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16 sep 2004 - 23:30

"The Sims 2 is a great sequel and a great game in its own right, and it's recommendable to just about anyone."

Read The Review


The Sims 2 Review

The Sims 2 is a great sequel and a great game in its own right, and it's recommendable to just about anyone.

If you were wondering, The Sims 2 is a great sequel and a great game in its own right, and it's recommendable to just about anyone. For some, especially the devoted fans that have enjoyed the first game's open-ended gameplay, which was all about controlling the lives of autonomous little computer people, this is all that really needs to be said. But considering that The Sims 2 is the sequel to what is reportedly the most successful computer game ever (and that's not even counting its many expansion packs), the new game almost seems like a victim of its own success. Yes, it introduces plenty of new features that enhance the gameplay that was so popular in the original game, but it doesn't drastically refresh it. It also features plenty of options to play with, but it seems like it could've used even more content. Then again, you could simply say that EA and Maxis are making sure the game has room to grow with future updates--and there's no denying that The Sims 2's additions will give dedicated fans of the series plenty of stuff to do.

The Sims 2In the most basic terms, The Sims 2, like The Sims before it, lets you create one or more "sims"--autonomous characters with distinct personalities and needs. You then create a virtual household of one or more sims (you get to decide whether they're roommates, spouses, or parents) and move them into a house and a neighborhood that is either prebuilt or built from scratch. Your sims interact with each other and with their neighbors, children leave the house for school each day, and employed adults head out for work to earn a living in one of a number of different career paths. However, the sequel has several new options, including an enhanced neighborhood editor that lets you import custom cities from Maxis' own SimCity 4, if you have that game installed. Plus, there are expanded building options that let you build a much bigger house.

But the most significant additions in the new game are probably the enhancements made to the sims and the ways they act. While they still have specific personality types determined by their horoscopes and individual characteristics like neatness, niceness, and playfulness (which you can still adjust to your taste), sims now have some notable major new features (some of which are more important than others), like memories, customized appearances, genetics, aging, and the new aspiration/fear system. Memories are generated by important events that occur in sims' lives, like getting married, having a child, or having a loved one pass away. Memories impact your sims' future behavior (though not to any huge extent), and they can also be used to build out a highly customized neighborhood with its own background story and photo album if you're so inclined, though they don't add much more to the basic game.

The sequel also features enhanced appearance editing tools that let you customize your sims' clothing, hairstyle and hair color, and also let you make many adjustments to their facial features. Oddly, the editor doesn't let you adjust your sims' height or their build (beyond making them "normal" or "fat"), but it, along with the "body shop" utility, should let most players basically re-create whatever characters they want to from their favorite TV shows or movies.

The Sims 2The appearance editors go hand in hand with genetics, which takes the ability to create a family of sims and builds it out further, though what you get out of this new feature depends entirely on what you put into it. Essentially, this new system lets sims pass on genetic information to their children. When creating a new family, you can have the game randomly generate that family's children based on the parent's appearance and personality (and you can further edit the child's appearance and personality however you like, if you prefer). Depending on your preferences, you may find yourself messing around with the genetics system in other ways. You might try to carefully re-create a real-life couple or family to see what kind of genetics they pass on. Or, you might toss some alien DNA into the family tree to see what happens, as The Sims 2 also lets you create aliens from outer space that you can marry off to humans, if that's what floats your boat.

More importantly, sims maintain their family ties (assuming you don't have any dramatic family squabbles), so if you decide to really hunker down and build out an extended clan, you can start with a carefully designed family or group of families, let them get married, and let them have children. You can then watch the children grow up and move out into their own places. And since sims are still autonomous and go about their lives even without supervision, you can expect to later receive visits from doting grandparents (or mooching grandchildren, depending on whose household you decide to control). Again, like memories, these are features that will reveal their rewards with the extra time and effort you choose to spend on them.

In The Sims 2, your characters actually grow old and even die of old age (or other causes, if you're into that kind of thing). Like with the original game, sims can and will die from neglect and extenuating circumstances, and if you're one of those sadistic players that enjoyed making your sims suffer, you'll still be able to do this in the sequel. However, if you're the sort that might really get involved in your sims' lives and history, you may look at aging as a way to build a rich and storied life for your sims. Yes, it can take several hours of play to age a sim from a baby to a senior citizen; however, if you're really looking to create an entire life for your sims, you'll find that as senior citizens your characters will not only look older, but will also look back on a long string of memories and possibly a large family tree filled with weddings and grandchildren before they eventually pass away, to be mourned (or not) by their children. It might also be worth mentioning that even though you can go through different generations of your sims' families, the time period of The Sims 2 never changes, so you won't see any technological or chronological progression. That is, you won't go from horse-drawn carriages to jalopies to modern-day sports cars--all your sims will still be watching plasma screen TVs and playing SSX 3 on their home computers, regardless of how many generations you've gone through.

The Sims 2Then again, you may also look at aging as a challenge, because The Sims 2's most significant gameplay addition, the aspiration/fear system, can actually help your sims stave off old age. The new system gives your sims one of five aspirations from which to choose (in addition to their personalities, memories, and personal relationships), including building a family, earning money, seeking knowledge, experiencing romance, or being popular. These aspirations boil down to four simpler goals that are clearly displayed onscreen, as well as three basic "fears." Each sim has an "aspiration meter" that fills up whenever you complete a goal and empties out whenever your sims' worst fears are realized. These goals can be as immediate as throwing a party where everyone enjoys themselves, or as long term as eventually winning another sim over as a best friend or spouse. These fears can be comparably straightforward or long term, such as being rejected from trying to make a romantic advance or getting fired from work.

If your sims realize enough fears, their aspiration meter empties out into the red and they go temporarily insane until a friendly therapist usually shows up. During this period of time, they're completely unresponsive to any orders you may give them, and their loved ones may also become distraught at the sight of them. However, if your sims successfully complete their goals of (for instance) buying refrigerators and making best friends, they earn "aspiration points" that fill up their meter, which successively becomes green, gold, then platinum--and the longer and more often it hits platinum, the longer your sims remain "normal" young adults. Buying a new fridge might net you only +500 aspiration points, while making a best friend will net you a cool +3,500--you'll need to lose a few thousand in order to go insane, and you'll need to earn several thousand more to fill up your meter, though. In addition, you can actually use aspiration points to buy exceptionally effective furnishings for your house, like a money tree that periodically grows extra cash or an electrical tub that invigorates your sims and fulfills nearly all their needs. In addition, The Sims 2's career system has been slightly enhanced. It still lets your sims follow a career path and get promoted by practicing certain skills, but it now features brief text choices while you're on the job that can make or break your sims' next promotion.

Taken together, the aspiration system and career system provide some much directed, goal-oriented gameplay, surprisingly reminiscent of a challenging role-playing game, of all things. These new features not only add variety to The Sims 2, but also address a common criticism about the first game: how it didn't present any clear goals or objectives beyond dutifully ordering your sims to relieve themselves every time their "bladder" needs got out of hand. But using this new system to successfully create a household of fulfilled sims can be very tough since you must also balance their relationships, their jobs, their income, and their moods at the same time.

The Sims 2At least The Sims 2 is a bit more lenient about your sims' constantly depleting needs (hunger, fatigue, entertainment, and others), so that you do not always have to order them to eat something, play something, or talk to someone. The Sims 2's artificial intelligence is generally better than that of the original game. Your sims are more likely to take appropriate actions on their own and to successfully make their way around obstacles. Though, like in the original game, they occasionally have problems getting to where they're intending to go and still need to be reminded of fulfilling specific needs--just less often. This means you can still create a family of sims with wildly different personalities, then sit back and watch what sort of trouble they get into, which can be entertaining for a while. The game has a screenshot capture key that can be used to grab images for your neighborhood's story, and it also has a video capture option that lets you capture movies. So if you're willing to put in the time and effort, you can try to block out your household, like you would while filming on a TV set, and film away.

The Sims 2 also adds enhanced tools to let you create custom-built houses and neighborhoods. Though buy mode, which lets you buy furnishings for your homes, is largely the same as that of the original game, build mode is different in that it lets you build a fabulous four-story home connected by various types of stairways and surrounded by a patio and a deck. The neighborhood editor lets you add houses and empty lots, as well as city parks or shopping centers, which you can build out with phone booths, market stalls, restaurants, and other items, to your custom districts. These and other features work similarly to how they did in the original game. Perhaps disappointingly, and aside from the unusual prevalence of clothing and household furnishings inspired by Korean culture, the sequel offers about the same amount of content to build things out as the original game did (without its expansion packs).

The Sims 2The Sims 2 isn't simply a retread of the first game minus the expansions--since it features both the at-home parties of the House Party expansion pack and the out-of-house lots of the Hot Date expansion pack--but it's pretty clear that the door has been left open for future content updates. In the meantime, you can also use the in-game custom content browser to download new files directly from the official Web site (including items that Maxis has made, as well as stuff that other fans have built using the editing tools). Hopefully The Sims 2 will enjoy the same kind of thriving, content-creating community support as the original game did.

We hadn't mentioned this yet, but The Sims 2 also looks great. The sequel is powered by an all-new 3D graphics engine so it looks much better than the original game did. And thanks to the game's expanded character customization options, your bespectacled, knit cap-wearing, cargo shorts-clad sims can look more distinctive than ever, though they still have that plain but clean cartoon-style look to them that recalls the characters from the Sims console games. And like you'd expect, they're animated with lively, often humorous gestures. However, The Sims 2 seems to have about the same amount of interactive gestures, or perhaps slightly more, than that of the original game (minus the expansion packs). For those devoted fans that are used to playing with pets and turning their siblings into frogs with a wave of a magic wand, this may seem disappointing, but perhaps we'll see more gestures in a future update. Unfortunately, the game seems to slow down a bit on mid-range and even on fairly high-end systems with all the settings turned up, especially when there are a lot of sims onscreen and there's a lot going on (which is often when the game is at its best). And like with the original game and all of its expansions, The Sims 2's camera even scrolls sluggishly--perhaps this is some sort of clever inside joke, but it's unfortunate that this still hasn't been fixed.

The Sims 2's sound is also great, though it's about what you'd expect from a Sims product. The high-quality soundtrack by composer Mark Mothersbaugh (of Devo fame) seems to fit extremely well with the game as well as with the previous games in The Sims series. It has the same upbeat, slightly ditzy feel that serves as a great ironic counterpart for when your kitchen is on fire and your sims are either panicking or burning to death as the Grim Reaper looks on, clipboard and cell phone at the ready. In fact, it could have come right out of another Sims product. While the audio doesn't break much new ground, it's completely appropriate and enjoyable for what it is.

The Sims 2Also, there's an all-new set of spoken "simlish," the expressive gibberish language that sims speak, and while there's more of it than there was in The Sims, there are only a few specific voices for each age group. And since, as mentioned, the new game has a decent, but not overly impressive number of different gestures and conversation options, it likewise has a decent variety of spoken simlish, and all of it is appropriate. As with the original game, The Sims 2 has all-new audio for peripheral characters and fixtures, like shopkeepers, radio stations, and TV shows; these are, like the comparable simlish in previous products, enthusiastic, believable, and occasionally quite funny. The Sims 2 attempts to preserve the same sort of slightly off-kilter humor the original game had, and with the exception of some bland object descriptions in the build and buy modes, it's mostly successful in that regard.

Considering that The Sims 2 offers both the original gameplay of the first game along with the new aspiration system, larger house building, and better character customization options, it contains a good-sized chunk of interesting things to do. However, you may still find yourself wishing there was even more to The Sims 2, especially if you've played through the original game and its expansions. Hopefully future updates and community contributions will fill things out. While it seems that The Sims 2's most significant additions will be most compelling and beneficial to those that were already great fans of the previous game, it's still a pretty accessible game that now offers more focused gameplay, if you want it. In short, The Sims 2 successfully took just about everything that was great about the first game and brought it up a notch, and while you might wish that the sequel had gone a notch or two higher overall, it's still a great game in and of itself.

16 sep 2004 - 23:20

"...it's deeper, has more flexibility, it's more engrossing, and it's even easier to modify and expand."

Go To IGN.com

16 sep 2004 - 23:10

Looking for more examples of deeper gameplay from The Sims 2? GameSpy has posted an extended review for your enjoyment.

Join Bufus's Trailer Party


The Sims 2 Extended Review

By Dave Kosak

A more in-depth exploration of the latest 'Life simulation' and sequel to the biggest PC game of all time.

This Summer when I was given a preview of Sims 2 by one of the producers, he was at a loss. We'd already cruised through his canned presentation, but I could tell there was more to see. I kept asking questions and he kept showing me more and more. "I don't know what to show you next," he finally admitted. "There's just so much." So, instead, I kept barking out orders, telling him things like "Invite the maid over! Hit on the maid! Now go in the hot tub and invite her in!" He kept clicking away, and the Sims kept responding appropriately.

As I sat down to review the game, I began to understand his dilemma. Just as he had trouble boiling the game down to a little ten-minute spiel, I knew that a couple pages of a review wouldn't be able to show the full extent of the game. So, in addition to my review, I thought readers who really wanted to know more about the game would appreciate some detailed examples of gameplay that wouldn't fit into the review.

Want a more concise summary of the game? read the review! But for more details and anecdotes, read on.

Emergence In Action

From what I can tell, the underlying AI for the Sims isn't incredibly deep. Sims amble along living moment-to-moment, reacting to what's around them and occasionally to recent memories. However, the AI is deep enough, deep enough to cause the unexpected or to give the illusion that a lot more is going on than you think. Surprising things just sorta flow out of a Sim's natural behavior, which ends up making for a great game.

The Sims 2
One of Bufus's famous trailer parties rages on.

Let's take the strange case of the Marfit Brothers. This pair of misfits live in a ramshackle home that I created for this humor column, "Spy Eye for the Sim Guy." One Sim I created as the lead character, Eugene: a slob desperate for romance. I needed another Sim for a screenshot I had in mind, and this Sim's whole purpose was to be "the guy who lives on Eugene's couch." For that role I created Bufus, who looks like a slacker incarnate.

However, when I started to play through the game, attempting to stage screenshots with Eugene, I had to deal with Bufus wandering around willy-nilly through the house on his own. My heart really warmed to Bufus when I caught him arguing with a paper airplane. He ended up being an integral part of the column.

Long after I had finished the column I kept playing with the misfit Marfit brothers, mostly to find out what would happen to them. You see, the thing with Bufus is that his only goal in life is to be popular. Instead of getting a job, he threw parties. He was a natural schmoozer. He'd throw on some grilled cheese sandwiches, crank up the tunes (salsa music seemed to suit Bufus best), slip on a pepto-bismol pink tuxedo jacket, and start the joint jumpin'. By this time I had my real-life friends watching me play over my shoulder and we got a big kick out of it -- Bufus would roll out of bed every day and it would be like: "It's 10 AM! It's time to PARTY!"

Neither of the Marfit brothers bothered to clean the toilet. Sims would walk into the bathroom and act horrified.

Parties at Bufus's place were off the hook. He'd regularly invite people in off the street. He'd always order a pizza and then his brother would hit on the pizza girl. Then they'd invite her in and she's party hard (in Sims 2, all the Sims -- even maids and delivery people -- are fully fleshed-out characters you can interact with). Eventually whenever she made a delivery she'd ask, "Hey, can I hang out now?" Of COURSE you could hang out! The door was always open at the Marfit place, and the seat was always up.

Then a crazy thing started to happen. Before long, Bufus had nine close friends and several screens full of acquaintances. He became the social center of the town. Everybody who was anybody came to Bufus's parties. If Sims wanted to make any new friends, Bufus's ugly-ass crud-encrusted trailer was the place. If you wanted to be somebody in my town, you really had to schmooze up to Bufus in order to get an invite. I didn't try to make that happen, and it certainly wasn't programmed into the game -- it just happened! That's emergence. Remember, Bufus was supposed to be a throwaway character when I created him. Who knew? Situations like that grow out of different Sims and their personalities interacting as you play.

The Sims 2
Groping the hired help. If you like her, you can ask the Maid to move in with you...

More emergence: teenage daughters always seem to end up talking on the phone for hours on end. How does that happen? I don't think it's programmed that way. I think that effect naturally grows out of teenage wants and behaviors.

The Sims are always doing things to make you wonder if they did them intentionally. My wife created the two Roberts brothers, a neatnik (who we were delighted to discover was terrified of using a public toilet) and a total slob. One time the neat brother put a TV dinner in the oven and walked to the family room. The slob walked up and -- I swear -- he actually looked over at his brother, then removed his dinner from the oven and ate it. Was he aware that he was stealing his brother's food? Did he look over at him on purpose before slipping it out of the oven? The truth is, it doesn't matter -- it sure looked like it, and we got a good laugh out of it.

"Let the Sims Figure it Out"

In doing my review I was fortunate enough to have the perfect test audience -- my wife was as hooked on the original Sims as anybody, and made for a good case study. We played the game much as we played the original: sharing different families in the same neighborhood. Things got a little hairy, though, when the local hot redhead Sim Nina Caliente had her hooks in a Sim from my wife's family and a Sim from my family. Dilemma! Would Nina stick with my Sim or hers?

The Sims 2
Tensions ran high in the hot tub that night.

We decided to let the Sims figure it out themselves. One thing I learned early on was that it was easy to get in the habit of meticulously queuing up your Sim's every move, but the Sims are much smarter in the second game and the game is just as much fun if you let them amble along on their own. So we had Nina throw a big party and invite both of her lovers. Then we just ... watched. At first they all seemed to get along in the hot tub. But then my Sim, the architect Feng Shui, caught Nina getting hot and heavy with the neat-freak Roberts brother and exploded with rage. He slapped her around, then retreated into the other room to cry. Poor Feng Shui. He agonized over it for days.

What Will Happen Next?

Which brings up another point. One of the things that really drives gameplay in Sims 2 is the question, "what will happen next?" It's an odd question, because supposedly you're in control of everything your Sims do, so "what happens next" shouldn't be a surprise. But nonetheless, the surprises keep coming.

Let's come back to Feng Shui, who was on the rebound: Nina may have broken his heart, but he wanted children, dammit, and needed a woman! I arranged a great little party at his house. He had the food, he had the dancing, he had the games. He dressed in his tuxedo. His guest of honor, Lucy Burb, was happy and in love. And then Feng popped her the question. You know what comes next: happy cutscene, she moves in, they make babies, right? But no -- I'm not sure what made Lucy turn him down. Maybe it was the setting. Maybe she needed to go to the bathroom at the time. She rejected him! He cried about that for days as well. You could watch him mope around his house, think of the failed proposal, and then bust into tears. Things don't always go as planned.

The Sims 2
Feng Shui gives Mr. Roberts a piece of his mind.

"What will happen next?" You can never tell, and so you have to keep playing. Feng's old flame Nina married the neat Roberts brother and moved in with both brothers. But she was insatiable, and once she moved in it was clear that she had the hots for the slob brother. She'd walk around, think of him, and sigh wistfully. She desperately wanted to cheat on her husband and make woo-hoo with the slob. My wife didn't see that coming when the two of them got married, but now it was a part of the game and she had to figure out what she was going to do about it.

Paging Jerry Springer

In my review I mentioned that screwing up is just as much fun -- if not more -- than having a family do well. Truth is, messed up Sims have a whole set of surprising behaviors. It's possible that they end up downright neurotic! Sims with screwed up childhoods will walk around, jittering, mumbling to themselves.

Of course you want to hear some examples, so let's return to my wife's game. Here she had Nina, the wife who lusted after her husband's brother. My wife decides, what the heck, she'll let it happen. For a while it seemed to work. One brother would be off in the office while Nina was Woo-Hooing the other one. Inevitably they got caught. Screaming! Slapping! Crying! You'd think you were watching an evening soap opera.

The Sims 2
Smooth. Very smooth.

It all seemed kinda funny until we noticed what effect it was having on their young son. At one point, he couldn't walk past his parent's bedroom without thinking of his mother and stopping to just stand there and sob. He absolutely hated her. He could never get his homework done because he wasn't sleeping right. He grades were terrible. He was afraid to go to school. He was totally messed up! It was all bad.

"This woman's a pariah!" my wife finally declared, swiping her mouse pointer over Nina's face like she was slapping her.

You'll uncover all sorts of strange Easter Eggs as your Sims hit bottom or get stuck in messed-up relationships. When a Sim is desperate for some socializing, a big fluffy "Social Bunny" might appear to talk and play with the lonely Sim. This isn't a complete surprise because you'll sometimes see the bunny on kids' television shows in the game. The hysterical part is that nobody else can see the Social Bunny. They just see your Sim talking to and laughing at thin air, and they make "he's crazy" motions with their hands. This cracked us up.

Tall Tales of Town Building

The idea that I could create my own neighborhood from scratch really got my creative juices flowing. As stated in the review, you can actually create terrain and a road layout in SimCity 4 and import it into the game. It's not self-explanatory, but the process isn't all that difficult with the help of the readme file. The only tough part is that you can't preview how it'll look in-game -- the edges of your city will be cut off when viewed in Sims 2, so it took a couple of tries before I was able to get the town "just right."

The Sims 2
Here I am, building the bad part of town.

Even if you don't have SimCity 4, Sims 2 comes with a pile of empty cities that you can mess with, so you won't be missing out. As for me, I created a town where one side of the river was to be a lavish master-planned community and the other side of the river was an old run-down farm community filled with shacks and trailer parks. COMEDY ... IMMINENT!

Once I imported the road layout I had a blast dropping in the plethora of animated decorations. The lavish planned community had pretty hedgerows and forests and public parks along a central paseo. The other side of the river I filled with old antennas, dead shrubs, decrepit farms and trails of smoke curling into the sky. Next, I laid out the lots, both residential and community. Building community lots is a blast. On the poor side of the river I built "Dookie's Dive Bar" and "Skanky's Chow Hole."

The Sims 2
Dookie's Dive Bar: If you can kill it, Dookie can grill it.

It's also easy to upload custom pictures and storyboards for your town. This helps you set the tone for the region. My wife and I discovered another use for the town story, since we both play on the same PC: after a play session I can update the town story with notes to her about big events: "Despite Nina's attempt to destroy our community, the town still thrives. Bufus just added a deck and a hot tub to his party pad." She sees that next time she starts to play, or she can edit it to leave a message for me.

After a couple of hours I'd built the town and one of the community lots. There were still dozens of other lots to be created. I'd have to build houses on all of them, or download ones off of the internet. Then I'd need to create families and move them in. What about the Hedonism family, who dress like Romans and throw bacchanalian celebrations every evening? How about downloading the Go-Go Yubari Sim from the website and seeing what trouble she causes? How about creating Sims who wear red face paint and call themselves the Devils? (I could create a husband and wife, "Lucius Devil" and "Jersey Devil.") The possibilities are endless!

The Sims 2
Go-Go Yubari, downloaded from the Internet, straining hard to make a sandwich.

My town is hardly even created, and already I'm asking myself: "What's going to happen?" I've got hours and hours and hours of tinkering, building, creating, and playing in store for me before I can find out.

I can't wait.

16 sep 2004 - 23:00

All new exchanges, MySim pages, BBS and more...Get the latest information on The Sims 2 and it's community at The Sims 2.

15 sep 2004 - 23:10

De Sims abracadabra heeft agelopen weekend tijdens de Power Unlimited Gameplay de 'Kidsweek Award' gewonnen!

Duizenden lezers van Kidsweek, de krant voor jonge mensen, hebben in augustus en september gestemd op hun favoriete game. En dat was...De Sims abracadabra!

en daar zijn we natuurlijk supertrots op!

The Sims 3
15 sep 2004 - 23:00

De winnaars van de Sims 2 muismat van afgelopen week nog eens netjes op een rij:

  • 15 sept: mizzx14
  • 14 sept: iovanni
  • 13 sept: Lam6
  • 12 sept: Remco
  • 11 sept: Shanna
  • 10 sept: hipie133
  • 09 sept: MoChInOo
  • 08 sept: GIRLGAMERTJE
De Sims 2
11 sep 2004 - 23:00

Greetings, Sims Fans,

Can you feel it? Do you feel a tingling sensation in your stomach that's radiating throughout your whole body? You know what that is? It's your body's way of saying, "There's less than one week left until you can rush to the store and pick up The Sims 2!"

So this week, in honor of that tingling sensation in our own bodies, we're going to take a closer look at the Create-A-Sim tool found in The Sims 2. First off, the good news is that all of the existing Sims created with The Sims 2 Body Shop will work in The Sims 2, so fear not – the products of all of your hard work (and the hard work of others which you downloaded to your hard drive) and long hours spent with The Sims 2 Body Shop will soon be playable in The Sims 2. In fact, all of your Sims will automatically copy over when you install your copy of The Sims 2. No sweat! And, with about 3500 high-quality Sims already living on the Maxis servers, you should be able to keep yourself plenty busy for the next few years

The other big news is that Create-A-Sim, as it's found in The Sims 2, contains tons of additional hairstyles, clothes, makeup and other items to help you tweak your Sim to perfection in the game or use these assets to create your own versions in The Sims 2 Body Shop.

What's more, there's a suite of sweet new features in the version of The Sims 2 Body Shop, included in the shipping product , to allow you greater control in making the Sim of your dreams. Tapping the F3 key will now toggle between "free camera" and "set camera" modes. Once you're in free camera mode, you can use these mouse controls to view your Sim from every angle:

  • Click + Drag The Left Mouse Button – this combination orbits the camera around the head of your Sim.
  • Click + Drag The Right Mouse Button – controls zoom
  • Click + Drag Left + Right Buttons Simultaneously – Alters the center point the camera is focused on.
  • < and > buttons – Rotates the Sim.

And, just in case you want even more information and tips, we've got The Sims 2 Prima Guide's section on The Sims 2 Body Shop to help you create the Sim of your dreams!

Keep tingling!

Lucy Bradshaw

The Sims 2 Executive Producer

10 sep 2004 - 23:20

"It's deeper, has more flexibility, it's more engrossing, and it's even easier to modify and expand."

Ya gotta read the review!


The Sims 2

By Dave Kosak

The sequel to the biggest PC game of all time delivers on its promises: This little toy will keep you entertained for months.

It's difficult to review a game like The Sims 2 because the original title -- which kicked off the best-selling PC game franchise of all time -- was so many things to so many different people. People are going to flock to The Sims 2 for any number of different reasons. Will they be satisfied? Will they get their money's worth? Will they get addicted all over again? The short answer is yes. (The slightly longer answer is hell yes). But to see why, it's necessary to tick off all of the things that people got out of the original game ... and how the sequel delivers even more for everyone.

The original Sims was as much a toy as it was a game. Little people would live out their day-to-day lives inside your computer, and you could play with them however you liked. Everybody played the game differently, some trying to make perfect, happy, successful families ... others treating them like lab-rats or trashy daytime talk show guests. Whatever your tastes, the original game spawned a whole online community creating content for it. What would happen if the Spice Girls moved in next to the cast of the X-Files? My wife downloaded them all from the Internet and we found out. It was more entertaining than reality TV.

As you'd suspect, Sims 2 follows the same formula. The way we see it, the original game was four things: an architecture simulator, a people simulator, a creative toy, and -- of course -- a game. Everyone played it for different reasons. So let's look at each one and see how the sequel stacks up!

The Sims 2
Hate your life? Simulate one worse than your own!

One thing that players will discover after only a couple hours of play is the size and depth of the game. For this reason, we're also including a Extended Review with more detailed information and gameplay anecdotes.

Sims 2: The Architecture Simulator

Many people loved the original Sims simply for being able to build and decorate houses. For evidence just look at the lavish floorplans people have uploaded, or the uncounted multitude of furnishings, wallpapers, and floor patterns they've placed online. How's Sims 2 stack up? As a building game, it delivers.

Starting off, the new true-3D engine allows you to swivel the camera to any angle, zooming all the way in to get a people-eye view of the interiors or panning around to view the structure for any angle. (We actually wished the camera control was even more configurable -- sometimes we wanted to zoom around the house more quickly or walk through it in first-person mode.) Houses can now have a more complex basic structure: you can build on foundations, put windows or doors on diagonal walls, create two-story rooms with multistory windows, build diagonally-oriented decks -- the works. When you build fireplaces, the chimney will stretch up to the roof. And roofs can also be customized, built the way you want with overhangs or dormers. Want to build an old Victorian home with a wrap-around porch? Or a multistory building with apartments on every floor? Can do.

When it comes to decorating a home, the choices are expanded, a vast improvement over the first game. When you buy a couch, for instance, you can now choose the upholstery and woodgrain separately. Suddenly a single piece of furniture can have dozens of options -- and there's a lot of furniture. Similarly, there's more wall and floor options as well. And they're sorted by materials: brick, plaster, paint, etc. In this way, everything easier to find and easier to build with. More importantly, as people start downloading gobs of new surfaces from the Internet, they'll be sorted and easy to find.

It's also a relief to see the sims navigate buildings better. It no longer takes them forever to go up and down stairs, so multistory buildings are easier to use in-game. Chairs are now pushed under tables when not in use, so they don't take up precious space. And, in general, sims are better at squeezing past each other in narrow areas. As a result, you can build much more realistic or creative layouts and still have them work within the game.

It's not quite at the point where "if you can dream it, you can build it" (you can't place furniture on diagonally oriented walls), but Sims 2 allows you to build most common architectural elements. It's better than most off-the-shelf home-planning software, and way easier to use.

Sims 2: The People Simulator

There was something voyeuristic about the original game, something fascinating about manipulating the lives of your sims. It was rightly called a "virtual dollhouse." People used the original game to create families identical to their own, or crazy fantasy families that were either perfect or wildly flawed. Gamers who got a kick out of doing so will find that Sims 2 offers even more.

The Sims 2
Individual Sims have an incredible range of expressions.

First of all, the level of detail is astonishing. The new 3D engine allows you to zoom in and get up close and personal with your sims. And now, rather than the stock heads and bodies, they've all got unique faces and distinctive features. You can see their facial expressions. I'm not exaggerating when I say that Sims 2 has the most expressive facial models of any computer game to date. Sims will, on cue, look overjoyed, disgusted, lustful, bored, sleepy, excited, thoughtful ... you can see it right in their faces.

Want to create your own sim? There's more ways to tweak and change the face and makeup than you see in most massively multiplayer online games. When creating a family, you can also create their familial relationships -- brother, sister, grandmother, etc. The game stores a family tree for each sim that you can view as well (which is good, because after a couple generations the family can get pretty huge and convoluted.)

The Sims 2
Mr. Feng Shui discovers one of the many little surprises hidden in the game.

This level of detail extends throughout the whole title. A virtual dollhouse? Sure, one where the clocks actually tell time, where the televisions show moving video programs, and where sims can paint portraits of anything you choose and then hang them on the wall when they're done. When two sims play chess together, they actually move the pieces in a real chess game. You can watch to see who will win, and see the winner celebrate with a big happy smile. Sims 2 is crazy immersive.

It's hard to tell how deep the simulation actually is, but it's complex enough to continually surprise. Sims have individual personalities and their own interests (familiar to anyone who installed the Hot Date expansion to the original game). You can watch them talk about different topics and react to one another accordingly ("The environment? Again? Booo-ooring!") Sims have their own memories, so you can see what they're thinking about as they stroll around the house. One of my sims proposed to another and was rejected: for several days he moped around, thinking about it occasionally and sobbing.

The Sims 2
Sims age, and each transition is the perfect excuse for a party.

It's hard not to feel for the sims as they go through life, or to read into them more than the game is probably simulating: jealously, lust, love, hate? Sometimes you just never know. During one play session my wife inadvertently found herself in control of one messed-up family (see the Extended Review for the whole story). It all seemed funny until she heard a noise once and scrolled down to find their little boy in bed, thinking of his mother and sobbing quietly. For a split second, the sims seemed so real...

Sims 2: The Game

Hardcore gamers had mixed reactions to the original Sims, which was understandable. It was more of a toy than a game. If you were looking for win/lose conditions, it wasn't rocket science to figure out how to make your sim earn a lot of money or get promoted. If that was all you were looking for, the original game got repetitive. Is the sequel going to be more compelling to hardcore gamers?

Yes and no. If you're looking for some sort of strategy game where you can learn a technique, win the game, and brag about your victories online, then don't be fooled by the five-star rating -- this isn't really that type of game. It's just as open-ended as ever.

But from a pure gameplay standpoint, Sims 2 offers a lot more than the original to keep it from being repetitive and to keep throwing interesting decisions your way. For one thing, your sims' basic needs aren't the only thing you're worried about. They now have wants and desires to attain and fears to avoid. This gives you a little more to sink your teeth into. After all, if a sim needs to pee, there's really no decision to make -- you just click on the toilet. But in Sims 2, sims often want things that don't have obvious solutions. What if your sim wants to make Woo-Hoo (aka, "do the nasty") in public? And what if your sim's boyfriend doesn't want to? Well, now you've got real decisions to make! Do you ignore the want and try to make your sim happy in other ways? Do you have her cheat on her boyfriend and Woo-Hoo with someone friskier? Do you buy the special sunglasses that make your sim irresistible? Do you dump his puritan ass? Sims 2 forces you into decisions like that, which ultimately make for a more interesting game.

The fact that sims now grow old with time also adds a new dimension to the game, and fixes a complaint with the original (where time seemed to stop when babies grew into children). As sims grow old they can't possibly "do it all." Decisions have to be made. Just as in real life, it's hard for sims to hold down a career while raising several children (at least, several nominally well-adjusted ones). Also, babies grow into toddlers, who grow into teens, who grow into adults, and eventually into elders. Wants and fears change accordingly. Because someone in the family is almost always moving through different phases of life, you see a lot more variety than you did in the original game.

Sims in the same household will often have conflicting wants and fears. Trying to balance them all under the same roof -- and watching the fireworks that result -- can be pretty entertaining and downright challenging. There's a lot more game here than in the original.

Also, this is one game that's just as fun (if not more fun) to lose. When things are going badly for your sims they get downright neurotic: they walk around cringing, they cry themselves to sleep, and they start hallucinating about bunnies. Crazy stuff happens! Sims who die tragic deaths come back as ghosts. Will Wright, in a recent interview, calls this "exploring the failure states." We call it dirty fun.

The Sims 2
You can build some pretty awe-inspiring and complex houses, and the building tools are cake to use.

Sims 2: The Creative Toy

Part of the enduring success of the Sims franchise is that it allows people to create. Homes, families, furniture, clothes, and stories were all created and shared online. Does Sims 2 tap into that same creative energy?

We've already shown how the house-building part of the game has more to offer. But that's just where Sims 2 gets started. "Over time we've come to recognize that storytelling is integral to the entire Sims idea and we're always looking for ways to let players create, drive, and share these stories," Will Wright said in the above-mentioned interview. If you're into this part of the game, you can create not just static slideshows of your sims' lives, but video of key moments (just tap the V key to start recording). Because sims grow old, have children, and pass on there's a natural story created with every life.

Moreover, just about anything that can be created for the game can be shared easily online, often from right within the game interface. You can package up and upload houses, families, clothes, and Sims with a mouse click. Whole neighborhoods can't be uploaded -- yet -- but they can be packaged up and saved to be passed from player to player. It's equally easy to download things from the website and incorporate them into the game. (We were not able to fully test this functionality since the live servers are not up at the time of this writing; we were able to test-download a couple of items, though, and the process is very smooth.) A utility to edit and upload wall and floor textures is not available yet, but we've been assured it's in the works. Meanwhile, the Body Shop offers crazy flexibility with creating characters and clothes -- the user community has already created some great stuff, with tons of outfits and hairstyles ready for download.

The original Sims limited you to just a single neighborhood, which was quickly remedied in expansion packs. But Sims 2 allows you to have nearly unlimited neighborhoods, each with their own layouts. You can even create a street layout in Sim City 4 and import it into the game. The ability to create a whole neighborhood from scratch, including community lots, is a ton of fun.

The commitment EA has shown to the online community around the game (in part by releasing the Sims 2 Body Shop Content Editor well before the game shipped) is encouraging; all signs indicate that Sims 2 will offer fans of the game virtually bottomless content in the months and years to come.

The Sims 2
Let's get this honeymoon started!

A Game for Many Tastes

It's hard to pinpoint exactly what made the first game such a smash success, but it was probably a combination of what's listed above. By all objective means of measure the sequel has it beat: it's deeper, has more flexibility, it's more engrossing, and it's even easier to modify and expand. But there's something else here as well, something that can't be measured. Sims 2 is simply a lot of fun. It's hour after hour of creative entertainment. Such an open-ended toy might not suit everyone's tastes, but for many people this will be the most entertaining program available for their PC.

10 sep 2004 - 23:10

"The Sims 2 is a brilliant simulation but also a wonderful caricature of life in general."

IGN Said What?


The Sims 2 Review

How can a company improve on the best selling PC game of all time?

The Sims was one of those games that you just didn't see coming. It smacked the gaming world upside the head with its quirky nature and long reaching appeal. Obviously, the success of the original was so high that it was a forgone conclusion that The Sims 2 would eventually hit stores after the billions of expansion packs were done selling for the first game. Finally, after four years of waiting, The Sims 2 is coming out. We've had a final for quite a while now and have been playing the crap out of it in order to write this review.

The Sims 2 is a strange game to try and review. There are a lot of different ways to look at it and play it. The only thing that's certain is that this series is one of a kind. I can honestly say that I don't think I "got it" when the original game was released. I enjoyed it for a while but became frustrated at how hard it was to juggle relationships, bathroom breaks, and sleep time in order to get to the top of the corporate food chain. But over the last few weeks, I finally discovered something, partly due to a lot of the improvements made over the first game. The Sims isn't about "winning" or reaching a certain goal. It's about setting up experiences and watching them unfold. It's about personality and creativity and The Sims 2 handles both in a way that can't help but make you stare in wonder at this brilliantly bizarre series.

The most obvious addition is the new engine. It was an easy decision for them to make the game better looking. Not only did it help them keep up with the technology but more importantly helped them create an experience with a lot more personality and flair than The Sims was ever capable of supplying. All of the items found in The Sims 2 are amazingly detailed and vibrantly colorful, but the real charmer is the hugely long list of interactive animations between sims and the environment.

How can you not smile at the different ways the sims dance depending on their personalities? How can you not be pleased when outgoing characters are giving other sims in the room a thumbs up as they walk by? How can you not throw a fit of laughter when a man in a top hat and a cute blonde teenager burp in each other's faces for fun? There are so many wonderful animations of the cute, disgusting, touching, playful, exciting, amazing, and clever things that we see in life right there on the screen for your virtual people to act out. The combination of actions happening in the house can be downright hilarious and bizarre. If you haven't read the SimIGN piece about the IGNPC guys living in a house together, you should check it out to see what I mean.

The Sims 2

The Sims 2 is a brilliant simulation but also a wonderful caricature of life in general. And that's what you have to remember when playing this game. It isn't about completing a lofty goal of saving the world. Not reaching the top rung of the corporate ladder doesn't mean you failed. A dirty house and toilet isn't the end of the world. This game is about experimentation and creativity, whether you're setting up relationships or building a crazy house. You can almost equate it to a very strange canvas. Maxis is selling some amazing tools to create all kinds of things from architecture to full blown stories. It's up to the gamer to take those tools and use them however they see fit.

And that's the most difficult thing to understand. As I said earlier, I didn't really understand when I was playing the first game. I was used to playing games that have specific goals. The Sims 2 declares that having goals is almost a distraction to having fun. Don't get me wrong, if you want to think of the game that way, it's possible. You can move your sims up to the top of the corporate food chain, help your sim-kids and teenagers get into private school, or even complete abstract goals of affording the best TV on the list. But those are side shows to the main events of watching the personalities interact and sharing experiences with the community.

Maxis added several different features to improve on the original and improve on it they do. The first of these is the ability to use either one of three prepared neighborhoods with an interesting background or create your own from scratch using one of several neighborhood terrains. Players can now create different sized lots, place houses, community centers, and environmental items like balloons, rocks, trees, clouds, birds, and so on.

The neighborhood story can be added to, modified, and made creative easily with their new story creation tool. This tool works not only for the neighborhood, but also for each individual house. The game also adds a movie making feature which allows players to explore their inner director. It isn't the easiest to make perfect movies, but with a little practice, there's sure to be some great movies online before too long. You can even use a simple movie editing tool like Windows Movie Maker (which comes with Windows XP) to edit the files into a coherent movie of some sort. The only thing that might be a concern is that taking high quality movies with this tool will slow down lower spec machines. Even on my Athlon 64, with a Gig of Ram and a GeForce 5900 Ultra, the game ran fairly chuggy while taking high quality movies. The movies were certainly passable, but weren't completely smooth because all of that was happening on the same computer. Still, it's certainly a welcome feature for players that don't have the resources to buy an extra computer to capture and record video.

But what would the stories or movies be without characters and drama? Maxis has added loads more of each on top of the story creation tools. Take the character creation tool. It's about a thousand times better than The Sims original. While players won't be able to adjust height or limb length (without developer cheats) because of requirements to make animations look natural, they will be able to have an unprecedented amount of face customization. There are so many deformation points and options that it'll be hard for players not to play with the tool for hours.

I had several of my friends give the game a whirl over the last couple of weeks to see their reactions and how easy the tool was to use for those that hadn't seen it before and the reaction was quite good. My fiance spent a good hour and a half simply playing with this feature and experimenting, happy the entire time. I can guarantee that I've personally spent at least 8-10 hours doing that myself. The range of faces players will be able to create is extreme. Some of the faces can be downright disturbing and then watching those sims breed with other sims to create half-breed freaks is even more disturbing and fun.

The Sims 2

The addition of breeding, genetics, and aging is also a big move from the original. The idea of having genetics in each character created for use in combining them into children born in the game is brilliant. It completely adds to the ability to be immersed in the drama and life of a neighborhood. The neighborhood will expand and grow over time as adult sims hook up and have kids. You can actually see the generations pass as they get older. The only draw back is the aging process, which means sims you like will eventually up and die if you don't cheat or use one of the aspiration rewards called the Elixir of Life that reverses aging by a few days.

The addition of several age brackets means there are a lot more types of kids. Babies, toddlers, children, and teenagers fill out the ranks with adults and old age closing out the rotation. And while there were kids in the original, they weren't implemented as thoroughly. They'll all have to go to school and do homework as you would expect, but parents will also have the option to encourage their behavior in certain ways and help them grow as people. This doesn't mean it all has to be positive either. If one of the parents is a cranky bastard, that trait could be encouraged as well, leaving some seriously funny results. One family I created called the Zoo's (originally because they were all freaks, but later because they captured and caged innocents walking past the house) were such a bad family to the toddler (I usually take a fairly hands off approach to guiding sims) that it grew up to be an incredible brat, throwing tantrums and causing problems. Of course, he wasn't happy when he found himself in a cage either, but them's the breaks.

The last very important addition to the gameplay is the idea of aspirations. When creating sims, and when children become teenagers, lifetime aspirations must be picked. These add on top of personalities to create interesting mixes. For example, a lazy and sloppy sim with a financial aspiration may find it more difficult to make money than an active, outgoing, and neat sim. Basically, these act as guideposts for players and sims. Each aspiration will govern wants. Each sim has four wants at all times and three fears. Completing these wants helps sims reach a level of mood that even needs won't effect their happiness. Points gathered from achieving wants also allows sims to purchase special aspiration rewards that could potentially help sims become better and also provide some great entertainment.

Basically, theses additions help give some direction without forcing players to pay attention to them. Those sims that have met their aspirations when progressing into the next age bracket of their life will have a better time of it than those that haven't.

Now, a lot of players complained about The Sims for AI reasons. Sims in the original would often forget to go to the bathroom or some such thing causing micromanaging issues. Most sims will now take care of all of these needs without much handholding, allowing players to sit back and enjoy the action and spend most of their time helping sims get what they want or get what they fear (if you're that kind of a person).

This is actually one of those games that I don't feel bad about cheating in. It actually allows players to set up their neighborhood the way they choose before diving into the interactions. Sure, every area has some poor people, but the mansion on the hill that you'll like to have some mean, snooty, rich people inhabiting would take a lifetime to fill. Cheats actually allow players to paint a picture before they enter and play, which I like in this case.

The Sims 2

On top of all of this, Maxis also made sure to add enough community features to keep what is easily one of the biggest online gaming communities in the world quite happy. The game hasn't been released yet, so there isn't anything to download at the moment, but EA will be hosting servers for players to upload their content. When there are new items and skins for download available, players will be able to easily click on a snowflake icon in game to download any content that might be available. All of this custom content, including full sim designs, will be recognizable by the snowflake symbol in their iconic representation in-game. So if you're adding a looking to add new floor and you see an option with a snowflake next to it, you'll know it's a custom texture.

Closing Comments
It's really hard to shove all that's available in The Sims 2 into a neat packaged review. It is, however, easy to start rambling about all of the cool ass things that happen during the course of play. I've laughed so hard and been so disturbed that I simply have to recommend this game to anybody who was a fan of the The Sims. Even if you weren't, as I wasn't as much as some people, might find more to enjoy with this second installment.

The new features like aging, aspirations, character design, community property, and all of the great story building tools help to make The Sims 2 a more complete game in every way possible.

All of the superb personality and feeling that the game delivers with its graphics and animations only pushes my feelings higher. I've played The Sims 2 for a good 50 hours now and am sure that I haven't seen everything there is to see. When you see imaginary bunnies and doctors fall from the sky to help with mental health, you'll know you arrived.

If you're looking for a game that really and truly lets you create your own story and build your own history and world, this is the one for you. The series is unique and lovely, and while the premise may be four years old, the feeling you get when playing The Sims 2 isn't.

10 sep 2004 - 23:00

"The Sims 2 is as big as life as and as consuming. At heart, and with heart, it is a masterpiece." Look for The Sims 2 on the cover of the new issue of Computer Gaming World this week!

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