Posted May 04, 2011
I have to agree with what others have said concerning the frustration of this game.
Here are my thoughts on it:
PRO: Fun theme, neat concept, addictive gameplay, great music, I really liked the management aspect of the base/minions/world domination.
CONS: Low production value, at times buggy, at times forced to trick the system rather than just play. At times wonky AI especially for minions (by design maybe?) This game would have been better with more development and polish, and more control.
In short: I had some fun while playing it, but was happy to uninstall it when the experience was over. I felt like a typical bond baddie, complete with frustration towards agents of good messing around in my base and the incompetence of minions and henchmen.
Good strategies were often counter-intuitive. So rather than just playing, I had to figure out what the game was thinking. Often I felt like I had to resort to dirty tricks to counter some of the more annoying aspects of the game.
For example:
1) Notoriety. At first, one would think that gaining notoriety would be a positive thing, and that it would come with increased power and influence.
What it really does: Makes super agents appear. Makes the game harder and annoying. A good strategy is to keep notoriety low as long as possible, even up until the end of the game. Also, if you figured out that each world region had an independent notoriety score (where does it mention this anywhere except for the internet?) then you could focus your AoIs in just 1-2 sections, thus preventing the most annoying super agents from appearing until later.
Theoretically it comes with more minions, but with a room full of lockers, I hit the minion cap very early. It comes with henchmen. (who usually die to super agents because they are wandering outside instead of guarding the doors like they are supposed to). It unlocks more AOIs which… allow for even more pointless notoriety.
I’d unfortunately unlocked Dirk by the time I was moving to the second island. (Ooops). Trying to build a new base with four super agents breathing down your neck. Not fun.
2) It’s so hard to find good help these days.
Minions: It’s cute that they don’t listen to you. For example. John Steele is incapacitated on the floor with a capture tag (or maybe he’s standing around scratching his head after a trip in the biovat). Alarms are sounding, there is a security camera on John and loudspeakers in every room, yet sometimes the minions continue to ignore him. Then Agent Steele gets up and starts creating havoc again.
Henchmen: It’s also cute that they don’t listen to you. For example, John Steele is incapacitated on the floor (finally!), with a capture tag. I click on my Red Ivan, I tell Red Ivan directly to capture John Steele. He says “I’m not a nanny!” Then he wanders around my base some more. John Steele eventually gets up and starts placing bombs everywhere
The best way to effectively deal with John Steele was to trap my Evil Genius in his room using poorly placed treasure and to set Steele up for interrogation. Because the Evil Genius can never get to the interrogation location, John will just wait there indefinitely, stuck in a glitch. I used the vats, but this halted all research for the rest of the game (it was worth it).
While I understand, to be a true evil genius simulator, I cannot have direct control over minions, but allowing that (like more of a starcraft interface) may have made for a more pleasurable game experience.
Traps: Awesome idea. They sometimes catch agents, nice.
They don’t catch super agents or soldiers. These good guys will just destroy your traps from long range. I did implement a twisted corridor of INT draining traps as was recommended, but often these agents still just blew them up. That was ok, though because this only happened with high heat, so I sort of deserved it.
Hotel: A cool way of generating extra revenue right? Nope, just costs a lot and distracts tourists. I never needed a hotel. Tourists always fell into the nerve gas trap, or I killed them, woops.
World Domination Screen: The “Complete” Bar. Hogwash. As a completionist, I thought I was missing AoIs, so I spent a long time getting to 500 Notoriety and then plotting in these regions. Nada. Looked it up online and I had actually finished all of the AoIs in that region. Awesome. I guess they included the henchmen and kidnapping missions or something, but once all minion types are unlocked, these missions are pointless, and you only get one henchmen at a time, so is it impossible to complete all of the AoIs?
At the end of the game, when I thought I’d finally done it. The game glitched at the final John Steele thing, leaving both of us standing there confused. I had to reload a save and re-do the final objective.
Jet Engine testing?
The only way to beat this objective is to train a bunch of construction or science minions and hope that they wander into your test chamber. It wasn’t hard, but the strategy there, really odd. It would be cool if I could have timeclocked the room or actually ordered minions there.
/QQ
Here are my thoughts on it:
PRO: Fun theme, neat concept, addictive gameplay, great music, I really liked the management aspect of the base/minions/world domination.
CONS: Low production value, at times buggy, at times forced to trick the system rather than just play. At times wonky AI especially for minions (by design maybe?) This game would have been better with more development and polish, and more control.
In short: I had some fun while playing it, but was happy to uninstall it when the experience was over. I felt like a typical bond baddie, complete with frustration towards agents of good messing around in my base and the incompetence of minions and henchmen.
Good strategies were often counter-intuitive. So rather than just playing, I had to figure out what the game was thinking. Often I felt like I had to resort to dirty tricks to counter some of the more annoying aspects of the game.
For example:
1) Notoriety. At first, one would think that gaining notoriety would be a positive thing, and that it would come with increased power and influence.
What it really does: Makes super agents appear. Makes the game harder and annoying. A good strategy is to keep notoriety low as long as possible, even up until the end of the game. Also, if you figured out that each world region had an independent notoriety score (where does it mention this anywhere except for the internet?) then you could focus your AoIs in just 1-2 sections, thus preventing the most annoying super agents from appearing until later.
Theoretically it comes with more minions, but with a room full of lockers, I hit the minion cap very early. It comes with henchmen. (who usually die to super agents because they are wandering outside instead of guarding the doors like they are supposed to). It unlocks more AOIs which… allow for even more pointless notoriety.
I’d unfortunately unlocked Dirk by the time I was moving to the second island. (Ooops). Trying to build a new base with four super agents breathing down your neck. Not fun.
2) It’s so hard to find good help these days.
Minions: It’s cute that they don’t listen to you. For example. John Steele is incapacitated on the floor with a capture tag (or maybe he’s standing around scratching his head after a trip in the biovat). Alarms are sounding, there is a security camera on John and loudspeakers in every room, yet sometimes the minions continue to ignore him. Then Agent Steele gets up and starts creating havoc again.
Henchmen: It’s also cute that they don’t listen to you. For example, John Steele is incapacitated on the floor (finally!), with a capture tag. I click on my Red Ivan, I tell Red Ivan directly to capture John Steele. He says “I’m not a nanny!” Then he wanders around my base some more. John Steele eventually gets up and starts placing bombs everywhere
The best way to effectively deal with John Steele was to trap my Evil Genius in his room using poorly placed treasure and to set Steele up for interrogation. Because the Evil Genius can never get to the interrogation location, John will just wait there indefinitely, stuck in a glitch. I used the vats, but this halted all research for the rest of the game (it was worth it).
While I understand, to be a true evil genius simulator, I cannot have direct control over minions, but allowing that (like more of a starcraft interface) may have made for a more pleasurable game experience.
Traps: Awesome idea. They sometimes catch agents, nice.
They don’t catch super agents or soldiers. These good guys will just destroy your traps from long range. I did implement a twisted corridor of INT draining traps as was recommended, but often these agents still just blew them up. That was ok, though because this only happened with high heat, so I sort of deserved it.
Hotel: A cool way of generating extra revenue right? Nope, just costs a lot and distracts tourists. I never needed a hotel. Tourists always fell into the nerve gas trap, or I killed them, woops.
World Domination Screen: The “Complete” Bar. Hogwash. As a completionist, I thought I was missing AoIs, so I spent a long time getting to 500 Notoriety and then plotting in these regions. Nada. Looked it up online and I had actually finished all of the AoIs in that region. Awesome. I guess they included the henchmen and kidnapping missions or something, but once all minion types are unlocked, these missions are pointless, and you only get one henchmen at a time, so is it impossible to complete all of the AoIs?
At the end of the game, when I thought I’d finally done it. The game glitched at the final John Steele thing, leaving both of us standing there confused. I had to reload a save and re-do the final objective.
Jet Engine testing?
The only way to beat this objective is to train a bunch of construction or science minions and hope that they wander into your test chamber. It wasn’t hard, but the strategy there, really odd. It would be cool if I could have timeclocked the room or actually ordered minions there.