Copied from a thread in the Order... basically because it applies.
I would hardly say that it is a fantastic game, it's okay, but has some major flaws. The concept is all there, and it could have been a fantastic game, but it falls flat. Same things with Republic: The Revolution, Elixer has a major problem. They come up with great ideas, but fail in execution. I would recommend Startopia or Dungeon Keeper 2, both in the same microgenre over Evil Genius any day.
It's also very frustrating, a game bug has made the game unplayable for me. Trying to access the technology screen will crash the game. I'm about ten or fifteen hours in, so I have a good idea about the game, though I haven't completed it. Currently awaiting the patch. Quality assurance fails once again.
To go over some of the issues, research is a pain. It's a matter of skewing your minion demographic over to scientist types, and hoping that enough of them don't have other jobs to do that they actually research. It came down to that I would have to turn off my control room to have any research be done. It would have been so much nicer to allocate some scientists to only do research rather than hope the AI decides to research when it doesn't have an active task to do. On the same topic, the AI is terrible at replenishing it's needs, I've had far too many minions collapse because they ignored their need to replenish one of their stats. You have to love when your Quantum Physicist decides it's his task to move a dead body from the middle of a fire-fight and gets himself killed as well.
The fact that you can't place global tags for enemy agents proves a problem. When saboteurs sneak into your base and start destroying things, you would expect people to stop them from placing bombs in the middle of the control room. I know traps are meant to protect such places, but with the high-level enemies avoiding or destroying traps, and your attention required on the World screen much of the time, it's all to easy for attention to slip. Traps also end up killing your own minions far too often. Besides the fact that security cameras won't mention enemies unless they are tagged, which is quite annoying (it's those calls to attention which usually warn me something is wrong when I'm looking elsewhere).
Elixer certainly did not learn from it's largest mistake in Republic: The Revolution. The problem was that while the city had nice enough graphics, you spent most of your time on the city screen, which was very dull. It was simply underdeveloped. The same problem exists in Evil Genius, you are required to spend large amounts on time with World Domination Screen... which isn't that exciting. It just serves to distract you from the better part of the game, the Evil Base. Again, this aspect of the game is underdeveloped. All you do is move people to a territory, set them to Plot/Steal/Hide, and set them to acts of infamy. Considering the amount of time you have to spend on this screen, there could have been plenty more there. There isn't enough warning if you men are in danger, so when I switch back to my base, it always seems I lose an entire region's minions because of a Super Agent or agent of justice. All it would take is a little warning, but there isn't communication between the two gameplay modes (the security alerts I mentioned previously, same problem).
I was disappointed, another game of wasted potential from Elixer.