The most successful franchise in gaming history has finally re-invented itself after stacks of great and not so great expansion packs that spawned a fanatically loyal gaming community. Veterans might have expected some more obvious and fundamental changes after four years or so of development time, but they're still not going to be disappointed with what Maxis has done with The Sims 2 - and the stage is well and truly set for countless new expansions and community mods. With a new 3D engine, better AI, an innovative aspiration and fear system and revamped construction tools, The Sims 2 broadens a great concept and offers (literally) ages of voyeuristic fun. Some basic tutorials introduce the interface and highlight the changes, but no-one will have any problems if they jump straight in.
Like its predecessor, The Sims 2 lets you create individuals, families and entire communities to populate your own little empire. After selecting a home or building one from scratch, you can micro-manage every aspect of your Sims' existence or just let things happen. It's truly open-ended gameplay because there are no major objectives, and the AI can be relied upon (more so than in the original) to keep daily lives bubbling along. Your Sims will go to school, get jobs, marry and settle down, as you tweak their environment and personalities to suit your own caring or sadistic tendencies. Now they'll even grow old and eventually die, leaving a lifetime of memories for their children and grandchildren to ponder. It's a simple but remarkably addictive concept.
The first thing fans will notice will be the improved character design options. Basic body shapes and sizes can't really be changed, but the facial choices are just about endless and individual personality traits like neatness, playfulness and temper can all be set up front. The new Aspiration option lets you choose a 'guiding' aspiration for each Sim from Fortune, Knowledge, Family, Romance or Popularity, the fulfilment of which has an influence on your Sims' development throughout the game. Depending on your choice, your Sims will always have four Wants and three Fears. Fulfilling a Want takes them closer to achieving their aspirations, while facing a fear pulls them back. Reward points are earned by achieving a Want, allowing your Sims to purchase reward items to make life a little easier.
Maxis' success with The Sims was founded on the bewildering array of preferences available to players to influence their Sims' lives. They all return (including many from the expansion packs) in The Sims 2, supplemented by some great new ideas. You can make Sims eat until they get fat, and then throw them into an exercise regime. You can develop their basic talents, such as cooking and mechanical skills, and make some basic choices for them at work. You can guide their personal relationships and even spend the insurance money when grandpa dies. On-screen tips warn you of decisions that need to be made, but you can generally rely on the AI to take over if you can't be bothered. The mix of character interactions has been increased (although things still get a little repetitive), and you still have the chance to join the dark side by exercising your criminal tendencies.
The Sims 2 sticks very closely to a proven formula with good reason. It doesn't bring fundamental change, but it boasts a new feel and enough fresh ideas to make the switch worthwhile. That said, there's probably nothing here for you if you couldn't get into the original. Minor gripes include a frustratingly slow scrolling and camera system, and some slowdown when there's plenty going on, but The Sims 2 should keep everyone happy. Arguably, Maxis' job was just to provide a new basic engine that expansions, online enhancements, community mods and individual preferences will gradually turn into something special. It has achieved that aim admirably.
Copyright (c) 2004 MediaConnect
This article appeared in the March, 2005 issue of PC Authority.
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