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15 jul 2004 - 23:40

GameSpy has a preview online!

Read the preview!


The Sims 2

By Dave Kosak

Will Wright's cheeky life-simulator prepares to take it totally over the top.

Spiffy: New focus on long-term goals and relationships. Tons of building options.
Iffy: Will the new 3D engine may tax the patience of more casual players?

C'mere, son, and sit on my knee. I think you're old enough now to learn about the Sim Birds and Sim Bees. You see, when a mommy Sim and a daddy Sim love each other very much, they get together to make "Woo Hoo." Woo Hoo, son. Most of the time you have Woo Hoo in bed, but sometimes you can have it in a hot tub, and -- what's that? You don't understand? The mechanics of it? Well, son, you just sorta disappear under the blankets for a while and ... Woo Hoo. You'll figure it out. It's fair to say that some Sims are preoccupied with Woo Hoo. In fact, for many of us, Woo Hoo is a way of life. Anyways, after the Woo Hoo comes the babies, who look like their Sim Mommy and Sim Daddy put together, even if one of them was obviously an alien. Sim Babies all have their own needs and wants and goals that change as they grow older, until they're young adults. And then, if they're anything like your father here, they too will want Woo Hoo. All the time. With multiple partners. Who, ideally, shouldn't ever find out about one another. So ... about what you've seen today ...

In a recent interview, game designer Will Wright said that the many expansion packs for The Sims helped the design team figure out the feature set for The Sims 2. That explains a lot. The original game was an inherently cheeky take on "simulating" modern life, but the sequel goes completely over the top: we're talking about wild passion, sprawling mansions, generational conflicts, high hopes, shattered dreams, aliens and ghost stories. Not to mention copious Woo Hoo. Sims 2 is an open-ended computer toy. It looks to have everything that made the original game unique and special, but with even more of the fun stuff.

As in the original game, you'll guide the lives of little simulated families as they start a career and manage their relationships. The Sims 2 brings three new features to the table: For one, your little Sims now grow up, grow old, and even pass away from age. However, they also pass along their genes (children will look like their parents), and you can raise children from infants to adulthood, generation after generation (we talked about this a great deal in our first preview. A second new feature is new goal-oriented gameplay, where instead of micromanaging your Sims immediate needs (they pretty much eat or use the toilet on their own), you focus on their main lifetime aspirations (this was the subject of our recent E3 preview). A third new feature is the ability to take movies, to literally record video of your Sims' story, to edit or upload to share with others.

Create a Sims Story
"We've created a great intersection of storytelling and gameplay," explained Producer Jonathan Knight during our recent demo. Part of the joy of the original game was watching the life story of a family unfold, and The Sims 2 builds this into gameplay. Each of the three starting towns has its own storyline, with feuding families, strange mysteries, or unrequited love. You can also create your own (more below), setting the scene with panels of pictures and text. Every family also has its own story: troubled teens, lecherous grandpas, crazy alien babies and the like. You can create your own families and write their own stories as well, even uploading them or others to share.

The point isn't to lock players into a plotline, but rather to give them something to sink their teeth into. What happens next is completely up to the player: it's like an instant soap opera, waiting for your magic touch to start the next thrilling episode. The story-like aspect of the game is enhanced by the lifetime goals of the individual Sims, and by the limited time they have as they grow old. It's like a hundred story arcs are overlapping every time you play -- it's a whole new level of addiction.

Powerful moments in a Sim's life are not only accompanied by a dramatic cutscene, they're also remembered for later. After your teenage Sim gets her first kiss, you'll see her fondly remembering the moment for months on end. She might even talk to others about it. During our demo, a whole family of Sims saw their dad get kidnapped by aliens. Afterwards, they all talked about it with each other in loud, panicked Sim-lish voices. Sims 2 is all about telling stories -- which is why being able to save them to video is so compelling.

Goal-Oriented Gameplay
As mentioned previously, the focus of the game is on managing your Sims' long-term goals instead of their basic needs (which they now pretty much handle on their own.) Your Sim may want to pursue family, career, knowledge, fame, or love -- and he or she will get little goals along the way (such as kissing a boy she has a crush on, or getting a big promotion.) Meet these goals and your score goes up. You'll even get a rank, such as "Hormonal Hurricane" or "Towering Tycoon."

Sims that are doing poorly with their life's goals will become loose cannons, causing a lot of trouble. We saw one angry teen swinging on a refrigerator door. On the other hand, Sims who are scoring really high get a special icon above their heads and enter "platinum mode." Life is going so well for them that little setbacks (lie being bored or uncomfortable) no longer get them down. They're walking on sunshine!

Score enough points by meeting goals and your Sim will be able to purchase "Aspiration Awards," extremely special items that change the gameplay significantly. Like the money tree, pictured above. You might instead opt for "The Love Tub," a special hot tub wherein no promiscuous advance is rejected. Or the ultra-rare "elixir of life," which will prolong your Sim's existence in the world.

A Home of Your Own
Building and decorating cool houses was a major draw in the original game, so considerable effort has been put into making The Sims 2 into a more fully-featured architectural simulation. The new 3D engine helps a lot here. But the options are staggering. Not only is there more furniture than ever before, but most furniture can be reupholstered or stained in different colors. Stairways can be of any height, so you can design fun split-level homes or tiered outdoor patios. When you build a fireplace, it'll also include a chimney that'll soar up through the second floor and roof of the house. Speaking of roofs, they're now configurable: You can create roofs of any style and even define the slopes anywhere you want. Terrain can be painted onto the ground as if with an airbrush, so you can create winding outdoor paths that look natural.

The neighborhoods themselves are also configurable. There are three starting towns with families and backstories, but dozens more to pick from and populate with your own cast of crazies. You can plant trees or landscape features on the town map (including an enormous sunken stone head that looks suspiciously like game creator Will Wright.) As if that isn't enough, you can actually fire up Sim City 4 and use the terrain and road tools to create your own town map, then upload it right into The Sims 2.

Everything you create -- towns, town maps, houses, families, and more can be uploaded to the Internet with the click of a button. We figure it won't be long before the number of people and places you can download will be staggering. The online community, aggressively supported by Maxis and EA, was a big draw for the first game and they're aiming for a repeat performance.

True Tales of Sim Insanity
What will truly make The Sims 2 so entertaining is the variety of situations your Sims can find themselves in. One of the starting neighborhoods, "Veronaville," is a Shakespearean parody split by a peaceful flowing river. One side of the river is dominated by the Capp family, and features stately Tudor architecture. The other side is pastoral and filled with Mediterranean-style villas, the largest of which is occupied by the Montys. Their children, Romeo and Juliet, have a budding love affair underway, despite a generations-old family feud. Nearby, to cause even more problems, are the Summerdream family -- whose house looks suspiciously like the stage of an Elizabethan theatre -- featuring a crazily dressed Oberon and Titania. Will love bloom? Or war? What fools these Sims be!

As before, ghosts of dead Sims can come back to haunt you, but now the ghosts are even more active. If your Sim drowns, he or she might come back as a blue-tinged ghost, leaving puddles everywhere. Sims who burn to death in a fire come back as glowing red spirits who might start fires of their own. Hungry ghosts raid your fridge, and restless spirits might haunt inanimate objects. Which is good to know, should your coffee maker start hopping around the kitchen.

No relationship is too strange for the Sims, meaning if you play the game that way, you'll rapidly turn your computer into a living episode of The O.C. You can now even flirt with your local maid, cop, or fireman -- getting to know them by name, maybe even marrying. Yes, it's possible for a Sim to keep calling the fire department when there's no fire, just to hit on the hunk that comes to your house. Oh, and aliens need love too. Just another day in the life of a Sim...

The possibilities seem endless, with wide-open gameplay that allows you to shape your own Sim comedy or family drama. The team at EA is still holding fast to their September 17th release date, so the wait is wrapping up. Meanwhile, you can check out the Sims 2 Body Shop, a free application that allows you to create and modify Sim characters to upload into the game when it comes out. Stick around for more information as the game nears release!

15 jul 2004 - 23:30

IGN has posted a preview on their site.

Read the preview!


The Sims 2

New neighborhoods and new features!

by Steve Butts

EA's Hot Summer Night afforded us another chance to check in with The Sims 2. Due out September 17, the game is looking better and better every time we see it and this particular viewing was no exception. Better still, we found out a few things that the developers weren't ready to reveal at E3 this year.

To begin with, the game will ship with three neighborhoods. The first neighborhood, Pleasantview, is fairly traditional and even includes some of the existing characters from the first game. But since it's now 25 years later, expect some changes. Mortimer Goth, now in his 50's, is very wealthy. Dana, who has the wealth aspiration, is looking to marry rich. These types of pre-loaded contexts are perfect for players who are more intimidated by the blank slate approach.

The second neighborhood is Veronaville and it features a pair of teenage lovers, one from the Capp family, one from the Montys. Can you guess where this one is headed?

Strangeland, the third neighborhood, sounds like the most interesting of all. Set in a sort of desert environment, it comes with a UFO crash site and some mysterious standing stones. The houses here are fairly unique as well with lots of interesting and unusual architecture.

Of course, you can make your own neighborhoods if you like and even move families from one neighborhood to another. That's a fairly drastic move though; the family members maintain their own internal relationships but sever all ties with people from the previous neighborhood.

We also had a chance to see the movie-maker in action again. This time around, we followed the Grunts family's suspicions of their next door neighbors, the Smiths. General Grunt is particularly worried about who, in addition to having the unlikely name of Pollination Technician 9, also has green skin and large black eyes. General Grunt spends his nights watching the skies through his telescope and his days forcing his kids to run through a large obstacle course. One son, Tank, really likes doing this; the other, Buzz, can't seem to stand it at all.

The Smith's son, Johnny, doesn't really get along with Tank. He'd rather spend his time flirting with Ophelia. Since Johnny's aspiration is for popularity, he's into winning games, flirting with girls, and irritating Tank. Since Johnny's body skill is pretty high, Tank needs to work out a bit before it comes to a fight.

As Johnny succeeds in his aspiration (the motivating force behind the Sims' actions) he gains points to spend on reward objects. Johnny might buy some cool shades that help him make friends easier or he might purchase a money tree that he can harvest for some quick cash. He can also gain access to a love tub so he and Ophelia can really start to get to know each other.

If Johnny is really good at his aspiration track, he can reach a new platinum status. This is the game's equivalent of being ecstatically satisfied with life, so much so that normal problems don't tend to worry you too much. Now, I'm not entirely sure what this is supposed to feel like in real life, but I'm sure it must beat the hell out of how I usually feel. Sims in this platinum mindset won't have as much trouble managing the everyday aspects of their lives.

We'll be back tomorrow with plenty of game footage and an interview with the game's executive producer Lucy Bradshaw.

15 jul 2004 - 23:20

GameSpot has posted an updated Impressions preview.

Read preview!


The Sims 2 Updated Impressions

By Jason Ocampo

As The Sims 2's September 17 release date fast approaches, we got an updated look at the game and came away more excited about it than ever.

The Sims 2 is easily one of the three biggest PC games of the year, in addition to Half-Life 2 and the soon-to-be-released Doom 3. At stake is the future of a franchise that has sold millions of copies but that took a stumble with The Sims Online. The good news is that The Sims 2 looks like it will be a significant upgrade from the original game in every conceivable way; there’s a new graphics engine that allows you to experience every detail of your sims’ lives in intimate detail, as well as a new aspiration system that will give your sims desires that you have to fulfill.

Lucy Bradshaw discusses some of the new gameplay features that you'll find in The Sims 2. Click "stream" for a larger view.

At E3, EA introduced the aspiration system and showed us how your sims will desire certain things, be it relationships, wealth, family, and more. Maxis executive producer Lucy Bradshaw expanded on this further at today's event. When playing the game, it will be important to keep your sims happy by making sure that their aspirations are being fulfilled. For example, relationship sims will want to flirt, kiss, and have fun, and they’ll be depressed if you deprive them of companionship.

Each sim will have an aspiration meter indicating how fulfilled he or she is. The meter is tiered, so there are multiple levels of fulfillment. The upper two tiers are labeled gold and platinum. If you can reach a gold level of fulfillment, your sim will earn points that can be used to purchase special rewards that can make your life easier. Some of these include the money tree, which you can harvest every now and then for extra cash; smart milk, which you can give children to drink so they learn skills faster; and cool shades, which are art-deco lamps that help you make "friends" faster, in a romantic way.

The highest level of fulfillment is platinum. If you reach this, you’re not rewarded with points, but instead your sim is given a boost in his or her abilities. For example, a relationship sim who has been having trouble romancing another sim will now have a good chance of sweeping that sim off his or her feet. The aspiration meter slowly empties over time, so this effect won't last forever.

Bradshaw showed us the three different neighborhoods that will ship with the game: Pleasantown, Strangeland, and Veronaville. Not only does each neighborhood have a unique appearance, but each will come with a backstory of its own.

Perhaps the most familiar neighborhood is Pleasantown, where Mortimer Goth of the original game has settled down. It's 25 years later, and Mortimer is an old and wealthy man. He's single, as well, since the infamous Bella Goth took off under mysterious circumstances. Cassandra Goth is now grown up, and she has a little brother, Alexander, who was born to Mortimer and Bella shortly before Bella's disappearance. In addition to the Goths, there’s a pair of fraternal twin sisters who live in the neighborhood, and each is looking to marry Mortimer for his money.

Strangeland is a desert town that invokes an Area 51-style atmosphere, mainly because there tend to be a lot of alien abductions and UFO sightings in the area. Strangeland is the home of General Grunt and his two sons, Tank and Buzz. General Grunt (as his name suggests) is in the military, and he’s highly suspicious of the strange goings-on in the neighborhood. He has a tendency to stay up late and look through his telescope at the night sky, and he eyes his neighbors, the Smiths, warily. The head of the Smith family is Pollination Technician 9, who has blue-green skin and buglike eyes. PT9 just wants to settle down in the suburbs with his wife and two kids and live a normal middle-class life.

Lastly, there’s Veronaville, which promises a Romeo and Juliet-style setting, thanks to the presence of the Capps and Montys families. Of course, there’s an attraction between one of the Capps kids and one of the Montys kids, which should set up plenty of tension.

Bradshaw says that in addition to providing some content, these neighborhoods will also offer players an idea of what they can create in the game themselves. Players can build their own neighborhoods, limited pretty much only by their imaginations.

According to Bradshaw, the game went feature-complete shortly after E3, and the developers are now busy polishing the game and building up some of the player content, including sims that will ship with the game. She also showed us some of the 19,000 user-made sims for The Sims 2 that have been created, thanks to the Sims 2 Body Shop utility that was released earlier this year. And for fans who remember some of the headaches involved in trying to import user-made content into the original Sims, The Sims 2 will feature an in-game browser that will allow you to locate new content and automatically download and install it into the game.

The Sims 2 gets better and better every time we see it, and the game shows every indication of shaping up to expectations. We’ll find out in less than two months, as The Sims 2 will ship on September 17.

15 jul 2004 - 23:10

"It used to be that 'girls were coming and spoiling the fun.' Now it's like, 'Gosh, how can we get more women?'" said Sony's Ray.

Go To MSN.com

15 jul 2004 - 23:00

Ectoplasmic entities can often be a bit much for Sims with a weaker constitution. If your Sim isn’t up to the task of ghost-hunting, he or she may just get a scare so powerful it could end their life! If you think you can handle it, then follow the link, but remember, you have been warned!

Go to Screens

13 jul 2004 - 23:00

EA Announces The Sims 2 Special Limited Edition DVD Available Through Pre-order Sale. The DVD includes full version of the PC game plus exciting bonus content including expert tips and film making 101.

Let Me Pre-Order!

13 jul 2004 - 23:00

EA Announces The Sims 2 Special Limited Edition DVD Available Through Pre-order Sale. The DVD includes full version of the PC game plus exciting bonus content including expert tips and film making 101.

Let Me Pre-Order!

10 jul 2004 - 23:10
De Sims 2 De Sims 2

Twee nieuwe screenshots van IGN!

10 jul 2004 - 23:00

Goooood Eeeeevening,

While October grabs all the ghoulish infamy, the summer months are an underappreciated bastion of night-time scares. Who among us hasn't sat around a campfire at one point or another, s'mores held in trembling hands, while someone spins a creepy yarn about the restless undead?

In real-life, this camping ritual may have left you jumping at shadows and pulling the covers up over your eyes come bed-time, but the greatest terrors were ultimately just a product of your enflamed imagination. However, in The Sims 2, this isn't the case. Ghosts are real, and your Sims can engineer a spectral visitation if they do the right things. WooooOOOOOOOoooo!

Do you think your Sims will want to see a ghost? If the answer is yes, and it usually is if they have the Knowledge Aspiration, then plan on getting a group of Sims together for a little night-time expedition to a dark and deserted place. Look for a place with gravestones if you can – those things are like ghost catnip! Then just hunker down and wait. If you're lucky, you may just meet an apparition or two.

But beware! Ectoplasmic entities can often be a bit much for Sims with a weaker constitution. If your Sim isn't up to the task of ghost-hunting, he or she may just get a scare so powerful it could end their life!

So, are you still certain you want to see some ghosts? Well, if you think you can handle it, then follow these links, but remember, you have been warned!

The Sims 2 The Sims 2 The Sims 2

Who you gonna call?

Lucy Bradshaw

The Sims 2 Executive Producer & Sworn Enemy of Apparitions, Ghouls, Poltergeists, Spectres, Wraiths, Spirits, Shades, Shadows, Spooks and other assorted denizens of the Underworld.

8 jul 2004 - 23:20

Learn all about custom content and how you will find it in your game once you download it.

Show Me How It Works!


Hello! What's your name and what do you do on The Sims 2?
Hi, my name is Darren. I'm a producer, and like most everybody here, I do a bunch of different things on developing the product. I have my hands in The Sims 2 User Interface, custom content features, storytelling, Create A Family, and spent a lot of my time focused on The Sims 2 Body Shop... coming soon to a download near you.

How did you become a Producer for The Sims 2?
Before I moved north to the Bay Area, I was managing editor at a television news Web site, writing articles and serving as the in-house movie and music critic. Free CDs! I initially got hired at Maxis to help build the SimCity 3000 Web site and have been here for over five years now.

What's the best part of your job?
Working on The Sims makes you laugh just about every day. You hear people calling out random things like, "Aww, my head's stuck in the toilet!" or "Should my Sim be able to marry his cousin?" In what other office are you going to get that? Oh, and 25 cent candy bars ain't bad either.

What's your favorite feature about The Sims 2 Body Shop?
While playing it, I've found that creating custom skin tones is a kick. Sure, you can spend hours painting every detailed contour for all ages and genders, but I go for the quick dirty method: Open up all the textures and replace them with a bright green fill. It takes about two minutes and I have a radioactive Sim that can have little radioactive babies.

Any tips for folks who want to make content for The Sims 2?
Don't be too critical of yourself. The Sims 2 Body Shop is a powerful tool that will probably take some getting used to, but once you get the hang of it, you can really take advantage of its' deep feature set and the content inventory that we will be releasing over time. Don't worry so much about making something that's going to get downloaded by thousands of players, just start out making custom content for your own enjoyment - slap your dog's picture on a shirt, make some yellow eyes, stretch a Sim's face into all directions. If it makes you laugh, or if you make something that you'll enjoy seeing in the game when it comes out, that's good enough.

What are your hobbies?
Playing The Lord of The Rings: The Return of the King with my wife, watching obscure movies, building Web pages, mowing the lawn, playing with my nephews. I'm looking forward to getting back to some of those after we release The Sims 2 Body Shop!

What's the first computer game you ever played?
That's hard to pinpoint. I loved Adventure on Atari 2600. The first PC game I really got into was King's Quest. My Dad drew up a big map of all the screens so we could remember where we've been and see how the screens connect. One time at E3, I had the chance to talk to Roberta Williams and ask her how to solve the one riddle I never got. That was a nice nostalgia moment for me.

If you could take 3 things with you to an island and had to stay there for the rest of your life, what would you take along?
1) My wife, Annie.
2) DVD/TV and the complete collection of Hitchcock movies (can we count that as one?)
3) All the macaroni and cheese I can carry

What's it like working in the game industry?
There's sort of a saying a lot of us use around here... Sure, it's hard work, but at the end of the day, you're making games! You get to sit around and talk about whether the toddler's nose-picking animation is funny enough (it is), or whether custom content creators should be able to make makeup for men (you should), or does this Sim look cute enough (she does).

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