Posts Tagged ‘the sims’

Matters Of The Heart: The Sims 4

By Adam Smith on June 12th, 2014.

The on-stage presentation for The Sims 4 at E3 was a sinister piece of work. Forget your survival horror games and your gore-tastic third-person monster-choppers, this is the most disturbing video shown at the entire event. It begins with simple marketing buzz-speak – “In previous games you controlled the mind and body of your Sims. In the Sims 4, for the first time, you control their hearts.” This is demonstrated by showing what look like canned animations linked to personality traits. So far, so Sims 3. Then, toward the end of the video, the presenter really takes control of a poor jock’s heart.

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The House Always Wins: The Sims 4

By Adam Smith on May 28th, 2014.

I like The Sims. Quite what that says about me I don’t know but there it is. Actually, I can be more specific – I like the idea of The Sims far more than I like what the series has become. The third game seemed to be going in the right direction, simulating the lives of neighbours, workmates and friends, but without extensive modding those lives were empty. As is no doubt increasingly obvious to anyone who reads my wittering in a regular basis, I’m fascinated by the things that a game simulates while I’m not looking. I want those trees to make a sound even if I’m not there to hear it. I sense that The Sims 4 will be a step back from its prequel in that regard but the new ‘Build’ trailer is handsome.

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The Sims 4 To Be The Fourth Sims Game?

By Alec Meer on May 7th, 2013.

EA’s recently-announced The Sims 4 may in fact be a new Sims game, sources have revealed to RPS.

The source, who did not wished to be named but who purports to have strong ties to the press release-reading community, claimed exclusively to this website that The Sims 4 is in fact the fourth in the Sims series.
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What I Write About When I Write About Games

By Adam Smith on October 26th, 2012.

This is my first week back from a holiday, during which time I barely looked at an internet, let alone wrote on one. I didn’t play any games either, unless you consider freezing to death on a remote Welsh hillside to be some sort of game. As is often the case, not doing something for five minutes has made me think about why I do it in the first place. Why, of all the wonderful and fascinating things that exist, do I spend so much time thinking and writing about games?

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EA Suing Zynga Over The Ville, To “Take A Stand”

By John Walker on August 3rd, 2012.

From EA's complaint document.

Update: The memo we saw is now publicly posted here.

EA have announced tonight they’re planning to sue Zynga, over the similarities between the recently released The Ville, and Maxis’ The Sims Social. It’s not the first time that Zynga has released a game that looks astonishingly similar to another company’s game, but it’s the first time they’ve met an opponent big enough to fight back. We’ve seen an internal EA memo that tells staff that while they are pursuing this because they believe they’re legally in the right, they’re also doing it because they believe it’s time to be “taking a stand”. It says that even if they were to lose, “we will have made a point.”

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ErotiSim: Sex & The Sims

By Kieron Gillen on December 30th, 2011.

Then bite and tear her flesh away. That's the way to do it..

More from the archives, this time a 2007 piece on the dark eroticism inherent in The Sims, penned by the sorely-missed RPS co-founder and giant of words Kieron Gillen.

It was the phone calls that made me certain. The Sims was going to cross over, one way or another.

I worked in a cramped games magazine office for just shy of five years. There were only three times that we really knew the eye of a media mini-storm was circling somewhere above us. We knew we were being watched at those moments, because every time we answered the phone the same questions came from different missionaries from the Real World Media. The first and biggest spike in calls was part of the fallout of 9/11 when every journalist in the world needed to ask us whether Counter-Strike or Rainbow Six: Rogue Spear or Microsoft Flight Simulator could be used to train terrorists to take over commercial airliners. Majestic, prompting the second and smallest peak, was publisher Electronic Arts’ great failure – a reality-blurring attempt to commercialise the alternate-reality game before anyone really knew what an alternate-reality game was, which bombed in the States and was never released in Europe. The third was sparked by The Sims, Electronic Arts’ great success and one of the most popular and groundbreaking games of recent times.
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Mods And Ends: The Sims 3

By Adam Smith on November 5th, 2011.

Does anyone remember Sim Town?

Oh no! It’s for girls! And not even the good type of girls. The bad ones. The ones who like Hollyoaks and reality TV, and feast on swirling and scurrilous rumours about Brangelina.

Except that’s a load of old rubbish, like claiming that games with guns only appeal to violent sociopaths or wargames only appeal to retired colonels. I have it on good authority that many current ranking members of the Armed Forces also like to play wargames. The Sims has long been a fascinating piece of software, in many ways experimental and exploratory, and supporting a type of creative play that is rare to find. Let’s mod it. Let’s really open it up.

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Knightlife: The Sims Medieval Announced

By Quintin Smith on August 3rd, 2010.

Right click, talk, flirt, tickle, pillage, suppress, stab.

What’s this? A press release has come tumbling through the RPS letterbox, bound in tattered leather and announcing the Spring 2011 release of The Sims Medieval. A full game of its own (presumably using the Sims 3 engine), The Sims Medieval will allow players to create their very own “Hero Sim (TM)” and then either head off on quests or focus on building up their kingdom. We’re promised “drama, romance, conflict, and comedy” involving “characters from all walks of life, from Kings and Queens, to Knights and Wizards, Blacksmiths and Bards.” Full press release, some screens and some thoughts after the break.
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Super Spoofery: The Sims Goes Horror

By John Walker on November 2nd, 2009.

We've all been there.

College Humor gets it right pretty often, and this remarkably well produced Sims spoof is perfectly aimed. Sure, we’ve all told our own version of the time we made our Sims die in a puddle of their own urine, but CH realises those jokes with impressive production values and a superb horror movie vibe. In fact, it’s because we’re all so familiar with the themes that it works so well. Watch it below.

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Will Wright On 25 Years Of Game-Making

By Alec Meer on April 19th, 2009.

Cleverman make cleverthinks! Fresh from the Web 2.0 expo earlier this month is this entertaining and educating half-hour talk with Will Wright about everything including but not limited to his career and games to date, what’s next, lessons learned from Second Life, the intersect between games and reality and -ooh missus – Spore’s controversial DRM and the business considerations around it: “These people have paid money for a game, and you don’t want to be treating them basically as criminals”. On Spore itself, he observes that he wanted it to be almost more of a toy than a game per se – something else for the game’s many critics to chew on, then.

Also especially salient is an observation that gamers are basically narcissitic – “the more you can make the game about that person, the more interested, the more emotionally involved they will get.” A theme which, clearly, has run through a number of his games. LET THE MAN SPEAK.
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The Sims Top Ten, September 6th

By Jim Rossignol on September 16th, 2008.


We don’t usually pay much attention to the charts, but I spotted the September 6th line up over on Shacknews and it amused me. And there’s a mystery…
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Dinner With Rod Humble: Sims Style Stuff

By John Walker on April 30th, 2008.

Last week we brought you part one of our interview with EA’s Rod Humble. This week we bring you the second part, where we get down to talking about Rod’s day job: The Sims. When you’re sat down for dinner with the man in charge of one the biggest selling gaming franchise ever, and have a chance to find out more about the forthcoming The Sims 3, what do you ask about? Peeing. And then some slightly more practical questions. Along the way we discussed The Sims’ sociology on a wider scale, how Rod finds freezing to death endlessly funny, and why The Sims’ expansion packs deserve a better time than the gaming press gives them.

In future, could girls be more subtle when rejecting me?

RPS: You said that you want Sims 3 to welcome back the hardcore.

RH: Yeah. We’re adding systems which add depth and longevity to the gameplay. In addition to being able to go up many different advancement tracks, such as gardening or hobbies. The game also gives you little tasks to do. The game has an added depth that I think we’ve learned from other games that have come out in the last four or five years. It adds that extra meat of challenge. I think a lot of current players love all the Sims games as creative tools, but quite often I think core gamers like challenge and depth, and we’re always trying to strike a balance. I hope Sims 3 adds a little bit more to that balance.

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The Sims Sells 100 Million

By Jim Rossignol on April 16th, 2008.


An unimaginable number of little computer people have now been created and probably sent to work against their will by cackling human overlords.

“At this milestone, we want to thank players of The Sims everywhere for making The Sims such a worldwide phenomenon,” said Rod Humble, Head of Studio for The Sims Label. “The Sims has been an interactive experience for people around the globe to explore their passion for creativity and we’re thrilled to be a part of that. From building houses and relationships, from the first kiss to a toddler’s first step, from kitchen fires – and even visits from ghosts, players have told more than 100 million unique and fun stories!”

What’s perhaps most remarkable about this is how few games have actually tried to imitate The Sims or cash in on the success of the series. I can really only think of a handful of other games, and few of those have the same kind of universality. Anyway, good work Sims designers, looks like you’ve proved you don’t need a gun lurking at the bottom of the screen after all…

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