![]() The Forces of Justice can evade or disable some traps-especially the uber-powerful Super Agents-but cleverly configuring your base’s corridors with overlapping traps can be devastating. That spinning Sonic the Hedgehog-like circle is an agent snarled in a trap combo. ![]() Seeing a boxing glove erupt from behind a hidden wall panel and sock an investigator in the face never gets old. Each one comes with its own hilarious attack animation. You can research everything from freeze rays and poison dart walls to shark pools and a Little Shop of Horrors-esque “Venus Spy Trap” that can gobble up unaware agents whole. Traps lean hard into the campy ludicrousness of Evil Genius 2: World Domination. Unless you snare them in traps that either outright kill them or leave them helpless for your muscular guards to mop up, that is. While you can groom valets to escort some of the snoops out of your casino, many good guys will wind up discovering your base, intent on wreaking havoc and slaughtering minions. In time, increasingly dangerous investigators and agents of the Forces of Justice start poking around the casino that serves as the front for your secret lair. ![]() Kicking up a ruckus in your evil genius’s quest to build and deploy a Doomsday Device (each villain gets their own, and their own narrative campaign) inevitably draws the attention of the good guys.
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