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Sims Nieuws

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!

9 sep 2004 - 23:50

"Welcome, ladies and gentlemen, to the first annual "Sim-Limpic Games," little tiny virtual sports played with little tiny virtual people."

Watch The Opening Ceremonies


The Sim-Limpic Games: Hot, Wet, and Unsportsmanlike

By Dave Kosak

This week, courtesy of the Sims 2, Fargo commentates on a spectacularly unusual competition.

With The Sims 2 a mere two weeks away, my anticipation has reached a fever pitch. Check out this massive preview, this Interview with Will Wright, or a previous humor column of mine. Mark my words: Sims 2 is going to be the best full-featured household simulation title since ... uh ... the ... Sims, I guess.

With that in mind, I've kicked off a little event I call:

The Sim-Limpic Games

Fargo: Welcome, ladies and gentlemen, to the first annual "Sim-Limpic Games," little tiny virtual sports played with little tiny virtual people. With me to co-commentate this week is Mike Sliszowsky, professional grognard and longtime PlanetFargo Correspondent. His essays on Desert Combat Strategies and Mastery of Battlefield 1942 have become the source of more PlanetFargo hate mail than that time I showed people how to cheat at Counter-Strike by drilling holes in their modems.

Sliszowsky: Hola, dirtball.

Fargo: Now, the real Olympic games involve tests of strength or dexterity. In The Sims 2, that's all but irrelevant, unless your Sim is opening a can of beer. What matters are skills like making hamburgers and flirting with 12 chicks at once while hiding them from each other. With that in mind, let's kick off our first event: BINGE DRINKING!

Sliszowsky: I've already started.

The Sims 2

Fargo: The crowd favorite here is definitely Bufus, pictured above, playing for the Americans. Look at him go! He's dropping them faster than balloons at the Republican convention.

Sliszowsky: He's been in training for this since he was 12.

The Sims 2

Fargo: Speaking of competition, his main opponent here is Lillith Plesant, who as you can see has been in continuous physical training for over 5 consecutive minutes, and, as a result, reeks to high heaven. What team is Lillith playing for again?

Sliszowsky: I have it on good authority she plays for both teams.

Fargo: WOW! And already Bufus has drank the Ukranian team right into the ground:

The Sims 2

Sliszowsky: She hit the dirt like a tent-peg. I haven't seen a woman get that ripped since my Mom took me to the prom.

Fargo: We'll come back to Binge Drinking in a moment.

Sliszowsky: We always do!

Fargo: Next up is the Woo-Hoo competition. "Woo-Hoo" is what the Sims call, uh, it's how they describe -- well, this is embarrassing. Mike, how would you describe Woo-Hoo?

Sliszowsky: It's like love but leaves stains.

Fargo: We'll edit that comment out later. The Woo-Hoo competition is in full swing.

Sliszowsky: In fact, the Russian team is using swings.

The Sims 2

Fargo: It's hard to tell from here, Mike. Is that freestyle Woo-Hoo or are they doing the Butterfly stroke?

Sliszowsky: I'm hoping to see some doggie-paddling, myself.

Fargo: Thank God we're broadcasting on a tape delay. Let's move on to one of my favorite events, the "Hip-Hop House Party Gymnastics." And what a shocker! Lillith Pleasant, already several years older, is really cutting up a rug:

The Sims 2

Sliszowsky: I'd say Bufus is winning.

Fargo: Bufus isn't even competing in this event.

Sliszowsky: C'mon, look at the picture.

Fargo: Before we move on, it's time for a little bit of Sim-Limpic trivia. Do you know what the five rings on the Sim-Limpic flag mean? They represent the time-honored values of every Sim: Knowledge! Family! Wealth! Popularity! And getting some.

Sliszowsky: The five rings are interlocked to represent some sort of cross-coupled love-in. Hoo-ah!

Fargo: That is true, whenever I play The Sims 2 it always ends up playing out like some sort of late-night Cinemax movie.

Sliszowsky: Then you don't play hard enough. When I play it's like pay-per-view, baby.

Fargo: Whoa, stop the presses ladies and gentlemen. We're cutting to a live shot from the park just outside the Sim-Limpic village, where it looks like Chinese favorite Feng Shui is preparing partner Lucy Burb for the Woo-Hoo event:

The Sims 2

Sliszowsky: Bah, he's exaggerating, I saw him in the showers earlier.

Fargo: Romance is in the air! And so are the flies. Have you ever seen the Toilet in the Sim-Limpic village? It's like an event in and of itself:

The Sims 2

Sliszowsky: It's like a porcelain version of DOOM 3.

Fargo: And it's time once again for the Woo-Hoo!

Sliszowsky: It is ALWAYS time for Woo-Hoo. Now, this is a tight event, but I'd have to say that my money's on the Hot Asian Team.

The Sims 2

Fargo: Well, putting aside your politically incorrect bias for a moment, I would point out that there really isn't a single "Asian" team. Asia is a colorful continent with a multitude of diverse cultures and politics. You've got your hot Chinese girls, your hot Korean girls, your hot Japanese girls...

Sliszowsky: WE ARE ALL WINNERS HERE.

Fargo: What's this? This is unprecedented! Some Woo-Hoo is off the chart here in the medal round. I think that -- who is that? Is the woman from the Brazillian team cheating on her boyfriend?

Sliszowsky: I think she's getting her Woo-Hoo on with the French Maid. Now that's what I call Sims bustin' out!

Fargo: The judges are desperately trying to score it an "11."

Sliszowsky: It'll be really hard for the other teams to catch up.

Fargo: But Eugene is sure trying:

The Sims 2

Sliszowsky: This next event speaks to me on a personal level. It's the "Knocking Over Garbage Cans" event.

Fargo: Now, to be fair, it's not really an event. It's just whenever we try to play Sims 2 this one crazy broad keeps walking around overturning the neighborhood garbage cans.

The Sims 2

Sliszowsky: Uh oh, Feng Shui is coming out in his pajamas to give her a piece of his mind. And possibly a foot to the crotch. This is gonna be great.

Fargo: Hold up, I think he just threatened to, and I quote, "go Wang Chung" on her ass.

Sliszowsky: That really weakens his argument.

Fargo: And now he's crying.

Fargo: Mike, how's the Binge Drinking coming?

Sliszowsky: I'm just getting started. But once I'm done with the surly phase here, I'll start hugging everyone.

Fargo: I don't mean for you, I mean for The Sims.

Sliszowsky: Oh, right, right! Bufus shows no sign of letting up.

Fargo: He just threw his last glass on the ground and he's hitting the bottle directly. I wonder how the judges will rank that?

The Sims 2

Sliszowsky: It's hard to read them, since the judges have been partying drink-for-drink with Bufus the whole time. For the last hour there have been more plus signs flying around over their heads than in a first-grade math book.

Fargo: And the scores are in! It looks like... well... It looks like a 98.5, the roman numeral VI, and what appears to be a schwa.

Sliszowsky: One of the judges is just giving him the horns. And now he's taking a sponge bath in the sink.

The Sims 2

Fargo: Usually that means the party's over.

Sliszowsky: Or it's just getting started.

Fargo: Let's give all of our winners a hand!

The Sims 2

Sliszowsky: Screw that. I'm going over here to give a hand to the Sweedish women's Woo-Hoo team. Hand me my thong.

Fargo: Someone cut to commercial. Please. Hurry.

9 sep 2004 - 23:40

What's worse than living in the desert surrounded by whackos, half-breed aliens, and the potential risk of being abducted, probed, and dropped back into the desert surrounded by all those "people?"

Join The Drama


The Sims 2 - SimIGN, part 1

A sim-month in the life of the Dan, Steve, Tom, Tal, and Jimmy. Jimmy? Who the hell is Jimmy?

What's worse than living in the desert surrounded by whackos, half-breed aliens, and the potential risk of being abducted, probed, and dropped back into the desert surrounded by all those "people?" When the people you share a house with are the guys working on the PC channel of IGN. Yuck. It certainly seems like a disaster in the making and it certainly started off that way when myself (Dan), Steve, Tom, Tal, and Jimmy moved into Strangetown, a little burg out in the desert with some strange inhabitants and a history of alien abductions. Heck, there's even a crashed spacecraft and bizarre stonehenge type of rock formation in the surrounds. It wasn't long before our fearsome five met some of the neighbors, and the honeymoon was over almost immediately.

First off, seeing as we're a group of five all planning on living together, I decided that it would be best to construct a house from scratch, using only a plot of land and some creativity. Unfortunately I am not that creative, nor am I a good planner. Before long, the crew moved into a severely under equipped house. Not only did it not have paint on any of the walls, partially carpeted floors, and one lonely window, but it also was built sans roof. The amenities inside the house were equally as sad. A crappy toilet and shower, five twin sized beds, a microwave, and a couch were all that was to be found for the poor lost group of idiots destined for mediocrity. No entertainment. No mirrors. No good. So sorry guys, but your architect is a dumbass.

At least the only way to move was up. And so we began the process of growing as individuals and a group. Our first move was to ostracize Jimmy from the rest of us. Frankly, I don't know who the hell he is and why he was added into this mess. He's freakish looking and not very nice. From the get go he was on the outside, not only in conversation, but also in housing. A tiny room out back was his holding pen at night. Jimmy didn't seem to mind too much. He just wandered around giving everyone the thumbs up and cheeseball two hand points at every pass. All told, I suppose that's better than Steve's habit of scratching his armpit every few steps.

The Sims 2

Within a Sim hour of moving into the new digs and seeing the shambles their lives had become, the first visitors arrived. One of them was even a "visitor." Green, big black eyes, sunken nasal cavity. Yikes. He didn't really get along with anyone except for myself, and that was marginal. My expression should say it all. It wasn't long before the animosity really started flying around our guests that had so easily invited themselves over to our lovely home. The alien wasn't even close to the worst. Another old lady with white hair actually managed to come off badly to every single person in the household, going far enough to make Tom cry. But then again, he's quite the baby.

Then the real fun started when Steve decided to make some food in the microwave, which quickly burst into flame. Everyone freaked out until the fireman arrived. Thankfully there was a fire alarm installed or this would have been a very short feature. The fire was quickly stopped and the guests quickly beat a retreat back to their own freakish lives, having had enough of ours.

The Sims 2

From then on, life became a bit more normal. Everyone grabbed up a job. I went the athlete route, though seeing the immense amount of humor in that decision, switched tracks to business. Steve, being a knowledge loving sim turned to science. Tal was given the politics career due to his love of popularity... which is kind of ironic. Tom managed to weasel a job as a golf caddy on the slacker career path so he could spend his time trying to woo the ladies. I emphasize trying in that statement. And Jimmy... well, he found his way into a life of crime.

Unfortunately, no one could expect any promotions in the first few days. Everyone was unhappy, dirty, smelly, hungry, full of pee, and generally a mess. The first bit of money was immediately spent on a stereo to increase the peace. It worked for the most part. Although I lost count of the time that Tom tried to sidle up next to some girl that wandered by and get his freak on... and was rejected. Tal and Jimmy were getting more of the freak on than Tom. It's a disturbing image that I can't seem to wash from my mind.

The first week of living in Strangetown moved on. No one was really getting what they wanted, but the quality of living began to slowly improve as the cash money trickled into the house. The first order of business was putting a roof on the house and adding some light fixtures. At the next paycheck, the inside of the house was suddenly decorated with paint, wallpaper, and carpet.

That's when things really started taking off. Tal, Steve, and myself were all promoted and earned bonuses. Jimmy followed quickly behind while Tom languished in his slacker career as a caddy, even managing to get a golfer struck by lightning. The extra money allowed the purchase of a TV, stove, chessboard, and easel as well as a back deck for eventual lounging.

Meanwhile, the house, as "nice" as it was becoming, was disintegrating with dirt and nastiness. The toilet, which hadn't been cleaned since moving in, looked like it housed primordial ooze. Waves of stench flow from the bowl in a disgusting green cloud. Why none of these slackers will clean it is beyond me. Instead, they just keep using it and abusing it. At the end of the week, it was even clogged, flooding the floor and undoubtedly wetting the asses of everyone that sits upon its evil surface. But still it is not clean.

The Sims 2

Instead of cleaning the toilet, it looks as though Jimmy has started peeing in the shower, something I was unaware was even possible. I wouldn't have known except that Jimmy's bladder rating was being relieved in the middle of "washing" himself. Meanwhile, Tom, like a four year old too busy playing to notice, waited too long to use the bathroom and was forced to wet not only himself, but also the carpet, leaving a puddle on the ground that would go uncleaned for three days.

The one good thing is that people in the house are getting along better at this point. Aside from Tom and Jimmy that is. Tom seems to enjoy laughing at Jimmy about this and that. I have a feeling Tom is just trying to make up for his severe inadequacy with the ladies. Even after some practice in the mirror getting his moves up to par, Tom's batting a big .000 with the fairer sex. Perhaps when he stops being a slacker and starts earning money something will happen.

The Sims 2

As we leave our sims after their first week of existence in The Sims 2, we can't help but reflect on their early ineptitude, rude behavior and lack of social skills (aside from my somehow managing to convince a girl she should be my friend). We can only look forward to the following sim-weeks, which will be played out over the rest of this real week to be culminated by a fantastic explanation of why everything happened and what could potentially have happened had I taken more control over each of their lives, which I might still do a little bit.

Over the course of the week, I'll be looking to further upgrade the quality of living for the fat five, including the addition of a telescope which will hopefully result in Steve's abduction, a love tub, a piano, a group game, and perhaps even some bigger beds so our bachelors can take on the female population. Tal's sim seems to be up on throwing a party and the house may be in for a redesign should these guys manage to make enough money and clean the toilet. Keep checking back the rest of this week for updates on their... our progress in Strangetown.

9 sep 2004 - 23:30

We actually had the opportunity to visit with Maxis vice president Lucy Bradshaw earlier today, who explained that using different objects or gestures in certain combinations may yield "interesting" results that weren't intuitively obvious?

Have A Seat With Lucy And GameSpot


The Sims 2 Hands-On - Early Impressions

By Andrew Park

We've got a final version of The Sims 2 in hand. Join us for our early impressions of the game.

The Sims 2 is one of the most highly anticipated games on any platform, and probably with good reason--the original game experienced incredible success with a huge audience. It probably enjoyed this kind of popularity because of the way it let players create a family of autonomous computer people, then wreak absolute havoc with their lives--an appealing prospect to players of all experience levels, ages, and genders. We've got the final version of The Sims 2 in hand, and although GameSpot's review will be posted at a later date, we can share some early details based on our time with the game so far.

The Sims 2The Sims 2 opens up with a neighborhood selection screen. Like in the original game, you can choose to move your computerized characters into different neighborhoods; in this case, your choices are Pleasantview, Strangetown, and Veronaville, or you have the option to create a neighborhood from scratch. Pleasantview is the home of many of the characters from the original game, including the Goth family (presided over by the aging patriarch Mortimer Goth, who continues to wonder over the disappearance of his wife Bella). Strangetown bears more than a passing resemblance to the mysterious town of Roswell, New Mexico (the rumored site of UFO landings and extraterrestrial sightings)--there are apparently aliens living there in the midst of fine, upstanding sims. Veronaville is characterized by a family feud inspired by Shakespeare's classic Romeo and Juliet, except with more exposed midriffs, knit caps, and spoken gibberish, since the sims continue to use the expressive (but unintelligible) "simlish" language to communicate.

Like in the original game, you can choose to take control of a pre-created home or to buy up an empty lot to station your family in. The Sims 2 has taken the original game's "create-a-sim" mode to another level with the body shop, an editing tool that lets you design your sims with a tremendous amount of detail before dropping them into the game. Presumably some fans will spend more than a little time designing their perfect sim (maybe even one that resembles someone they know), and others may get wrapped up in the enhanced buy and build modes, both of which are stocked with all-new building and furnishing options.

To get a quick start on the action, we rejoined the Goth and Pleasant families' lives, already in progress. While the Goths lead a rather boring life, the Pleasants--which include the flirtatious husband and father, Daniel; his money-grubbing wife, Mary-Sue; and their two competitive daughters, Angela and Lilith--seem to have a bit of trouble in paradise. Right away, it became evident that having a married couple of sims with differing aspirations was a gateway to trouble.

All sims in The Sims 2 have "aspirations" and "fears," which can make them incredibly happy, fulfilled, and long-lived or can ruin their moods and drive them temporarily insane, respectively. It didn't take long for Daniel and the maid (with only a little extra help in the form of the 72 times we ordered him to flirt with her) to strike up more than a working relationship. Daniel would have gotten away with it too if his wife hadn't been there to catch him in the act, burst into tears, and break up with him--and since the romance-focused Daniel's greatest fear was rejection, this caused him to collapse on the floor into a sobbing heap, before he was kicked out of the house permanently. It didn't seem to do much for his new ex-wife and his older daughter, Lilith, either, as both wandered the house listlessly, alternately crying, picking fights with each other, and eating out of the refrigerator. The fact that the maid kept coming back to visit (and join in on the meals and attempt to get in good with Lilith) didn't sit well with Mary-Sue, who eventually dragged the maid into a catfight to the shock and horror of her daughter.

For a change of pace, we then caught up with the Pleasant family's younger daughter Angela, who had returned home with a friend from school. Unfortunately (or fortunately, depending on your point of view), Angela's curious little friend was interested in playing doctor and flirted with her mercilessly. But Angela seemed more interested in playing games on her computer and booted up everyone's favorite video game from EA Big, the smash hit snowboarding game SSX3 for your PS2, Xbox, GameCube, and now your PC, apparently (complete with intro screen and actual game footage playing on the monitor). You can expect to see references and in-jokes like these scattered throughout the game, along with various other hidden secrets. We actually had the opportunity to visit with Maxis vice president Lucy Bradshaw earlier today, who explained that using different objects or gestures in certain combinations may yield "interesting" results that weren't intuitively obvious.

The Sims 2Bradshaw also quickly demonstrated several of The Sims 2's other features, including the ability to add MP3 soundtracks to the game. While The Sims 2 features what sounds like an eclectic and highly appropriate soundtrack provided by Mark Mothersbaugh (formerly of the 1980s music group Devo), you can also add whichever music you like. We were treated to a demonstration of what happens when players try to re-create their favorite TV shows, like the cult-classic British comedy Fawlty Towers, complete with the co-owners, the aging Sybil Fawlty and her lecherous husband, Basil Fawlty (originally played by John Cleese), and with the TV show's theme music playing in the background. We were also shown the game's enhanced exchange site--the community Web page from which players who have registered their game can download content for the game. In The Sims 2, this site will actually be integrated into the game so that you can browse for new objects, items, and characters to download without even exiting the game. Maxis plans to make new content available for download on September 14, the day the game launches. Unfortunately, you'll have to wait until that date for GameSpot's full review, but for now, be sure to browse our latest batch of screenshots, and come back for further updates coming up soon.

9 sep 2004 - 23:30

We actually had the opportunity to visit with Maxis vice president Lucy Bradshaw earlier today, who explained that using different objects or gestures in certain combinations may yield "interesting" results that weren't intuitively obvious?

Have A Seat With Lucy And GameSpot


The Sims 2 Hands-On - Early Impressions

By Andrew Park

We've got a final version of The Sims 2 in hand. Join us for our early impressions of the game.

The Sims 2 is one of the most highly anticipated games on any platform, and probably with good reason--the original game experienced incredible success with a huge audience. It probably enjoyed this kind of popularity because of the way it let players create a family of autonomous computer people, then wreak absolute havoc with their lives--an appealing prospect to players of all experience levels, ages, and genders. We've got the final version of The Sims 2 in hand, and although GameSpot's review will be posted at a later date, we can share some early details based on our time with the game so far.

The Sims 2The Sims 2 opens up with a neighborhood selection screen. Like in the original game, you can choose to move your computerized characters into different neighborhoods; in this case, your choices are Pleasantview, Strangetown, and Veronaville, or you have the option to create a neighborhood from scratch. Pleasantview is the home of many of the characters from the original game, including the Goth family (presided over by the aging patriarch Mortimer Goth, who continues to wonder over the disappearance of his wife Bella). Strangetown bears more than a passing resemblance to the mysterious town of Roswell, New Mexico (the rumored site of UFO landings and extraterrestrial sightings)--there are apparently aliens living there in the midst of fine, upstanding sims. Veronaville is characterized by a family feud inspired by Shakespeare's classic Romeo and Juliet, except with more exposed midriffs, knit caps, and spoken gibberish, since the sims continue to use the expressive (but unintelligible) "simlish" language to communicate.

Like in the original game, you can choose to take control of a pre-created home or to buy up an empty lot to station your family in. The Sims 2 has taken the original game's "create-a-sim" mode to another level with the body shop, an editing tool that lets you design your sims with a tremendous amount of detail before dropping them into the game. Presumably some fans will spend more than a little time designing their perfect sim (maybe even one that resembles someone they know), and others may get wrapped up in the enhanced buy and build modes, both of which are stocked with all-new building and furnishing options.

To get a quick start on the action, we rejoined the Goth and Pleasant families' lives, already in progress. While the Goths lead a rather boring life, the Pleasants--which include the flirtatious husband and father, Daniel; his money-grubbing wife, Mary-Sue; and their two competitive daughters, Angela and Lilith--seem to have a bit of trouble in paradise. Right away, it became evident that having a married couple of sims with differing aspirations was a gateway to trouble.

All sims in The Sims 2 have "aspirations" and "fears," which can make them incredibly happy, fulfilled, and long-lived or can ruin their moods and drive them temporarily insane, respectively. It didn't take long for Daniel and the maid (with only a little extra help in the form of the 72 times we ordered him to flirt with her) to strike up more than a working relationship. Daniel would have gotten away with it too if his wife hadn't been there to catch him in the act, burst into tears, and break up with him--and since the romance-focused Daniel's greatest fear was rejection, this caused him to collapse on the floor into a sobbing heap, before he was kicked out of the house permanently. It didn't seem to do much for his new ex-wife and his older daughter, Lilith, either, as both wandered the house listlessly, alternately crying, picking fights with each other, and eating out of the refrigerator. The fact that the maid kept coming back to visit (and join in on the meals and attempt to get in good with Lilith) didn't sit well with Mary-Sue, who eventually dragged the maid into a catfight to the shock and horror of her daughter.

For a change of pace, we then caught up with the Pleasant family's younger daughter Angela, who had returned home with a friend from school. Unfortunately (or fortunately, depending on your point of view), Angela's curious little friend was interested in playing doctor and flirted with her mercilessly. But Angela seemed more interested in playing games on her computer and booted up everyone's favorite video game from EA Big, the smash hit snowboarding game SSX3 for your PS2, Xbox, GameCube, and now your PC, apparently (complete with intro screen and actual game footage playing on the monitor). You can expect to see references and in-jokes like these scattered throughout the game, along with various other hidden secrets. We actually had the opportunity to visit with Maxis vice president Lucy Bradshaw earlier today, who explained that using different objects or gestures in certain combinations may yield "interesting" results that weren't intuitively obvious.

The Sims 2Bradshaw also quickly demonstrated several of The Sims 2's other features, including the ability to add MP3 soundtracks to the game. While The Sims 2 features what sounds like an eclectic and highly appropriate soundtrack provided by Mark Mothersbaugh (formerly of the 1980s music group Devo), you can also add whichever music you like. We were treated to a demonstration of what happens when players try to re-create their favorite TV shows, like the cult-classic British comedy Fawlty Towers, complete with the co-owners, the aging Sybil Fawlty and her lecherous husband, Basil Fawlty (originally played by John Cleese), and with the TV show's theme music playing in the background. We were also shown the game's enhanced exchange site--the community Web page from which players who have registered their game can download content for the game. In The Sims 2, this site will actually be integrated into the game so that you can browse for new objects, items, and characters to download without even exiting the game. Maxis plans to make new content available for download on September 14, the day the game launches. Unfortunately, you'll have to wait until that date for GameSpot's full review, but for now, be sure to browse our latest batch of screenshots, and come back for further updates coming up soon.

9 sep 2004 - 23:20

"Possibilities in this game are tremendously large," said Wright. "Also there's a much higher percentage of weirdness."

Lees het artikel!


Will Wright

Revising original Sims

Electronic Arts creates new version of popular game

by Matthew Yi, Chronicle Staff Writer

The Sims 2 The Sims 2

Dina is a young woman who is attracted to Mortimer, a rich older man.

Living down the street from her is Don, a dashing bachelor who is engaged to Mortimer's socially awkward daughter, but who has trouble keeping his focus on just one woman.

Then there is Brandi at the other end of town. She's a single mom struggling to raise two boys.

It may sound like a daytime TV soap opera, but it's actually Sims 2, the sequel to the most popular PC video game ever.

After months of delays, Electronic Arts in Redwood City is finally getting set to deliver the title, a game that allows the player to create characters and control their lives -- everything from choosing a spouse and a career to what to eat for dinner and when to go to the bathroom.

The new title has a host of improvements including detailed 3-D graphics, better artificial intelligence and a new movie-making feature that allows the gamer to record character interactions in this life-simulating game.

"It's a shot in the dark," said Will Wright, the video game icon who created the original Sims and who helped with the sequel, referring to the movie-making feature. "It's one of those things that is not quite there yet ... but it's a cool feature, and I'd like to see what people do with it."

The first Sims has been a phenomenon. Not only have millions of people played the game, but scores of fans have put up Web sites offering for free their own custom-designed wallpaper, clothes, chairs, tables and other virtual objects to be added into the game.

Wright said he wasn't sure how well the first Sims would do in stores when it hit the shelves four years ago.

"We weren't sure what people would do with it," said Wright, who originally thought about naming the game Doll House. "We didn't really understand Sims well enough. But it was remarkable how much people were reading themselves into the game."

Neil Young, general manager of EA's Maxis Studio which oversees the Sims franchise, said that when his firm was getting ready to release the first Sims in 2000, it expected to sell 158,000 copies, a respectable number for a PC game.

Instead, "We've done nearly 40 million Sims, including (six) expansion packs," he said.

Young estimated that figure represents about 6 to 10 percent of the entire PC video game software market.

He wouldn't say what EA's estimates are for Sims 2, but there has been plenty of hype and anticipation for the sequel, which is scheduled to hit store shelves on Sept. 17.

It will have plenty of competition. PC game Doom 3 is already out, and Half-Life 2 will be available this month. Also coming this fall are console games Halo 2, Grand Theft Auto: San Andreas, and Gran Turismo 4.

The new PC titles should help the PC game market, which -- unlike the console game segment -- shrank from $1.4 billion in 2001 to $1.22 billion last year, said Michael Pachter, an analyst at Wedbush Morgan Securities.

But he estimates that even with the big titles this year, the PC gaming market should be about the same as last year.

Still, Sims 2 is a big deal for EA, which is likely to sell 2 million to 2.5 million copies this holiday season, said Pachter, who doesn't own EA shares and whose firm doesn't have a banking business with the game publisher.

EA says it isn't worried about the competition because, unlike the shooting, racing or strategic games that attract the typical 18- to 34-year- old males who dominate the market, the Sims franchise has attracted a significant number of women and what the industry calls casual gamers.

"A lot of hard-core gamers bought the first Sims and played it for a while, but ... it was their wives and girlfriends who ended up playing more," Wright said. "This time ... we didn't want to lose the core Sims audience ... (but) we need to reacquire the hard-core gamers. We need to give them a much deeper strategic game play."

That's where Sims 2's new features come into play.

While the new game is still based on making sure that the basic needs of the characters are met, such as getting enough food, sleep and fun, EA has added another layer of humanity: desire to fulfill lifelong dreams.

The new game has an additional panel on the bottom of the screen that shows a character's four wants and three fears. These can be anything from wanting to meet new friends to getting a job promotion. Fears can range from illness to the death of a spouse.

Depending on the situation at the moment, different wants and fears will pop up, and a gamer, if he or she chooses, can make sure the characters achieve those desires.

Furthermore, a character's wants and fears are also dictated by his or her aspirations.

For example, a character whose aspiration is to raise a family will want to get married, have kids and spend as much time as possible with his spouse and children. Then there are characters bent on gaining knowledge, friends, romance or money.

Lucy Bradshaw, executive producer of Sims 2, said aspirations, wants and fears are meant to attract traditional mission-oriented gamers.

Adding that new layer to the game delayed the game's release six months, said Young, the general manager.

Some of the other major upgrades in Sims 2 include characters that look more realistic and are smarter. For example, if one character gets into a fight with another, they won't get along so easily the next time they meet.

Also, the characters in the new game age over time. Couples can have babies that inherit both their looks and personalities.

"Possibilities in this game are tremendously large," said Wright. "Also there's a much higher percentage of weirdness."

For example, one neighborhood has an alien family that just moved in, and there will be alien abductions.

While Sims 2 has managed to keep its teen rating, the company has added more risque situations, such as "Woohoo" -- a sexual encounter between two characters under the blanket in bed or underwater in a hot tub. As in the first version, there is no nudity, only pixilated body parts when a character jumps into the shower.

"It's important for us to have the teen rating, but you also don't want to make it vanilla," said Bradshaw. "It makes for a more interesting, realistic experience ... and we treat it humorously rather than salaciously."

Young said EA plans to follow up with a number of expansion packs. After the first Sims came out, EA was rolling out two expansion packs a year for a total of six. These smaller add-ons allowed characters to have pets, go out on dates and take vacations.

Young wouldn't say what the first Sims 2 expansion pack would look like, but added the plan is to have it out in the first quarter next year.

"It definitely is one of EA's top franchises," said Colin Sebastian, an analyst at SoundView Technologies Group. "The initial numbers may not rival (EA's popular Madden football game), but over time, it has the potential to be one of the company's top titles."

THEN
The 2-D characters looked like paper dolls and had only basic needs such as eating, sleeping and going to the bathroom.

NOW
The 3-D characters are more realistic.
Improved artificial intelligence gives them memory.
They also have stronger emotional needs.

9 sep 2004 - 23:10

"During development and testing, what kinds of things did your sims do that surprised you?"

Find Out What Suprised Will


Will Wright on The Sims 2

By Dave Kosak

The venerable Will Wright talks up his next game, giving us all the dirty details.

GameSpy: Everyone probably has a different answer to this question, but what do you think made the original The Sims such a huge success, even for people who normally didn't play PC games?

Will Wright: I think the combination of an approachable subject (everyday life) and a well-tested game interface (tested for the last year of development with very casual players) were prerequisites to success.

On top of that, the open-ended narrative, rich gameplay, and the huge fan involvement (custom content, storytelling, etc.) really put it over the top.

GameSpy: The original game pulled in a very diverse audience: a huge demographic of gamers, non-gamers, men, women, and children. Did you find that they all enjoyed the game for the same reasons, or did they all get something different out of it? And, if they all got something different, was that a challenge as you began designing The Sims 2?

Will Wright: One design goal with an emergent game like the Sims is to allow different players to use the "toy" in different ways. Exploring the failure states, telling stories, re-creating your own family, and pursuing the in-game goals were all different ways that we saw people play the game. For The Sims 2 we wanted to support all of these (plus some new ones).

GameSpy: You once mentioned that the plethora of expansion packs for the original Sims game helped your team determine the feature set for The Sims 2. What, specifically, did you learn from the expansions?

Will Wright: When you're dealing with contemporary (virtual) life there are almost no limits to what you could put in the game, the trick is to find the things that actually make the game more fun. Some of the things we discovered that players really enjoyed from the expansions include:

* Indirect agent control (townies in Hot Date / pets in Unleashed)
* Embedded mini-games (souvenirs in Vacation, magic in Makin' Magic)
* New locations to visit (most expansions)

GameSpy: Okay, The Sims is on store shelves, and you're staring at a blank piece of paper (or a blank whiteboard). It was time to design the sequel! What did you set out to do from the outset?

Will Wright:

* Make sure we didn't lose the "magic" that made the original game
* Have a million meetings discussing and trying to agree on what the magic was for the original game
* Give up trying to figure out what the magic was and just go make another great game

GameSpy: The Sims 2 has a full-on 3D engine, allowing players to rotate the camera and zoom all the way in to get personal with their sims. Given the casual audience that enjoys the games -- including many who never played a 3D game in their life -- did you find that they adjusted to all this extra control quickly, or did you have to keep playing around with the interface? What kind of response have you seen from testers to the new engine?

Will Wright: The move to a 3D camera was probably the single riskiest aspect of The Sims 2. We've tried to design it as a smooth transition from the isometric camera of the original (similar controls and interface), and if you don't touch the mouse-wheel it pretty much is the same. Once you get comfortable with zooming-in you begin to feel like you're actually in the room with your sims rather than viewing them from above. This immersion really increases the emotional connection of the player, I think.

GameSpy: The original The Sims was about meeting basic needs: keeping your family fed, happy, clean, and productive. With Sims 2 you push that to the background (sims basically take care of themselves) in order to focus on bigger goals -- like romance, career, children, etc. Adding "needs" and "wants" was a pretty radical shift in design -- was it hard to balance?

Will Wright: In some ways the needs/wants design is a bit easier than the core motives because they're driven more by content (static trigger/goal conditions) and less by algorithm. But since they're easier we were able to add hundreds of them (as opposed to just eight motives), which, of course, then makes them hard again.

GameSpy: Given the success of The Sims, were you ever worried that you were "fixing what ain't broke" as you changed the design?

Will Wright: That's a constant concern on any sequel. You have to fight this line of reasoning; if you worry about it too deeply you become creatively paralyzed and won't have the flexibility to move the game to where it really needs to go.

GameSpy: One of the appeals of The Sims is that it creates a story as you go along, following the life of a sim or a family. The second game really seems to play this up: towns have their own stories, families have their own background as you start the game, and players can write their own family history to save along with a photograph of families they create. Were you intentionally trying to build up the story aspect of the game, or did it just naturally grow out of the gameplay?

Will Wright: Ever since we first started testing the first version of The Sims we noticed that people couldn't play without attaching a story to what they were seeing. This seems to be a natural way in which humans understand, remember, and communicate experiences. 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.

GameSpy: From an outside observer, it looks like you've had the luxury of a much larger team for the sequel than you had for the original game. What did you do with all that extra talent?

Will Wright: Yes, The Sims 2 is about five times larger than The Sims team. Hopefully, we've managed to make the possibility space of The Sims 2 (all the things you can create and that can happen) much larger as a result.

GameSpy: The sims in The Sims 2 are a whole lot deeper than their counterparts from the original game. Aside from needs and wants, they have memories, fears, etc. What kinds of things can players expect as they interact?

Will Wright: You will notice that they have much more awareness, not just of their momentary situation, but also of relationships and time. If you give your sim a traumatic childhood they will grow with phobias and could become socially dysfunctional. The psychological failure side of the game has been vastly expanded.

GameSpy: During development and testing, what kinds of things did your sims do that surprised you?

Will Wright: They generally made me feel really sorry for them (it was all in the name of science) as I was experimenting on them. That I would "feel" for them at all (knowing how they work and all) really surprised me.

GameSpy: We understand it took a lot of tweaking to get the balance of the original game just right, to the point where it was fun and not just a game about doing dishes and using the toilet. For the last few months you've been in the home stretch of development on the sequel. What kinds of things did you struggle with as you put the final polish on The Sims 2?

Will Wright: Getting the needs/wants/fears balanced as well as tweaking the camera controls and squashing bugs.

GameSpy: People are dying to get their hands on this. Before we let you go, can you relate some of your favorite experiences as you played the game?

Will Wright: I love the new build mode, I think it's probably the best home-design software on the market from a usability / graphic rendering point of view. I've really enjoyed exploring the failure side of the new behavioral engine. Also the new create-a-sim is awesome.

Thanks again for your time. We're looking forward to the final game!

9 sep 2004 - 23:00

There's plenty of buzz around the The Sims 2 right now. Wondering what they're saying?

Go to The Sims 2 to Find Out More

8 sep 2004 - 23:10
De Sims 2 De Sims 2

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