "lost" on the edges of hotels, trapped, unable to be killed with entering debug mode, yet taking up a minion slot and possibly holding up entire construction and training programs? Check. 6. Arbitrarily invincible Super Agents who wander blissfully through your base despite being confused. Super Agents who will decide to kill your minions at will, but can only be knocked out until you "discover" the secret of killing them...Check. Did I mention they can kill your henchmen? Did I mention your henchmen charge into combat with these Super Agents they cannot kill no matter how many times you tell them to stand in the corner on the other side of your base? Stop me when I tell you something that sounds like fun. And I could go on and on and ON. And yet I DID have fun...for brief moments when I wasn't grinding my teeth. And I was addicted for hours and hours. But somehow I felt like there was a major masochistic element. And ultimately I couldn't finish the game because the further I got in the more obnoxious it got. Such a shame. Such a great idea, such a neat style, such a pain in the butt.


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Posted on: July 9, 2009

tomcio_bombadill

Games: 4 Reviews: 3

Your turn to be superbastard!

Evil Genius was second games developed by British developer Elixir Studios after 2003's Republic: The Revolution. This time Elixir used Dungeon Keeper's spirit allowing us to play wicked mastermind in the world of '60 spy movies. Idea behind games is good, almost everyone of us in subconscious wondered how it would be some super bastard. You will build your underground lair, conduct criminal activities across the Earth, even construct some great doomsday machine and throw whole world on it's kneel before you. You have to steal money from around the world to finance all your needs. After building a base experts must be found to train your evil staff in some advanced skills. Also your base have to be protected from intruders, you need science labs to develop new traps, items or weapons. Game takes quite some time to complete but for mi it's big advantage. Whole fun is started from tutorial which learns using interface and others aspects og ame but not all. Many hints will be shown on screen durring loading process. Main aim in games is to increase notoriety by performing Acts of Infamy and increasing your loot. Raising notoriety also increases 'heat' meter. It shows how much world powers are aware of your presence so you must be shure no one leaves with proofs of your activities. Active pouse is avaiable in game so management is little easier. You have to regularly search your islands for presence of enemies. Without it the can walk straight into your base. Most important is tagging super agents as soon as they appear on island. You can control directly minions you hire and this great because their AI is very 'artifical'. They are too dumb to find enemies themselves so all depends on you... Minimap should posses more contrast, you must have good eyesight to differentiate enemies types colors. Game is fun and quite addictive with lot of strategy within. Depending on game style you choose you have many possibilities. You can play cautious side or look for more fight. I can compare game to Dungeon Keeper quite a lot and with good reason. Both games has got their wicked humour and charm and of course in both you are working for the evil side. I'm sure you won't regret those few bucks. This games is well worth it. HAHAHAHAHAHA


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