The Goods
The Sims are back, and they've brought a few new tricks to the console world.
The Down and Dirty
It's hard to believe that there's anyone left on earth who hasn't heard of The Sims. With approximately nine million different version and expansion packs, it's no wonder it tops the charts of the best selling games in history. On PC, that is. The console world has been a bit lacking when it comes to Sim-dom, but Maxis is making up for that with the release of The Sims 2 for the GameCube, Xbox, and PS2 later this fall. Although largely identical to the PC version of the same name, there are some key differences that should enhance the gameplay for the console crowd.
The first difference players will notice is the streamlined control scheme. Players can directly control their Sims, rather than wrestling with a clunky point-and-click interface (although that option is available if the player prefers it). This direct control makes it far easier for players to interact with objects in the game, such as a fire extinguisher or couch, or even socialize with other characters.
Players can also switch characters on the fly, making it easier to line up conversations, or get everyone into the pool at the same time. The socialization is a bit more cinematic, and observing characters' body language is key to successfully moving the conversation forward. If characters are getting along, they'll move in closer together, for example, and if they're arguing, they may cross their arms. Conversational choices will change depending on the body language, so players won't be solving any arguments with hugs.
A very popular part of the PC Sims experience is players' ability to create their own objects, such as furniture or clothing. Maxis wanted to recreate that sort of creativity, but the lack of online play for The Sims 2 made such personalization impossible. Instead, The Sims 2 will have a food creation system. Players can harvest ingredients from their own garden, or buy food from their refrigerators, then combine them at will. The food combinations may end up having an adverse affect on the Sim and make them heave, or it may have a positive affect and act as an aphrodisiac. With 45 ingredients, the combinations are practically endless, but players will be able to collect and find recipes to help them down the path to comestible happiness.
The Verdict
What's to say? It's more Simly goodness. The "food alchemy" system could be fun, depending on the effects it might have, and the six different in-game locations should provide much-appreciated variety. It's unlikely this will win over anyone who doesn't like the franchise, but for those who do, it's nice looking, very easy to manage, and huge.

























E3 2005 | The Sims 2



