Whenever there's a new release fans have great expectations because of the leaps taken in the past between iterations. The Sims 2 introduced full 3D gameplay and generational play, and The Sims 3 introduced an open world, personality traits and fully customisable textures. However, when a new iteration comes, there are also features cut off from previous games, because development time is always short. When The Sims 2 came out, despite the magnificent improvements, the game felt a bit incomplete. Suddenly we had no access to the improvements of The Sims expansion packs. We had no proper venues to hang out at, no pets, not many activities for the sims to perform and no magic. The same happened when The Sims 3 came out, there was no weather, there were fewer activities for the sims to perform, fewer animations and very little original base game objects. It's only natural for a Sims game to feel incomplete at first, while expansion packs gradually add more content and open up the gaming possibilities. With this in mind, let's see how The Sims 4 fares in the present scenario.
To test the game, we created the Prestes family in Create-a-Sim. This is Arehim's family (the blog mascot, check this post), she's got a husband, Berlé, and an adult daughter, Ana. Create-a-Sim is very flexible for sim creation, but it requires a bit of practice. For the first time we managed to create a version of Berlé that actually resembles his real-life counterpart. Basically, in order to create the wanted sim, you grab and drop the body part you want to edit. It feels pretty much like messing with play-dough, and there are a lot of possible shapes. At last, fine-tuning the body shape is allowed, and that's a huge addition.
Arehim in a playful state of mind |
A scene in beautiful Willow Creek |
For the house building, we had to switch to build/buy mode. The game has now fused what were previously two independent game modes. The build/buy mode has introduced some interesting new tools, and much like create-a-sim, its interface is now based on the act of grabbing and manipulating stuff. There's still access to the previous individual tools, but now it's possible to grab entire rooms and place them wherever wanted. The roof customisation tools have also improved a lot, offering easy height and shape manipulation. It's also possible to customise the height of foundations with stairs matching their height accordingly. Unfortunately, it's no longer possible to add a room with a foundation next to one without.
The original Prestes' house in build mode |
Having built the house it was time to furnish it. A search function has been added, so it's a lot easier to locate individual objects. The game features tons and tons of objects. Never a basegame has featured this many objects, having a lot to choose from. The Prestes like the modern style better, so modern furniture was chosen for the house. There are several styles of furnishings ranging from classic to modern. The customisable textures for parts of the objects (known in The Sims 3 as Create-a-Style) were removed, leaving several preset colour combinations to choose from. That's understandable from a performance point of view, afterall Create-A-Style was incredibly lagging in The Sims 3, to the point of being downright unplayable. What's not understandable is the fact that you can't choose preset colours/patterns for individual parts of an object The Sims 2 style. A colour wheel would have also been a nice addition. Also missing were lounge chairs. Sims can no longer relax outside.
Arehim is about to cook a meal |
Now that Arehim's family had a fully functional house, it was time to live in it. Immediately the game started to feel different in a good way. Multitasking has been hugely improved, especially with conversations. Sims can now talk while doing almost anything. Also, it's possible to grab a drink while eating, or drinking while reading a book. Sims can now eat in front of the T.V. or read a book or use the smartphone while in the toilet. And these are just a few examples. Conversations also feel a lot more natural, and can take place between multiple sims. On one occasion, Arehim was at a bar telling a joke to multiple sims and they all laughed. Arehim was made to be a stand-up comedian, so she picked a job in the Entertainer career track.
It's not just the computers that have improved interactions. There are so many possible things to do in the game that it never feels short of gameplay. There are tons of activities for your sims to perform, including three musical intruments each with an associated skill, playable songs and the ability to compose new ones.
Gardening is also possible in the game |
Berlé is noticeably tense |
In order to try marriage and having kids we switched households. Save games now allow for an easy change between households, making rotational play a lot easier, like the way it used to be back in The Sims 2. But don't fret if you're a story progression player. Even though there's no real story progression like The Sims 3 has, the game allows for unplayed households and townies to age and die (via an option in the menu), and respawns new families all the time. There will always be townies of all ages for your sims to interact with.
We downloaded the previously shown in a trailer families of Babs L'Amour and Ollie Purdue. We then made them fall in love and get married. There's a dating system implemented in the base game for the first time. It consisted of a set of goals which you have to achieve in order to have a great date. If the date reaches the maximum score your sim is rewarded with an unlockable object. Like the console versions, there are objects you have to unlock by accomplishing certain gameplay goals. Unfortunately these objects are unlocked per household instead of per savegame.
Babs is on a date with Ollie |
After both sims finally shared a house it was time for Woohoo!! They decided to start a family early so they tried for a baby.
Babs and Ollie's first whohoo |
Just afterwards Babs took a pregnancy test in the bathroom it was positive. Babs got pregnant on her first woohoo (what are the odds?).
Babs after she found out she was pregnant |
Her pregnancy took about 3 days (one day per trimester) before she had her baby. Her belly got really big! When her baby girl thought it was finally time to come out Babs decided to have her in the hospital. The baby could also have been born at home.
Arehim checking Babs' belly size |
After delivering, Babs became really fat, so she had to work out at the gym in order to lose that baby weight.
Gotta lose that baby fat, Babs |
Babies stay in their bassinets all the time, but have several interactions such as rock, make silly face, coo at, etc. They can also be breast-fed or bottle-fed. There's no visible information on their needs, which makes taking care of them a lot more difficult. Sometimes they seem to cry just because. A baby then ages up into a child. For a lot of players the absence of a toddler stage is a huge issue and hopefully it will be fixed in a future expansion pack.
Will this baby ever become a toddler? |
Children are a lot of fun to play. They have a lot more interactions, can play musical instruments and have more toys. There are also child-specific skills and aspirations to be accomplished. Teenagers are similar to previous games. They still have homework to do and can advance in any adult skill. They also have the option of having a part-time job. The only drawback is that they are the same height as adults and thus it's difficult to perceive a sim's age-group.
In terms of graphics, the game looks stunning. It was a bold decision to choose the cartoony look instead of a more realistic one, but it worked wonders. History has a way of repeating itself as it reminds us of the time when The Legend of Zelda: The Wind Waker was launched and everyone was expecting a realistic-looking Zelda like the on shown in a tech demo. The final game ended looking great, and awed both reviewers and players. It also runs very smoothly (it was tested on a two year-old laptop, full specs at the end of the review), with fast saving. The UI has thankfully been uncluttered and still works really well.There are a few glitches, none of them game-breaking though. Besides, at the time of writing Electronic Arts has been delivering small patches in a timely manner, which is new in the series. We definitely approve of that!
Overall the game is very well structured, both internally and in terms of gameplay. The internal structure allows for transparency when it comes to modding. The developers have even provided an official document explaining how to tune the game and add new features. The game is very clear and precise and it can be told it was designed with expandability in mind. Future expansion packs will fit nicely. Also, returning to the initial issue, for the first time in the series the game feels a lot more complete. There's stuff to play for hundreds of hours before feeling the need of an expansion pack.
But let's get straight to the point: the game is incredibly fun to play. We've had the most fun playing the game we hadn't had in ages, it's really hard to turn off the computer and get back to real life. Despite some missing features and glitches, in the end having fun is the most important thing in a game.
9/10
Arehim threw a party to celebrate the game! |
Tested on:
2x Intel Core i7-3610QM CPU 2.30GHz
16GB RAM DDR3
NVIDIA GeForce GTX 675M
128 GB SSD Hard Drive
2x Intel Core i7-3610QM CPU 2.30GHz
16GB RAM DDR3
NVIDIA GeForce GTX 675M
128 GB SSD Hard Drive
Very cute!
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