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The
Sims is a game that seems to produce a very strong reaction from
the people that play it - either they absolutely love it and find
it impossible to put down or hate it with a passion and proclaim
it to be one of the worst, most boring games ever. Having never
played it before I jumped at the chance to review it for Gamecube
and although I suspected I'd find it dull, I couldn't have been
more wrong.
I
rarely relate personal gaming experiences in my reviews but I'm
going to make an exception because something happened to me when
I began playing The Sims that has never (to my recollection) happened
before. I've been addicted to many games in the past- Laser Squad
on the Spectrum, Doom on PC, Super Mario Kart on SNES and Star Control
on Megadrive to name a few of those from my yesteryears. Halo had
me playing from the minute I got in from work until the early hours
of the morning and I've pulled all-nighters with Xbox Live classics
such as Whacked! and Ghost Recon, going to bed when everyone else
is getting up. But never before have I been so possessed by a game
that I played it for 24 hours with only food and toilet stops breaking
up the gameplay!
I
started playing at about half midnight on the Tuesday night, thinking
I'd do a couple of hours then go to bed. I was playing the Get A
Life mode and I was determined to get away from Dudley, my lazy
loser housemate who viewed me as his personal maid and refused to
help with the chores. Every time I looked up at the clock an hour
had passed and I thought to myself, "I'll just play until 4 then
call it a night… I'll just play until 5 then call it a night…" By
the time I got to 8am I realised I had no intention of going to
bed and embraced the madness. By the time I got to midday myself
and my sexy lady friend, Layla, had a pretty nice place going. I
somehow managed to quit the game because I was curious about how
the main game worked (Get a Life is a goal-oriented version of the
main game). This was my big mistake! Another twelve hours later
and at half midnight on the Wednesday night I finally went to bed!!
My addiction is under control, at least a little, otherwise you
wouldn't be reading this review but I am greatly surprised that
such a simple little game that boils down to statistic juggling
could have immersed me so completely that in giving life to simulated
beings I temporarily lost my own.
So
then, what is the aim of the game in The Sims? It's simple on paper;
you must manage the lives of a household of people down to the smallest
detail, catering to their entire range of needs within the restraints
of the time lost either asleep or at school and work. As the game
progresses, so do your Sims' talents, abilities and material wealth.
The
game begins with your Sim family - you can choose from a couple
of preset families (which can be fully modified) or create your
own. Naturally I chose the latter option and created a family of
four (the maximum you can have) with a dad, mum, son and daughter.
The first aspect of a Sim to define is personality - you name them
and you can choose male or female, adult or child (the child's age
seems to be around 9 or 10) but sadly there didn't seem to be any
options for babies, teenagers or old folks. It would have been nice
to allow for a larger family too, although due to the amount of
attention you must give each Sim and the way time passes so quickly,
greater than 4 would be very hard to manage. You then define their
personality traits by assigning a limited number of points into
each trait, defining how active, neat, nice, outgoing and playful
your Sims are; alternatively you can choose preset traits for any
of the twelve star signs. This is an important part of the game
and giving different Sims different strengths and weaknesses will
allow for better teamwork, as long as you play to the strengths
of each Sim.
The
second aspect to define is their appearance. There is a reasonable
range of looks to choose from but I have to say I found this aspect
a bit limited and disappointing. There aren't many faces to choose
from and they all look pretty artificial and scary, in the way that
ventriloquist dummies are scary! The hairstyle and skin colour ranges
are good but again the clothing and accessory choices seem limited,
although at least you can define the colour once you've found the
style you like. I created the Pigeon family, consisting of Woody
who has big hair, sideburns, a shirt and tie, boxers with hearts
on them and knee high purple boots; his wife, Kerry with a spiky
green punk hairdo, freaky make up with a tight top, short pants,
fishnet tights and boots; their son Homer, an albino child with
pasty skin, near white eye pupils, big hair like his dad but white,
some weird glasses and green casual clothes; and finally Claire,
with brown hair and pigtails, freckles and regular clothes, being
the most normal looking of the family. As you can see there are
literally millions of possible combinations and I doubt any two
people will ever dream up the exact same Sim.
With
your family ready to go, you can view the 6 available locations
in the Neighbourhood - 3 are already occupied with houses and families,
3 are empty and awaiting a house to build. You can either evict
a family, moving in on their turf, or you can build your own house
from scratch. Although the building editor is a little tricky to
get to grips with at first (with no tutorial and a useless instruction
manual) it will not take long before you're a budding architect,
decorator and interior designer, bringing life to what you ultimately
aim will be the perfect house. To start with though you're working
on a very tight budget and the first house I built was very poky
and only had the basics but it was nice enough to call home.
The
building editor, which can be entered at any time, has a number
of sections that you will need for creating the house. You can build
walls, picket fences and iron railings, then put textures on the
walls with various wallpaper, wood, cement, brick and other surfaces
to choose from. Next come floor textures such as linoleum, carpet,
wood and an assortment of stone tiles. There is a limited range
of floor and wall patterns to choose from but some of the designs
are atrocious (perfect if you're trying to make your family look
like complete dweebs). Also there aren't many wall and floor combinations
that really seem to go together. The other aspects to building include
adding in doors and windows from a very small selection, plus plants,
hedges, trees and even a swimming pool for the garden.
With
your house created you must now buy stuff to put in it. Every room
needs some form of lighting and you can choose from an assortment
of wall, floor and table lights. The bathrooms must have a toilet
and preferably a washbasin, plus a bath or shower is essential.
In the kitchen at the very least you need a waste bin, cooker, fridge
and sink, with optional items including a coffee maker, dishwasher,
and trash compactor. A table and chairs for eating is pretty vital
too, preferably near to the kitchen area. Fortunately you don't
have to buy cutlery and crockery but you will have to clean up the
old plates lying around or flies will start to gather! In the living
room a couple of comfy chairs or a sofa is good, along with a budget
monochrome TV and small stereo to start off with. In each category
there is a good range of items to choose from, most having budget
items with much nicer models at much higher prices. There is also
a wide range of extras to buy - workout bench, guitar, fish tank,
pool table, telescope, craft bench, toy box, Jacuzzi, model railway,
basketball hoop, chess board - the list is almost endless with a
wide range of imaginative items. You can also scatter plants around
the house for decoration but remember to water them or they'll die.
Sadly no house pets are available.
Now
you've got your house and you've got your family and all you have
to do is, simply, live. This is of course a real challenge as most
of the time you are reacting to circumstances and constantly battling
against the clock. There are several factors you need to consider
with your Sims and they are income, skills, motives and socialising.
Obviously you can't live without money and at least one member of
the household will need to get a job. There are a variety of career
paths to choose including military, entertainment, musician and
even criminal! Initially your job is for crummy pay, but as you
enhance your skills you will earn promotions and pay increases.
So what skills will you need? There are six skills - Cooking, Mechanical,
Logic, Charisma, Creative and Body - and initially you have 0/10
in all of them! These can be improved by studying books for cooking,
playing chess for logic, painting or playing an instrument for creativity
and so on. However, finding time to spend on these skills is where
the real challenge lies because your Sims will not be willing to
develop their skills if they're not motivated.
This
brings me to the crux of the game - catering to the Sims' motives,
of which there are eight - Bladder, Hunger, Hygiene, Energy, Fun,
Social, Comfort and Room (which is how much they like the room they
are currently in.) Catering to these needs is fairly obvious - if
a Sim is hungry he must eat, if he's lacking in hygiene he must
wash and sleep is essential to increasing energy and comfort. But
it's the way these motives tie in with each other and every aspect
of the game that makes it so fascinating and challenging.
For
example, you had a late night because time goes very fast as it
takes the Sims a long time to do anything and 1 Sim minute is equivalent
to one second of our time. Everyone's in bed but Woody will have
to go to the toilet and have a wash before work, however his energy
is low too so he won't have time to do this and eat. Meanwhile Kerry's
fun is at rock bottom and must be improved before work, so she must
do something recreational instead of cooking breakfast for everyone
(she's the only one with enough cooking skill to do it). The kids
will have to fix themselves a snack and go to bed without washing
because Woody will be hogging the bathroom, there are plates to
clear up from last night (with flies on them), the toilet needs
cleaning and the fish need feeding. Even worse, there was a burglary
in the night and thanks to your alarm the criminal was caught (you
get a lush $1000 reward, thank you very much!) but Woody was woken
up and lost precious sleep. You set everyone about their tasks (all
of them throwing tantrums when they awake without enough sleep)
and just before they're due to leave the dishwasher breaks down
and water floods all over the kitchen floor - Woody will have to
spend the evening studying mechanics to gain enough skill to fix
it but only after you've cheered him up as he's depressed and needs
some social contact. And so it goes on.
That's
not to say it's like this every day but bad days like this make
the good ones all the more satisfying. The final part of the game
is socialising and you must make friends with other Sims from your
Neighbourhood in order to advance your career (it's who you know,
not what you know, you know…) Here's a good day: you come home from
work and school and the kids have enough energy to clean up and
water the plants whilst Woody and Kerry have a kip for a couple
of hours. Then Kerry goes out to the barbecue and starts cooking
whilst Woody phones a couple of people to let them know he's throwing
a party. Guests soon arrive and the kids greet them and show them
round to the back, where they help themselves to burgers and drinks
from the cooler then sit at the table on the patio and eat them,
admiring the flowers and trees in your garden. After food some take
a dip in the pool whilst the kids play on a mini adventure playground
and other guests play pool, dance or even play strip poker. After
a great night your social and fun is up, you've made new friends
and you get to bed around midnight - you'll be a little tired the
next day but it was worth it.
Hopefully
from these two examples you'll see that the gameplay in The Sims
is very open-ended yet strictly regimented at the same time. Once
you get used to taking care of the basic needs before they get too
desperate you'll be able to focus on the more fun aspects of life
as a Sim. You can stop time whenever you like in order to examine
your Sims' motives and prioritise their actions (you can assign
a sequence of up to ten actions). You can also speed things up when
you have everything under control and the time goes extra fast when
all Sims are asleep or out of the house at work and school.
The
graphics, sound and music in The Sims are good but are in no way
pushing the power of the Gamecube. They fit the gameplay very well
but could be a lot more detailed and varied. However, the amount
of detail on the various items of furniture and the Sims themselves
is very good and the animations are excellent and often very amusing
- especially when someone is dancing, jigging around because they
need the toilet or falling asleep on their feet! The sound effects
are fine but can be annoying (especially the damn buzzing flies
and some of the voices) and the music is okay but very repetitive,
with only four variations of style available in game by switching
the stereo on.
This
version of The Sims also comes with a couple of extra modes - firstly
you can play the main game with two players, where you both have
full control over the family of Sims so you and a friend can split
the work and work together, which is a big bonus as it's as boring
to watch as it is fun to play. The Get a Life mode is a series of
set situations where you must achieve goals to progress to the next
level, each goal unlocking a new item for use in this and the main
mode. In the first situation you must learn basic cooking and mechanical
skills and once your mother thinks you are competent enough you
can get a job and move out. Next you must clean up your cousin Dudley's
house, which he trashed partying - once it's spick and span you
can move in with Dudley, who is a lazy, low-paid oik and treats
you as his personal slave. Your objective here is to throw a raucous
party and move in with one of Dudley's mates. And so it goes on.
Various bonus levels are unlocked during this mode, where you and
a friend can go head to head in different settings and situations,
in a race to see who can achieve the objectives first. All of these
extras are a big bonus and add a lot of replay value and lifespan
to an already limitless game.
The
Sims is by no means perfect however and there is plenty of room
for improvement in the range of items available, the character generation
and the graphics, sound and music overall. Also, there are strange
gaps in reality - for example there are no curtains or blinds for
your windows and your Sims don't have different outfits to wear
just for their everyday activities. This means there no laundry
or washing machine and you don't ever have to shop for food either.
Perhaps with these additions it would be too much to manage, still
it does seem a bit strange. The biggest omission is the lack of
a weekend - you must go to work and school every single day and
this becomes a real grind after a while with no chance to catch
up on yourself. One extra Gamecube-related gripe - this game requires
60 blocks (yes, 60) with only 59 blocks available on 4MB memory
cards, meaning that unless you've bought a bigger one you'll have
to buy a new memory card as well.
The
Sims is like nothing you've ever played before - sure, it shares
a lot in common with other simulation titles but as its name suggests
this is the ultimate in simulation games as it deals with the individual
on a very detailed scale. Intricate, challenging, totally absorbing
and greatly rewarding gameplay combined with an excellent interface
and graphics that fit the experience very well, you will find this
to be incredibly addictive or incredibly boring - either way it's
worth a try just to find out if you'll be the next gamer to succumb
to the lure of The Sims.
Reviewed by Geoff Holland for AceGamez (All Rights Reserved).
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