Tuesday 17 June 2014

What You Need To Know About The Sims 4

I know i'm dangerously addicted to The Sims, in fact it's not uncommon for me to create elaborate backstories that often involve countless family trees and creepily detailed memoirs for each one of my poor subjects. Yet, when the first ripples of The Sims 4 rumours began to bob towards the shores of my attention way back when in May 2013 I understood that I probably wouldn't get my hands on the software for at least five years after its release. My reasoning behind this was born out of experience as it was only last year that I managed to gather the disposable income required for The Sims 3, some 4 years after its release in 2009. My reasoning behind this was also painfully correct, as The Sims 4 has been tagged with a £70 pre-order price that is desperately out of my student reach.

I can still revel in the new features of the game however and that is just what I have done with my new-found post-exam freedom. It's certain that The Sims 4 has a lot to offer us, even if all of these new features just contribute subtly to create a game that's more realistic and therefore more immersible than ever.

We've had several exhaustive lists of all the different features of The Sims 4 but what do these features actually mean for overall gameplay? Well, reader, I give you your long awaited answer...

Create-A-Sim 
- This life-creating workshop has been given a make-over in itself with new controls that include the ability to physically drag and mould physical characteristics of Sims. Not only does this unlock a world of potential creativity but also means, sadly for those who have always struggled to make Sims that look anything like individuals in the real world <cough>, there is absolutely no excuse for Sim-you to look nothing like real-you.

Sim Individuality 
- A big focus of The Sims 4 is on the uniqueness of your individual Sims - each individual has their own set of characteristics and emotions that come out in more realistic expressions of body language and interaction with objects and people with the general physicality of Sims becoming much more life-like.

Fluidity  
- In general, socialising is a lot more streamlined alongside other activities and behaviours. This is primarily brought in through the use of the multi-tasking tool presented in the game which acts to create more fluid, less blocky gameplay. No longer will you have to hang up the phone before starting dinner, or have a lovely conversation with a friend while your mother stands still next to them staring at you in silence (but if that's how your Mum rolls i'm not judging) because now all those things can happen all at once - integrating interactions in such a way that makes gameplay look a lot more practical.
- Not only are interactions a lot more streamlined, but general movement now works on a 360° axis meaning your characters aren't going to get stuck in that obviously non-manoeuvrable space between the dining table and the wall.

Realism 
- A running theme through all of Maxis' adjustments is a higher element of realism throughout the game - it's what all these developments have led to. Having different clothes and decorations evoke different emotions and behaviours from Sims is a leap of pure genius in the way of the authenticity and coupled with longer lasting effects of traumatic incidents - divorce, death, alien abduction etc. - creates more well-rounded, engaging and independent Sims. Segregating relationship types between Sims has also taken a leap in terms of realism with a distinction made between feelings of romance and friendship making for some pretty interesting dimensions of gameplay.

A Word About Realism 
- I must admit, however, that this is where Maxis confuse me somewhat. While I appreciate that The Sims has always thrived on a balance between the painfully realistic and the nonsensical absurd I feel that with these new developments so obviously aimed at bringing more realism to the game it feels strange to have bizarre new features of gameplay such as Sims laughing themselves to death, keeping a spare rocket ship in the back garden or resorting to voodoo dolls to fulfil their wishes. To begin with I was concerned that Rachel Franklin's intent to make the game more realistic would be undercut by these new fantastical elements of the game that are considered cartoonish. However, it has since occurred to me that this is how The Sims works, and a higher level of authenticity in the game might serve these outlandish dis-realities well - creating more vivid and emotional stories based around these bizarre happenings and expressing a higher level of what can only be described as how-would-I-react-ness that will definitely be fun to play around with. 

Overall i'm trying (and failing) not to get too excited about The Sims 4 as I know the price-tag is far from my tiny reach but give it five years or so and expect to see a pretty awesome review ;) 


Click to go to Sims Globe for a comprehensive list of
all new Sims 4 developments and features 











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