Posts Tagged ‘Maxis’

Matters Of The Heart: The Sims 4

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

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’s Character Creator Is More Powerful Than God

Chin elongations, the next big thing in fashion

Maxis has always had quite a knack for character creation tools, and The Sims 4 will apparently take that to a Whole New Level. Each Sim? Naught but an amorphous lump of flesh putty. And you? Some kind of divine hand that pokes, prods, and pinches your wildest dreams (or shrieking nightmares) into existence. There’s a trailer showing off the new tools below. I can’t wait to make so many oozing alien sludge babies.

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Walled City: SimCity Goes Offline Today

In a final [humiliating capitulation]/[act of goodwill and community empowerment] Maxis will today release SimCity’s offline mode, freeing city builders everywhere from the terrifying fear that a cleaner at the Origin data center will accidentally unplug the servers as he hoovers up the hopes and dreams of the developers. At the time of writing (lunchtime on Tuesday the 18th), the servers are down as the game prepares for the update that will mean the next time the servers are down, you’ll be able to play.

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Citybound Aims To Be What We Wanted From SimCity

Beneath a mess of half-baked systems and massively detrimental online requirements, SimCity actually had some pretty cool ideas. Simulation of individual people and entities? Community options for those who want them? Curved roads? All interesting stuff on paper. Unfortunately, the reality of Maxis’ latest city builder failed (rather miserably) to live up to those promises, and Maxis has been struggling to build something workable from the pieces ever since. Enter Citybound. Its goal? To construct a city sim from the ground-up with a focus on single-player, out-of-the-not-a-box moddability, and simulating a truly sizable geographical region – not an itsy bitsy ant hill town. Also curved roads. Always curved roads.

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EA Defends BF 4, SimCity Launch Efforts, Discusses Future

I recently attended the D.I.C.E. Summit in Las Vegas (which is not related to game developer DICE, actually), and there I interviewed the entire gaming industry. OK, that’s not entirely true, largely because many D.I.C.E. attendees spontaneously break out into hives if anybody so much as mentions the word “indie.” But still, I talked to a whole mess of people. I encountered EA chief creative officer Rich Hilleman on an award show red carpet, so time for chit-chat was brief. Given recent events, however, I had to ask: what’s the deal with EA and hideously botched launches on games like Battlefield 4 and SimCity? And while Hilleman (very vaguely) promised change, I found his response more than a little upsetting. Read on and see what you think.

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Maxis: SimCity Offline Took ‘Significant’ Work To Create

And they had to walk 15 miles in the rain up a (very long) hill every day

After months upon months of sidestepping the issue, EA and Maxis have finally seen fit to give SimCity an offline option. Victory! At least, for folks still soldiering on with the beleaguered and – to be perfectly honest – not terribly interesting city builder. But while we wait for modders to laugh off Maxis’ suffocatingly stringent guidelines and finally make the game great, some questions still need answering. Foremost among them, why the not-so-sudden about-face when the company once claimed that separating SimCity from its precious servers would be nearly impossible? According to the developer, it’s because rewriting the simulation to function offline took nearly six-and-a-half months of hard work.

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