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The way traps work in EG2 is a direct downgrade - Instead of needing to put some thought into setting up your traps and triggers, you now just plop traps down and it does everything for you. No depth of gameplay here, and the traps are generally so weak they're not even worth building. You can get through the game entirely with security checkpoints and a guard room at each entrance and deception minions staffing the cover operation.
The overworld game is also a downgrade - In the first game, each scheme (or act of infamy) had minimum minion requirements in order to run, however you could add more minions to the act of infamy to improve the chances of success, since a super agent in the same region could increase losses and potentially cause the mission to fail. There was some challenge there.
There was also some depth with how it worked: Military minions reduced losses, Valet minions decreased heat, and science minions reduced the amount of time acts took to complete. Since minions returned after acts, this gave you an incentive to at least put a bit of thought into how you approach a given act of infamy. You also had incentive to reduce heat during an act as well, since a high enough heat score would attract a super agent to your island.
In EG2, each scheme just costs a set number of minions. No depth or complexity to it. Just click button and wait for the timer to finish. Super agents are easy to avoid: Just don't run schemes in the same region. The schemes themselves also feel like they're full of filler: Research this, interrogate that, run another scheme, finally unlock the last mission to complete the chain. Repeat over and over again. They're honestly kind of boring and seems intentionally designed to pad for game time.
The loot is also a downgrade - EG1 loot giving off stat restorative auras encouraged you to spread them all throughout your base, which also made them vulnerable to agents. In EG2, IIRC only some of them have special effects, and those effects are so weak that there's no reason why you shouldn't just vault them instead. Oh, equipment in a specific area won't decay anymore? Big deal, my techs don't seem to have any issues keeping everything repaired. Sure, there's decorative items that do stuff like reduce stat decay or improve stat regen, but the aura and impact of those items is so small that they're almost not worth planning around. Unlike the restorative auras of loot in EG1, I haven't noticed much of a difference using them in EG2.
Also, why on earth would anyone add a scratchy tape noise to the fast forward mode? Is this intentional in order to discourage players from using FF?
The things EG2 does better are the cover operation, how research works, and the super weapon.
The cover operation could be ignored entirely in the first game since agents would routinely avoid it, however in EG2 it serves as a great screen for most agents. I do miss the tiki bar and the hotel rooms from EG1, though.
I like that research isn't random and that you're not at the mercy of your scientists needing to scan that one object they keep ignoring in order to unlock something critical.
Paywall little ones is when you hit a literally wall you must spend money and its never a dlc its always something that more you play more you end up spending on. A paywall would be after 3 hours the game pauses and tells you to spend 5 dollars to play another 3 hours, or wait 6 hours to play again lol. A pay is not "I can beat the game but I can't do the DLC content till I pay!" lol
If you think this is bad you never played the first one. I played first one it was like the first one but more stuff, and newer.
Instead of us getting more good expansions like Polar, they chopped up half the game's content for future DLC offerings. That is why most of those packs had mixed receptions at launch, they were not worth the money spent.
Yes, you can beat the game without the Polar expansion and Security checkpoints. But at that point, you are just playing a far, far worse version of EG1 without any depth.
And while the game is at best, "Evil Genius Diet", the expansions do give at least a little depth. Too bad it needed 2 more years of content to become actually good.
While the random mini-game in EG1 wasn't perfect it was miles ahead of "Wait 15 minutes for 10% more minion HP" - It was never fun, i never liked it and even 3 years later i still haven't bothered completing a single tech "tree"
In EG1 Every unlock provided something new and useful from new torture devices to new gates and rooms.
In EG2 i got unlocks for minor stats or a slightly improved version of something i already had.... Boring! So boring!
Imagine unlocking entirely new ways to interact with tourists, agents, or new units that entirely change how base operation works.
I wish we got Workshop so badly, the community had so many good ideas for improving the game.
I could imagine you, standing at a Gas Station, yelling at some 17-year old "WHY DO I HAVE TO PAY FOR GAS?! I ALREADY PAID FULL PRICE FOR MY CAR!"
We got the car, and the gas, but we needed to pay extra for the heater and stereo that was clearly ripped out of the car before the sale.
Good point. I still like the research system in EG2, but many of the unlocks are indeed underwhelming. Only a handful of the unlocks actually involve something useful. All of the stuff in the In-Genius Items Pack should have been research unlocks in the base game. The engineering system they added in the Oceans DLC was a step in the right direction, but it also should have been in the base game and a part of the research system instead of its own thing.
so those complaining about DLC and paywalls and such.... QUIT B**CHING AND COMPLAINING AND BUY THE DELUXE VERSION!
Its that EG2 is stretching 4 hours of gameplay into 30-50 hours per run, if you intended to reach all the content. The gameplay loop of EG2 is not indepth enough to warrant its length.
You enjoy the game until it sucks the life out of you to do the same actions 20 times over to expand the base, fight the same enemies, and eventually grind to a halt at the end screen without much fuss. Sure, you might enjoy building your base up the first 2, 3 times. But how about hand placing every single object the 50th time, when you also have to handkey each item to be replaced when broken? Do you enjoy hand removing every single gas trap, security disabler, and piece of evidence in a 4 layer base for the 40th time?
The game does not have enough tricks to keep you entertained, there are no random events like Rimworld or modifiers to contend with. No workshop to look into, no third party mod support to extend gameplay.
Yes, EG1 was similar. But it was smart enough to be short, modifiable, and allowing many ways of play that do not push you to min-max base design just to complete arbitrary checklists.
For context
-there a several dozen pages of reviews explaining why the world map, missions, minion stats UX/UI, Bugs and difficulty are jank
-this thread has more posts than the game has active users
-the last developer update was a year ago
-theres mixed to poor reviews
So as a general rule of thumb, games with good game design do not suffer all of these problems. Right?
You can like games that arent that great. Its fine. I love Dynasty Warriors, LMAO im not going to bash people who dont like it. Fair yeah?
did they finally fix the traps and make them viable?
if not i will stick to the far superior EG1!
In BG1, you could run loot heists back to back in relatively quick succession as long as you had enough minions and could handle the heat. Here, there's absolutely no way to speed up progression, and the game progression slows to an absolute crawl once you reach the late game.
I want to finish this game at some point, but I don't have the patience to sit around and spend an hour getting a single loot item or defeating a super agent through a series of passive missions that just involve waiting for timers to finish. Mixed rating is absolutely deserved. It's not challenging, just boring.