Gamespot give The sims 9,1 scores. The sims get 8 at game play and graphic but get perfect score at sound and value.
Maxis' The Sims is to create, manage and control the lives of tiny computerized people who live in houses miniatures. The game of the excellent music and sound effects, detailed scenery, cleverly animated, and intelligent writing go a long way toward accomplishing this intriguing premise. Yet, though you can exert a considerable amount of control over your sims' behaviour and lifestyles, The Sims "real gameplay is rather limited in some respects -- by inconsistencies or odd by restrictions imposed on your actions. But the game of credit, the most reprehensible thing about these limits is how they contrast sharply with the tremendous freedom otherwise you have to lead the sims life.
At a glance, The Sims seems pretty good, if simple. The game itself takes place entirely in a small suburb outside of SimCity, and streets, houses, and all accessories are colorful and detailed - and all in a style consistent with the SimCity games. In a first step, fully polygonal characters might look no better than the landscape. But if you leave them alone, even for a few minutes, your sims will make all sorts of things, they will dance to radio music, Hunker at the front of the TV or in conversation. And when your sims start doing something, they will do so with the animation of expression that gives them a lot of personality. When music is playing, sims dance the Charleston together, watching TV-sims to look forward and looking intensely at the screen or laugh out loud conversation and gesticulate sims are appropriate because they chat, insults flat, narrate jokes, and more.
Despite the fact that the dialogue between the inhabitants of the game is made as to its complete gibberish, The Sims sounds great together. You can not do exactly what they say, but you can easily deduce their intentions to the tone of their voices. Sims will take the floor, then a pause and clear his throat during their thoughts on what to say then yelp in pain when they cut themselves to prepare a meal or naughty limericks say that jokes. Sims also interact with their environment, and any of coffee to the toilet sounds realistic, clear and in some cases, downright hilarious, like slapstick noises of television cartoons. The Sims' music is also excellent, even if much of it consists of bland easy listening, these songs without pretension to provide a perfect ironic contrast in the context of the devastation whatever your sims are wreaking on the scene.
Your sims can get into all sorts of problems depending on what choices you make in their design and actions. You can start the game with a pre-generated family sims or create your own using a number of 3D models, moreover, that are constantly made available to Maxis on websites. Each sim has five attributes of personality (NEAT, outgoing, active, playful and Nice), which will help determine the SIM card personality and how it will be compatible with other Sims. Each Sim also has six learnable skills (cooking, mechanical, charisma, body, logic and creativity), which not only affect how a sim interacts with his colleagues sims but also how they can use objects in his house and and how it can do its work. There are ten of careers available in The Sims, everybody is better served with a sim trained in a particular combination of the six powers. Once you find a job in the daily paper or online via a computer, your SIM card will be taken up by a carpool at a certain time each day. Getting a job is desirable because it is really the only way for your sims to use a regular income to buy more things.
One of the most important things to do in The Sims is to buy things, whether appliances or furniture inside your home, or walls, windows or even a second story for the outside. For example, a new mirror will let your sims increase their charisma, and a new stove will help them cook meals more satisfying. Each product you buy for your sims of origin has its own description, many of them are extremely funny, and it's worth it just to go just read some of the best gags. There's a variety of products to choose, and Maxis intends to continue to provide new household goods for download. Besides, you'll eventually want to expand the size of your house from the outside, insofar as greater home, more room for sims more and more things. You can do this quickly and easily with one of Sims' many friendly interfaces, the accumulation mode, which allows you to customize, to add or delete all sorts of new walls, floors, windows, doors and more yet with a few mouse clicks behind. Establishment of a good home is important, because you will need to meet your needs sims. Each sim has eight needs: hunger, comfort, hygiene, bladder, energy, fun, social and room and each need is indicated by a status bar that fills when needs are met But are constantly drained otherwise. If any of these bars status drops sharply down, your sims become restless and unhappy. And if everything becomes completely empty, your sims May suffer from anything a small mess (if your SIM card does not go to the toilet) to a complete disaster, like a sim, which receives no food will eventually die of hunger. In most cases, a sim who suffer from the negligence of one or more of its needs are generally morose and depressed: It will not work, often ignore instructions and do not react with other Sims.
Accordingly, it is important to keep your sims happy, or they will miss the most intriguing part of the game - the interaction with other Sims. Although Sims you start the game with will tend to become familiar with each other, they will not know the other sims in the neighborhood. It is generally a good idea for your sims to familiarize themselves with others, like social interaction is not only necessary to fulfill your sims' pressing social need bar, but it is also the key to promotion in the ranks certain professions. When your sims do meet other Sims, you'll first have the possibility of salvation, although you associate with them more often, you'll find more dialogue options available depending on the mood, personalities, and your relationships. For example, you can try to hit with your neighbor of the woman, but if her husband sees you, you may be in for trouble. Sims will interact with each other across differently depending on the situation, and given the multiplicity of factors that can influence a situation, your sims can and will do something for, by or with others that you May or May had not anticipated. Although sometimes these situations at the end of May insubordination or hostility, these exchanges and their results as The Sims really make a game interesting to play. And they will give you enough motivation to continue to play, if you're trying to focus a sim on a specific strength or weakness, or you simply want to re-create a scene from your favourite book, play or a movie.
Yet these are the advantages that also reveal what seem to be the Sims "comparable weaknesses. To begin with, the passage of time in the game is strange, to say the least, even if The Sims General play camera supports zoom and scrolling, it manages itself slowly. Similarly, many of sims activities - such as preparing and eating or using the bathroom - are also too long. However, time itself passes quickly in The Sims, even on the slowest. As such, to make the most of your time, you will find May awkwardly alternating between Thursday pausing to catch the camera to your Sims, then speed up the game Skipping through a tedious task as eating or bathing, then a pause again to queue your sims' next series of actions. Also, if sims have more sophisticated routines governed by their personalities and moods, they also sometimes show poor pathfinding general and artificial intelligence problems - like being unable to move, or move, small obstacles.
In addition, there are cases in The Sims in the game that seems limited by its own field of chronic that the happy family life of its inhabitants. For example, go to work is completely devoid of reader interaction - your SIM card jumps in carpooling, disappears for several hours, and except random events, reappears with a salary and is more or less. You can not control your SIM card at the workplace or access to him while he was away, nor your SIM card current career choice really affect their social life in any way whatsoever. Furthermore, it is best to keep your sims needs met at least part time, as deliberately ignoring a sim makes it often depressed and insubordination. You can keep a sim productive and respond to instructions keeping him happy, but you can not do the same with a sim neglected, it can not become a pariah in the form of resentment in a drifter revenge by bad situations - you rest just turn into a self-pitying couch potato who often ignore you.
This does not mean that The Sims is not pleasant and exciting game, because it is. If you relished the feeling of complete control, build a city in SimCity, you probably enjoy the experience of building a home life in The Sims. And even those who have not yet likely to find themselves absorbed in The Sims' brilliant-research, survey real, and very detailed world of miniature.
Maxis' The Sims is to create, manage and control the lives of tiny computerized people who live in houses miniatures. The game of the excellent music and sound effects, detailed scenery, cleverly animated, and intelligent writing go a long way toward accomplishing this intriguing premise. Yet, though you can exert a considerable amount of control over your sims' behaviour and lifestyles, The Sims "real gameplay is rather limited in some respects -- by inconsistencies or odd by restrictions imposed on your actions. But the game of credit, the most reprehensible thing about these limits is how they contrast sharply with the tremendous freedom otherwise you have to lead the sims life.
At a glance, The Sims seems pretty good, if simple. The game itself takes place entirely in a small suburb outside of SimCity, and streets, houses, and all accessories are colorful and detailed - and all in a style consistent with the SimCity games. In a first step, fully polygonal characters might look no better than the landscape. But if you leave them alone, even for a few minutes, your sims will make all sorts of things, they will dance to radio music, Hunker at the front of the TV or in conversation. And when your sims start doing something, they will do so with the animation of expression that gives them a lot of personality. When music is playing, sims dance the Charleston together, watching TV-sims to look forward and looking intensely at the screen or laugh out loud conversation and gesticulate sims are appropriate because they chat, insults flat, narrate jokes, and more.
Despite the fact that the dialogue between the inhabitants of the game is made as to its complete gibberish, The Sims sounds great together. You can not do exactly what they say, but you can easily deduce their intentions to the tone of their voices. Sims will take the floor, then a pause and clear his throat during their thoughts on what to say then yelp in pain when they cut themselves to prepare a meal or naughty limericks say that jokes. Sims also interact with their environment, and any of coffee to the toilet sounds realistic, clear and in some cases, downright hilarious, like slapstick noises of television cartoons. The Sims' music is also excellent, even if much of it consists of bland easy listening, these songs without pretension to provide a perfect ironic contrast in the context of the devastation whatever your sims are wreaking on the scene.
Your sims can get into all sorts of problems depending on what choices you make in their design and actions. You can start the game with a pre-generated family sims or create your own using a number of 3D models, moreover, that are constantly made available to Maxis on websites. Each sim has five attributes of personality (NEAT, outgoing, active, playful and Nice), which will help determine the SIM card personality and how it will be compatible with other Sims. Each Sim also has six learnable skills (cooking, mechanical, charisma, body, logic and creativity), which not only affect how a sim interacts with his colleagues sims but also how they can use objects in his house and and how it can do its work. There are ten of careers available in The Sims, everybody is better served with a sim trained in a particular combination of the six powers. Once you find a job in the daily paper or online via a computer, your SIM card will be taken up by a carpool at a certain time each day. Getting a job is desirable because it is really the only way for your sims to use a regular income to buy more things.
One of the most important things to do in The Sims is to buy things, whether appliances or furniture inside your home, or walls, windows or even a second story for the outside. For example, a new mirror will let your sims increase their charisma, and a new stove will help them cook meals more satisfying. Each product you buy for your sims of origin has its own description, many of them are extremely funny, and it's worth it just to go just read some of the best gags. There's a variety of products to choose, and Maxis intends to continue to provide new household goods for download. Besides, you'll eventually want to expand the size of your house from the outside, insofar as greater home, more room for sims more and more things. You can do this quickly and easily with one of Sims' many friendly interfaces, the accumulation mode, which allows you to customize, to add or delete all sorts of new walls, floors, windows, doors and more yet with a few mouse clicks behind. Establishment of a good home is important, because you will need to meet your needs sims. Each sim has eight needs: hunger, comfort, hygiene, bladder, energy, fun, social and room and each need is indicated by a status bar that fills when needs are met But are constantly drained otherwise. If any of these bars status drops sharply down, your sims become restless and unhappy. And if everything becomes completely empty, your sims May suffer from anything a small mess (if your SIM card does not go to the toilet) to a complete disaster, like a sim, which receives no food will eventually die of hunger. In most cases, a sim who suffer from the negligence of one or more of its needs are generally morose and depressed: It will not work, often ignore instructions and do not react with other Sims.
Accordingly, it is important to keep your sims happy, or they will miss the most intriguing part of the game - the interaction with other Sims. Although Sims you start the game with will tend to become familiar with each other, they will not know the other sims in the neighborhood. It is generally a good idea for your sims to familiarize themselves with others, like social interaction is not only necessary to fulfill your sims' pressing social need bar, but it is also the key to promotion in the ranks certain professions. When your sims do meet other Sims, you'll first have the possibility of salvation, although you associate with them more often, you'll find more dialogue options available depending on the mood, personalities, and your relationships. For example, you can try to hit with your neighbor of the woman, but if her husband sees you, you may be in for trouble. Sims will interact with each other across differently depending on the situation, and given the multiplicity of factors that can influence a situation, your sims can and will do something for, by or with others that you May or May had not anticipated. Although sometimes these situations at the end of May insubordination or hostility, these exchanges and their results as The Sims really make a game interesting to play. And they will give you enough motivation to continue to play, if you're trying to focus a sim on a specific strength or weakness, or you simply want to re-create a scene from your favourite book, play or a movie.
Yet these are the advantages that also reveal what seem to be the Sims "comparable weaknesses. To begin with, the passage of time in the game is strange, to say the least, even if The Sims General play camera supports zoom and scrolling, it manages itself slowly. Similarly, many of sims activities - such as preparing and eating or using the bathroom - are also too long. However, time itself passes quickly in The Sims, even on the slowest. As such, to make the most of your time, you will find May awkwardly alternating between Thursday pausing to catch the camera to your Sims, then speed up the game Skipping through a tedious task as eating or bathing, then a pause again to queue your sims' next series of actions. Also, if sims have more sophisticated routines governed by their personalities and moods, they also sometimes show poor pathfinding general and artificial intelligence problems - like being unable to move, or move, small obstacles.
In addition, there are cases in The Sims in the game that seems limited by its own field of chronic that the happy family life of its inhabitants. For example, go to work is completely devoid of reader interaction - your SIM card jumps in carpooling, disappears for several hours, and except random events, reappears with a salary and is more or less. You can not control your SIM card at the workplace or access to him while he was away, nor your SIM card current career choice really affect their social life in any way whatsoever. Furthermore, it is best to keep your sims needs met at least part time, as deliberately ignoring a sim makes it often depressed and insubordination. You can keep a sim productive and respond to instructions keeping him happy, but you can not do the same with a sim neglected, it can not become a pariah in the form of resentment in a drifter revenge by bad situations - you rest just turn into a self-pitying couch potato who often ignore you.
This does not mean that The Sims is not pleasant and exciting game, because it is. If you relished the feeling of complete control, build a city in SimCity, you probably enjoy the experience of building a home life in The Sims. And even those who have not yet likely to find themselves absorbed in The Sims' brilliant-research, survey real, and very detailed world of miniature.
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